[b]Name[/b]: Mike Cove [b]Age[/b]: 15 [b]Gender[/b]: Male [hider=Appearance] [img=http://4.bp.blogspot.com/-0zSb-EYevqc/Urc-5k-8mXI/AAAAAAAAC4A/E49IzAJ-1TA/s640/Daisuke_Niwa_Wallpaper_by_usagisailormoon20.png] [/hider] [hider=Personality] Mike is a very outspoken boy. While he often doesn't know how to behave in social situations, he doesn't let that stop him. Taking a page from Thomas Edison's book; he doesn't make social mistakes, he just learns what not to do. Despite his frail body, he is a surprisingly cheerful boy, loving life and doing his best to make the most out of everyday. Because of his lack of social experience, he doesn't pick up on most social cues. That means that he's likely to pay more attention to what someone says, and not how they say it. Despite his cheery demeanor, he does have a darker side; having been his primary companion since he was a small child, he holds books in the highest of regards, and anyone he catches mistreating one will bring upon themselves the full might of his sickly kinda sorta crippled wrath. [/hider] [hider=History] Mike was born a very sick baby, and he didn't get much better as time went on. During the first year of his life, Mike's weak body almost failed on him more then most people's do in their life. However, as the first year of his life began to end, he started to stabilize. While he was still very sick, his life was no longer in constant danger. The reason for his bad heath is most likely because of complications his mother had during her pregnancy, although it's really just an educated guess. Because his parents worried for his life (not unjustly so) they home schooled him. While this kept him close to his supply of medicine if he ever needed it, it deprived him of social contact with other kids his age. For a long time, Mike was very lonely and bored. However most of that changed when he discovered books. Draw by the written word, Mike devoured any book he could find. He read all sorts of books; fiction, poetry, textbooks, you name it. By the time he was in 6th grade, he was reading high school level materiel His world suddenly grew when he discovered something else; video games. They quickly became a much more real feeling escape from his tiny world. Suddenly, he was experiencing worlds he had only read about. He was fighting monsters and saving worlds. Not that this cut into his book reading, no sir. Mike had simply become such a quick reader that books just didn't last as long as they once did. [/hider] --- [hider=Status Window] Class: The Gamer LV: 14 Current EXP: 341 Epic Points: 3 0/76 Points STR: 25 VIT: 20 DEX: 15 INT: 13 WIS: 25 LUK: 5 HP: 226 (+15% = 33.9) = 259 HP Regeneration: 8 MP: 222 (+16% = 35.52) (+3% = 6.66) (+10% = 22.2) = 286 MP Regeneration: 13 Resilience: 24 Concentration: 22 [/hider] [hider=Titles] 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. (Equipped) [/hider] [hider=Talent Window] 62 + 4 = 3/66 Acrobatics (DEX): 2 Appraisal (INT): 4 Climbing (STR): 0 Crafting (INT): 2 Divination (WIS/LUCK): 5 First Aid (INT): 11 Fisticuffs (DEX): 0 Focus (WIS): 17 Knowledge (INT): 10 Manipulate Device (DEX): 0 Melee Weaponry (DEX): 0 Negotiation (INT): 1 Observation (INT): 15 Projectile Weaponry (DEX): 0 Seishin no Ken (WIS/DEX): 12 Sleight of Hand (DEX): 0 Stealth (DEX): 0 Thrown Weapons (DEX): 0 [/hider] [hider=Skills] [hider2=Misc 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. Observe (Active) (Lv 7: 45/100 EXP): +1 Observation. Higher Skill Level gives you more data on a target. To Level Up: Use the Skill, Find out Unique Information, Make a natural observation about a target. ID Create (Lv 10: 0/100 EXP) (Active): Create a Pseudospace. Current Types Possible: Empty ID, Imp ID, Zombie ID, Wisp ID, Ghoul ID, Goblin ID, Training ID, Black Goblin Swordsman ID, Elite Monster ID, 1:2 Time Compression ID. To Level Up: Create an ID, Unknown Training Method, Unknown Training Method. ID Escape (Level 9: 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 or allow you to break more powerful Pseudospaces. To Level Up: Escape an ID you created, Escape an ID someone else created. Meditation (Active) (Lv 10: 10/100 EXP): +3 MP Regeneration, +1 Focus. The art of focusing and clearing your mind to relieve stress and tension or to increase focus. Raises MP recover rate by 400% when used. Cannot be used in Combat nor can you move while using this Skill. If used during an attempt to focus towards something or during natural meditation your Focus is increased by 5%. To Level Up: Meditate Naturally. Use the skill while performing a focus oriented, but not combat oriented, task. Hardiness (Level 6: 0/100) (Passive): +1 Vit. You are more resistant against bodily ailments. You have an increased 6% chance to resist any physical ailments. First Aid (Level 1: 0/100 EXP) (Active: 1 MP): Uses some form of First Aid Item. Heals an amount of HP equal to 1d8 + 25% of First Aid Score, uses up First Aid Item in the process. Takes 6 seconds to use and cannot use it while moving. Open to attack if using it near enemies. To Level Up: Treat someone. Treat someone in Critical Condition. Unknown Training Method. [/hider2] [hider2=Energy Skills] Energy Pulse (Lv 2: 50/100 EXP) (Active: 4 MP): A combat skill meant for the more non-combative types. Emits a small, more ethereal pulse of energy that knocks foes back. Does an amount of damage equal to 22% of your total Focus Score and knocks foes backwards a short distance (or may even knock them down). To Level Up: Hit with Energy Pulse, Miss with Energy Pulse, score a Critical with Energy Pulse. Force Pulse (Lv 5: 10/100 EXP) (Active: 8 MP): While it is still ethereal in a sense, the energy of the crescent shaped small pulse of energy appears tangible, but it is not the energy that is more tangible though. You launch a pulse of energy and force at an opponent, dealing damage and having a better chance of not only knocking them back or down, but also you may even have a chance to stun the opponent. Does an amount of damage equal to 1 ~ 8 + 30% of Focus Score. To Level Up: Hit with Force Pulse, knock back with Force Pulse, knock down with Force Pulse, Stun with Force Pulse, deal a Critical, deal a Lucky. [/hider2] [hider2=Combat Skills] Physical Endurance (Passive) (Lv 10: 0/100 EXP): +10 Resilience, +15% HP +3 HP Regeneration, +1 VIT. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Successfully survive a fatal strike. Magic Endurance (Passive) (Lv 5: 0/100 EXP): +5 Concentration, +10% MP. To Level Up: Successfully endure a magical attack. Successfully endure a Critical Strike from a magical attack. Successfully survive a fatal strike. Critical Strike (Passive) (Lv 3: 0/100 EXP): Deal 120% more damage whenever you perform a Critical Strike. To Level Up either perform a Critical Strike or get hit by a Critical Strike. Katana Mastery (Passive) (Lv 13: 50/100): +1 Dex, +1 Seishin no Ken. Deal 70% more damage with Katanas. +18% Attack Speed and +9% Parry Speed with Katanas. Through further mastery of the katana you can also acquire powerful kendo techniques with proper training. To Level Up: Hit with a Katana. Parry with a Katana. Get a Critical Strike using a Katana. Fell Swing (Passive) (Lv 1: 0/100): You have an incredibly powerful sword swing, powerful enough to where you can pretty much use brute force to smash your way through opponent's defenses and resistances if your strength is greater. If your STR is greater than your opponent's, then their Defense is subtracted by 10% of your STR if they try to Block or Parry. If you manage a full on hit (Max Hit), then you ignore an amount of their Resilience equal to 25% of your STR. To Level: Make use of this Skill. [/hider2] [hider2=Seishin no Ken Skills] Seishin no Ken (Talent Skill) A style of swordsmanship that involves unifying the body, mind, and spirit through and with one's sword, allowing for attacks that utilize a balance of both physical, spiritual, and mental strength. You also now know how to fight, and can do so, using the movements of this style of swordsmanship whenever wielding a katana instead of just the basic knowledge and skills of melee as you had been doing so before. Seishin no Ken: Zandaka (Level 11: 0/100 EXP) (Active & Passive: 18 MP + 30 MP/Minute): +3 Str, +3 Wis, +16% MP. You focus your mind and use it to balance the physical and spiritual energies and strengths within you. By merging and balancing these energies and strengths you will be able to harness more of your innate strengths as a singular force. To use this Skill your Str and Wis scores must have their difference be equal to or less than your Score in Seishin no Ken (Wisdom). If your Wis and Str Scores are unequal then while this Skill is active only 42% of your Wis is added to your Str and vice-versa. If the two scores are equal then 67% of each is added to the other. This Skill also lets you use other Seishin no Ken Skills while it is active. To Level Up: Use Zandaka, Attack while Zandaka is active, Use a Seishin no Ken Skill while this Skill is active. Seishin no Ken: Tamashī no Ha (Level 5: 90/100 EXP) (Active: 20 MP): +1 Seishin no Ken. This basic technique full of potential can only be used while Zandaka is active. This technique of the Seishin no Ken allows the user to flow the spiritual power (MP) of their body in and through their sword, turning it into a sword of their very soul. When using this technique, the sword is temporarily filled with spiritual power, allowing your next attack to deal bonus spirit energy damage equal to your 65% of your WIS. Furthermore an additional amount of damage equal to 35% of your Seishin no Ken (WIS) Score is dealt to the target struck as well. To Level: Attack, Defeat a Foe, Get a Critical. [/hider2] [hider2=Spiritual Powers] Spirit Channel (Level 7: 0/100 EXP) (Active: 20 MP/Minute): +3% MP, +1 MP Regeneration, +1 Focus. You know how to channel and flow your spiritual power (MP) and your spirit itself, able to use it to reach out to other Spirits or spiritual powers. While on its own this Skill does not have much use on its own it is best used when combined with other tasks, abilities, or skills. Combined with other spiritual powers one knows and it could be used to flow and channel those powers through or into things in different ways. To Level Up: Use the Skill Spirit Harness (Level 4: 0/100 XP) (Active: 50 MP/Minute): Through practice with your Spirit Energy (MP) and flowing it through Spirit Channeling you have learned a technique that many of those who use spiritual power attempt to learn, the ability to actively control your own spirit energy with your mind. Through this Skill you can now focus and harness your spirit energy in different ways to attempt to create various techniques or to just better grasp how to handle your spirit energy. All Spirit based techniques are also strengthened by 13% thanks to a better grasp you have on your spirit. To Level Up: Use this Skill, make new Skills using this one. Spirit Blade (Level 8: 20/100 XP) (Active: 50 MP/Minute): You gather spirit energy (Mana) into your hands and, with sheer willpower, perform a very impressive feat of shaping this energy into a blade. This blade deals 4 ~ 18 + 66% Wisdom Damage and counts as a Katana for the purpose of other Skills. This mass of energy, however, wielded like a sword and used to strike people deals Physical Damage instead of energy damage, but still counts as a Spirit Energy (Mana) based attack for other such purposes. To Level Up: Create the Spirit Blade, Attack with the Spirit Blade, Parry with the Spirit Blade, or get a Critical Strike with the Spirit Blade. Spiritual Awareness (Passive) (Lv 1: 0/100): +10% MP, +2 MP Regen. You have an awareness and sort of affinity with your own spiritual energy that comes from much practice and a focused mind and spirit. All abilities that utilize Spirit Energy are strengthened by 10%. Furthermore, you also know how to better detect spiritual energy as well, and can sense it at will if its in the nearby vicinity. To Level: Sense Spirit Energy, Practice with Spirit Energy, Use Spirit Energy Spiritual Defense (Lv 1: 0/100) (Passive): Through the usage of your own spiritual power and techniques you use to harness spiritual power, you can steel your spirit against powers that would invade and harm your body, instead of having to rely on your own natural resistances. Doing this though consumes 100 MP, as it is not a perfect or precise technique. Currently uses your Seishin no Ken (WIS) Score. To Level: Attempt to block invading powers, Successfully defend. [/hider2] [hider2=Divination Skills] Divination (Talent Skill): You know how to divine the fates and foresee various things using various methods of Divination and fortune telling. Not only that, but as you grow more experienced you may be able to commune with other certain forces as well, possibly being able to harness the powers you use for your predictions for more than just prediction. Fortune Telling (Level 5: 50/100) (Active): +1 Divination, +1 Luck. You attempt to gaze either forward in time or perhaps into the present, but in a different place, to garner more information on something. You can attempt to predict the outcome of things or perhaps gain insight into something currently happening. It is possible that, with predicting the future, when that time comes to have Luck factor in to the outcome of things since fate would be on your side since you would have had a somewhat of a glance as to what may happen. The higher the level of this Skill, the more accurate your Fortune Telling will become. To Level: Use the Skill. [/hider2] [/hider] [hider=Inventory] Money: 94,000 ¥ [hider2=Equipment] Main Hand --Spirit Bokken: A Bokken infused with spiritual energy and carved out of the branch of a spirit tree, a type of tree that is said to carry energy of the world's very spirit within. This wooden blade is much tougher than any regular bokken. Not only that, but it strengthens all Spirit Energy based techniques used with it by 10%. Damage: 4 ~ 16. Rank: Uncommon. Body --Clothing: Standard clothing, provides no defensive value. Accessories --None Rings --None [/hider2] [hider2=Items] 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 Bokken: A strong, sturdy wooden katana used for practicing kendo. It appears to look brand new. Damage: 1~8. Rank: Common Spirit Bokken: A Bokken infused with spiritual energy and carved out of the branch of a spirit tree, a type of tree that is said to carry energy of the world's very spirit within. This wooden blade is much tougher than any regular bokken. Not only that, but it strengthens all Spirit Energy based techniques used with it by 10%. Damage: 4 ~ 16. Rank: Uncommon. Folding Chair: A standard metal folding chair that looks like it can deal some decent damage and can be a somewhat alright shield. Requires STR 5 to wield effectively. Yakisoba Bread (2): Yakisoba bread, heals 10 HP. Rank: Common 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 Tiny Soul Gems (3): A small gem that contains the energy of a soul. Useful in many different fields. Rank: A little less than common. Medium Soul Gems (4): 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. Minor Health Potion (1): A vial filled with a slightly less potent potion used to recover health. Recovers 40 HP. Can be split into two doses. Rank: A little Uncommon. Medium Recovery Potion (1): A somewhat bigger vial filled with a potion used to recover health: Restores 150 Health. Can be split in up to 3 doses. Rank: A little more than Somewhat Uncommon. Small Recovery Potion (1): A small vial filled with a potion used to recover health. Recovers 75 HP, can be split into 3 doses. Rank: Uncommon Recipes for Different Kinds of Pseudospaces: A book that contains tricks and tips on how to make different forms of Pseudospaces. Rank: Somewhat common. Abyss ATM Card: Allows for purchases from the abyss to be made without the usage of cash thanks to an ATM Account. Currently holds 7,500 Points on it for the AAPP. Current membership to that program is Bronze Rank. [/hider2] [/hider] [hider=Extra Notes] Mainly for Game Mechanic Purposes this part so I don't have to constantly make calculations. This stuff does not appear in your character's window. [hider2=Zandaka Active] Str: 32 Wis: 33 HP: 244 + (15% = 36.6) = 280 HP Regeneration: 8 MP: 292 + (3% = 8.76) + (15% = 43.8) + (10% = 29.2) = 373 MP Regeneration: 15 Concentration: 27 Resilience: 28 [/hider2] [/hider]