Link to Interest Check is in my Signature.
Link to the Manwha this RP is based off of.
Everything is normal in Neo Tokyo located in the country of Japerica (Setting names pending, just go with it for now). There is nothing special or ordinary about this world, which is very much like our own. People get up, eat their breakfasts, take their showers, and go about their daily lives without any hint of anything out of the ordinary. Nothing special at all goes on in this world, that is until one day something does change. In the year 20XX a small group of people much like ourselves wake up one day to discover that their own world isn't as it seems.
These people discover that, for no apparent reason, they have literally become real life video game characters whether they like games or not. They have Stats, they can get EXP through completing every day tasks from studying to running errands for people in the form of Quests, have alert windows appear before them to give them information, and they even have Levels and Skills. It is unclear as to how they came to be this way, as it would have just happened to them without them even realizing it.
Perhaps they received an errand from their parents that appeared before them as a quest. Or maybe they took a look outside and saw the names of people above their heads, as well as their 'Levels'. Regardless of how they came to the realization that they are now more like Game Characters than real people, their ordinary lives still continue. But soon enough, this group of either unfortunate or fortunate (as it really depends upon your disposition) people begins to discover that there is a whole other side to their world, a side that will begin to make them see everything around them in a whole new light.
With basic Plot discussed, we will also begin to discuss how exactly this RP will work. This RP will have a Game System. Your characters will have Stats and the success of various actions will be determined through dice rolling (all done by me, your fabulous (or perhaps not-so-fabulous) GM). Naturally as Game Characters as the RP progresses they will gain more EXP and level up, becoming stronger as the challenges ahead get tougher. There will be other game system elements as well such as Skills, methods for combat, and other such things.
Naturally I want this to be more RP based than Game System based. In fact, most of the stuff about the game system will be taken care of by me, while you guys focus on bringing good RPing to the table. Of course, the story will by no means be linear. I want the character's decisions to affect the story more than anything else. This also means that Characters Can Die. If you do something stupid or by a stroke of bad luck you get a poor roll then naturally your character can die and when they die They Do Not Come Back.
The Game System (Game Creation Stuff)
Since RPG doesn't allow hiders in hiders yet, I will explain how recovering HP and MP work. Every 10 Rounds (one minute) you recover a percentage of your HP equal to 1/4th VIT and a percentage of your MP equal to 1/4th WIS. If you do somehow come into possession of recovery items (like food) then you may use those to help recover instead.
Stamina recovers after a short rest (thirty minutes at the most, less if your VIT is higher). Stamina isn't in Stats because it isn't numerically measured, it is just an assumption. You fight or work hard for a long time (like fighting for over 10 minutes straight), you grow tired and will eventually become Fatigued. The higher your VIT will allow you to go for a longer period of time. See Status Affects for details.
As Game Characters you gain EXP from multiple things. Such as fighting or completeing every day tasks from things like studying and exercising to even performing errands for people as Quests. Once you gain enough EXP, you Level Up. Whenever you Level Up you gain the following:
3 Stat Points.
10 + 1/4th VIT Percent HP Increase.
10 + 1/4th WIS Percent MP Increase.
2 Talent Points.
It is suggested that you spend the points you get wisely since as you Level it gets harder and harder to level. Characters will start off at Level 1 and will already possess their starting HP, MP, and 25 Stat Points. May allow certain characters to start at a higher level (highest being 3) if they can convince me why.
Naturally to Level Up you need EXP. Here is how much EXP you need (total) to achieve each Level. Only have up to Level 10 for now, but notice the basic pattern. For 2 Levels the amount is the same, then it goes up by 5 at the level after that. I am keeping numbers relatively low here to keep things simple.
Lv 2: 15
Lv 3: 30
Lv 4: 50
Lv 5: 75
Lv 6: 100
Lv 7: 130
LV 8: 165
LV 9: 200
LV 10: 240
Naturally Humans have many things that they can already do naturally. You do not need special powers or be a Game Character to do these things. These are your natural Talents, things you already have the inherent knowledge and ability to perform and use. This includes things from general knowledge to basic fighting skills.
Normally things like this take a long time to train, but as a Gamer you can open the "Talent Window" and put points into your Talents to become more proficient with them by putting Talent Points into them. Your Talents are enhanced by your Stats after that, as naturally certain Talents rely on certain natural traits, like Climbing relies on STR.
When making your Character you get a base of 20 Points. Also for every 3 points you have in INT you get an additional Talent Point. While it is good to have a focus on certain Talents you do not want to neglect your other Talents since they are all useful in different ways. Achieving certain Ranks in Talents may even be considered 'Special Actions' that net you cool Skills. You may even get Stat increases as well.
Note that at Character Creation no Talent can start off higher than 4. Every time you Level Up you can also only put one Talent Point into a Talent (so if you do start at a higher Level at Character Creation then you can put additional points into a Talent to Level Up).
Here is the list of Talents and what each one does and what Stat enhances it. Note that some Talents that you would usually find are not present here since the ones here are just basic ones that most people would possess since your characters will be mostly normal people or just things that wouldn't really be learned in these modern times (like Herbology or Animal Handling).
Acrobatics (DEX): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
Crafting (INT): The art of creating various objects. Not much use in modern times, but if you manage to get Rank 10 then that will be considered the Special Action to get the Crafting Skill (note that it is possible to perform the Special Action before then). Once this action is required, this Skill becomes pretty useful. Although this Skill can have uses on its own as well.
First Aid (INT): The art of healing or treated those who are wounded or sick. Includes treating Wounds and other such things. As Gamers healing affects you perform are immdiate, so any patients you treat will usually feel some immdiate affect, so this Skill does have good uses since Healing Items in modern times are incredibly rare.
Fisticuffs (DEX): The basics of brawling and unarmed combat are covered by this Talent. If you ever learn Martial Arts techniques then this Talent helps them too.
Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical ones, but also has use with other combat skills as well.
Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. For instance if your character is doing well in school they may have a higher chance to succeed on things involving History or other school subjects. If they game alot then they could have higher chances to succeed on Rolls related to gaming, the opposite is true if they don't game at all.
Manipulate Device (DEX): The knack for operating or interacting various forms of devices that require finesse and includes things like lockpicking as well, since locks are devices that require finesse (to open without Keys anyway).
Melee Weaponry (DEX): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them. Note that training with different forms of Melee Weapons unlocks special Skills for them.
Negotiation (INT): Talking is natural for humans and this Skill represents your aiblity to negotiate with people whether its persuading or bluffing them.
Observation (INT): The ability to observe the area around you or even other people to obtain information. Achieving Rank 6 in this Skill can be the Special Action for obtaining the Observe Skill, but a Special Action to obtain said Skill can be performed before then. Also shows your abilities of perception as well (including the senses).
Projectile Weaponry (DEX): The ability to aim and fire different forms of projectile weapons from guns to bows properly. Note that training with different forms of Ranged Weapons unlocks special Skills for them.
Sleight of Hand (DEX): Shows your ability to be quick and stealthy with your hands to do things from pickpocketing to basic "magic tricks". Not really too useful in modern times since pickpocketing is actually illegal.
Stealth (DEX): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage.
Thrown Weapons (DEX): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them. Note that training with different forms of Thrown Weapons can unlock special Skills.
Naturally as Game Characters you have the potential to learn special Skills that either grant you special abilities or techniques or enhance your current abilities. There are two forms of Skills, Passive and Active. Active Skills you have to use usually with voice commands (a.k.a. you say its name) and require MP, but are usually powerful and helpful abilities. Passive skills are always activated and usually enhance your abilities somehow.
Of course, as you use Skills they Level Up and grow stronger, each Skill usually leveling up differently. Some Skills simply level over repeated use while others may require special action to level up, if that is the case then the Skill will describe just exactly how it levels itself up when you get it (if it doesn't say anything special, then assume its levels up through repeated use).
Skills are learned through Special Actions. What you need to do to get them will not be known to your characters, so usually they will appear on random when you do different things. For instance training or attacking with a Blunt Weapon several times would grant you the Blunt Weapon Mastery Skill as you are training with Blunt Weapons is an easy example. If you want more examples, see the Manwha that this RP is based off of.
Gameplay Stuff
The success of most Actions is determined by Rolls. Here you Roll a % Dice and if the number is lower than the Success Chance for the task at hand then you succeed on the Roll. Get above said number and you fail the task. That is how Rolls work. There is more to them though than that. There are different rolls for different scenarios. Naturally any bonuses your Skills or other things grant you are applied to the number you subtract from the dice result as well.
Note that I will be performing all Rolls so when a Roll is made for your character i will either tell you the result in the OOC or PM it to you, allowing you to act and Roleplay according to the result appropriately. I think things work better this way.
Talent Rolls: Here you use one of your Talents to perform a Task, Rolling the % Dice and then subtracting the result by the Stat that goes with said Talent you are using plus the number of points you have in said Talent.
Stat Rolls: Here just straight Stat Scores are used, same as Talent Rolls only you use just Stat Scores.
Chance Rolls: Here you just roll a straight % and hope for the best, a Character's Luck subtracts from the result on the dice. These rolls are used in special situations and usually kept secret from the players, but I am putting this here just to let you know that they do exist.
Combat Rolls: In Combat, Rolls function a little differently. Success has different degrees, see Combat for more details.
Naturally when performing any task or action, there is a chance that you could either go beyond success or fail even harder than normal. These events are called Criticals and Fumbles and can make the results of your Roll either hurt you or help you more than normally.
You get a Critical by rolling a 0 to 4 on the actual dice itself (not after any scores are subtracted). It also has some additional benefits. Aside from an automatic success on the task no matter what, you also succeed beyond the normal, special and beneficial things happen to you during this. One of these things is that if you manage to get a Critical when making a Talent Roll (or any Roll that involves the usage of a Talent) then you get a free Talent Point put into that Talent.
You get a Fumble by rolling from a 95-99 on a Roll. A Fumble is a failure that is worse than normal. Aside from automatically failing the task, a result worse than the normal failure result happens. For instance if you are making an Attack you may slip and fall down or accidentally lose your weapon. There is one small benefit to this though, it is that you learn from your mistakes and if this was a Talent Roll you get a Talent Point put into that Talent used in the Roll.
Faith points, shields, destiny points. They have been called many things, but here we will just call them Epic Points (EP). You start off with 3 of them and they do not go up as you Level Up unless you are willing to sacrifice either a Talent Point or a Stat Point to give you one EP. You can only get one EP per level this way.
EP can be spent to do any of the following. Subtracting your Roll Result by 25, getting a re-roll on the Roll if I tell you the result and you don't like the result, saving you from death (gives you back 10% of your HP upon death, this costs 2 points), or perhaps even spending one to get better drops from an enemy.
While EP do not come back after you spend them, they can be earned through other means. Epic roleplaying in certain scenarios, doing special things beyond what I would have expected, and other such actions of character epicness can net you Epic Points. You also automatically get an Epic Point for every 10 points you have in Luck.
Combat
As you may have guessed, you may eventually find yourselves pitted against all different kinds of enemies. Regardless of the enemy, if you decide to not run away or try and talk it out (if said enemy is capable of such) then your only option left is to either die or fight, and dying doesn't sound like the best thing to do, so fighting is your best shot.
The first thing to determine is the Turn Order. This is where a new Stat, Initiative, comes in. This is equal to your WIS + DEX as it represents how quickly you react. It does not go up as you Level Up, it only increases as you increase your WIS and DEX. Everyone in the Combat will have Initiative Rolls made as Stat Rolls and the one with the highest roll goes first.
Usually groups of enemies will operate on the same Initiative. If there is a special enemy then they will get their own seperate Initiative. If you enter the Combat late then you are put to the back of the Turn Order. The same thing happens if you leave, then reenter. Also if you manage to ambush an Enemy, or they ambush you, then the first thing that happens is the Surprise Round.
In the Surprise Round those who are ambushed are considered Surprised (see Status Affects) and there is no Initiative rolled until the round after the Surprise Round. Of course if multiple characters are in the Surprise Round that are enemies to one another then Initative is rolled for them. After that they keep their own Initative results and everyone else rolls Initative when the real Combat begins.
Getting a Critical on any Initative Roll gives you an additional Action for the first Turn and getting a Fumble prevents you from acting on the first Turn (and depending upon the circumstances you may be considered Surprised as well).
Once its your Turn you get a single Action and a multitude of Free Actions. Every Round is five seconds long, so your own Turn is five seconds long. Your Action is what you spend the majority of those five seconds doing. Free Actions are other very small things you are doing in the Round.
Examples of Actions are Attacking, Using an Item, Using a Skill, Using certain Talents (like Climbing), and etcetera. Essentially anything that would take longer than just a moment.
Examples of Free Actions are Speaking briefly (no need for long speeches in the heat of battle), taking something from your Inventory Window, putting something in your Inventory Window, basic forms of movement, using certain Talents (like Observation), using some Skills (like the Observe Skill, it will say if using it is a Free Action in its description, if it doesn't say that then using it takes an Action).
When you Attack you have to make a Combat Roll to determine your chance to hit. This uses one of the Combat Talents (Fisticuffs, Melee Weaponry, Projectile Weaponry, or Thrown Weapons) based on your Attack and you can either make a regular attack with whatever weapon you have equipped (or with your fists/feet if you are unarmed) or you can use a Skill that constitutes as an Attack.
Regardless of which you do, the main point is your attack has to connect to work. The way to determine this is with the Combat Roll. All Combat Rolls have a base 50% Success Chance. This is decreased by the target's Defense Rating and it is increased, or decreased, by other factors.
The first is distance and type of attack. This is the biggest factor for determining your Attack's Success Chance. The following is a small chart showing different kinds of attack and their Success Chance increases and decreases. I will naturally be determining the Success Chance of your Attack and making the Roll using whatever Talent is applicable to what you are attacking with in the Roll.
Note that the Distance represents where your attack is taking place from. For instance if you are a bit further away and you want to make a Melee Attack you would have to run forward and then strike, which would give the opponent enough time to act depending upon how far you are running from.
For Projectile and Thrown if from Point Blank then your opponent could see you preparing your weapon and naturally throw you off, making it harder to get off your shot. In fact, if using Projectile or Thrown from Point Blank then your opponent actually gets a Free Attack against you (see Combat Situations).
Melee: +25% (Point Blank), +0% (Close), -25% (Medium), -50% (Long), -- (Distant)
Projectile: -25% (Point Blank), +25% (Close), +25% (Medium), +0% (Long), -25% (Distant)
Thrown: -25% (Point Blank), +25% (Close), +0% (Medium), -25% (Lomg), -50% (Distant)
When Defending against an Attack you have several options available to you. Your Defense Rating is what you possess to decrease the opponent's Success Chance and it is usually determined by Talents. There are three Talents that can be used as a Defense Rating for most Attacks, some Skills you may possess could give you new ways to defend yourself.
I will usually assume you want to use your highest Defense Rating against attacks and just go with that when determining the result of your Attack, but if you have special Skills that do special things when defending in certain ways or if you just want to give a a worse form of Defense a chance for some reason (either due to special Skills or perhaps you have something RP wise planned) then tell me as I will usually tell you how the enemy is attacking you before I post.
The first is Acrobatics. This is called Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating.
The second is Melee Weaponry. This is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry their Success Chance is increased by 25. Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons their Success Chance is increased by 10. This uses your Melee Weaponry score plus your Weapon's Parry Rating.
The third is also Melee Weaponry, but instead of Parrying this is Blocking. If you possess a Shield of some sort you can use that to block any form of attack with no penalties. This is determined by Melee Weaponry score plus your Shield's block rating. Just note that some shields are heavier and can slow you down.
If an attack connects it deals damage. All Weapons have a Damage statistic, where they deal a certain amount of Damage. This is usually determined by a Dice Roll as that determines how well your attack connected, the dice rolled and the amount being rolled being different for each weapon.
Note that there are ways to deal even more damage though. If you happen to get a result on your Attack Roll equal to or lower than half of the Success Chance then you actually deal the maxmimum amount of Damage that your Attack can deal automatically with no dice roll required. If you happen to get a Critical Strike (getting a Critical on the Attack Roll) then you deal double max damage and you ignore the opponent's Resistance.
A Lucky Strike also ignores the opponent's Resistance, but is different from a Critical Strike. A Lucky Strike occurrs whenever you get within the Critical Chance on the Dice by an amount equal to 1/3rd of your Luck. It does not double Damage, it just ignores Resistance. So if your Luck is 9 and you get a 7 on your Attack Roll since 7 is three (1/3rd of your Luck) within the Critical Chance then you would perform a Lucky Strike.
Yes, the way to Resist damage is with Resistance. Different forms of Attacks are resisted in different ways. Here are the different forms of Resistance.
Resillience: Physical resistance. Determined by Half of your STR. Directly decreases Physical Damage.
Resistance: Magical resistance. Equal to half of your INT. Directly decreases Magical Damage.
Damage is increased in a different matter. Different forms of Attacks have their damage bolstered in different ways.
Attack: Physical Damage. Increases damage done with Melee Weapons or fists. Equal to one third of your STR.
Magic Attack: Magical Damage. Increases damage done with Magical Skills or Attacks or the power of different forms of Magic abilities. Equal to one third of your INT.
There are many various Status Affects, but I will tell the more important ones in a few examples here. As more come up ill add them, but for now im just giving a few samples. You will be able to find Items that can help with Status affects.
Bleeding Out: If your HP hits 0 then you are considered in danger of dying. You must either use 2 EP or wait for someone to come treat you using either Healing Items, the First Aid Talent, or Healing Skills. To treat using the First Aid Skill has a Success Chance of 50% plus 1/2 the target's VIT Score. If you are not healed by anything within a number of Turns equal to 1+ 1/4th your VIT Score then you die. Being treated by the First Aid Skill gives you 10% of your HP back if you are being treated from Bleeding Out.
Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.
Fatigued: You are tired from doing too much for too long. While Fatigued you have a -25% Success Chance to all actions that require either physical action or strenuous thinking or other such things. Some simple actions may still be performable. You can automatically recover from fatigue completely after a short rest (usually around 30 minutes, higher VIT scores shorten this).
Headache: You have a serious headache. Your MP Recovery is reduced to 0 and all Skills that involve the mind have their Success Chance reduced by 25%.
Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks have a 100% Success Chance against you and Coup De Graces are possible if the foe spends their entire round performing it.
Poisoned: You have been poisoned and receive detrimental affects varying per poison. Some do damage, others have other special detrimental effects.
Prone: You have been knocked down and must spend your next Action standing up. While Prone the enemy has a 10% additional Success Chance to Attack you and you have a -10% to your Success Chance for any Attacks you perform (25% for some attacks, or some attacks may be exceptions, but these exceptions usually apply to Skills).
Sealed: Your powers have been sealed. Like Silence, only it is just Skills that are unusable, you can still speak and access your Windows, you just cannot use any Skills.
Silence: You have been silenced. You cannot speak and thus cannot use any Skills nor can you access any of your Windows which require you to Speak to open them up, which includes your Inventory.
Surprised: You are surprised and unable to act. While Surprised you cannot act and your Defense Rating is reduced by half since you are forced to react on a dime and thus cannot Defend yourself as quickly.
These are special terms and situations that apply to Combat.
Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage (if they Fumble, then they hit you with a Critical Strike).
Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (100% Success Chance, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).
Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to 150% below its max value then you are dead. That’s it. Dead. No coming back. No extra lives. Game over. Only 2 EP can be used to cheat death and come back, but you have to use it right before you die.
Free Strike: Sometimes opportunity presents itself in the most unexpected of places. Combat is a more expected place. If you are in Point Blank Range from an opponent and have a Melee Weapon equipped, if they open themselves up for a Free Strike you will get a free Regular Attack against them (unless you have a Skill that can be used otherwise). Note that since this attack is spontaneous you suffer a -10% Attack Success Chance. If an opponent is opening themselves up in the post I am working on, I will PM you asking if you want to take a Free Strike, or you can just tell me that you want me to assume that you always will take Free Strikes to save yourself the trouble.
So here is how Combat is going to work. If you all have better ideas though, don't be afraid to tell them to me, but this is the best one I have. You will tell me what you wish to do on your Turn in the OOC and I will roll the result. I will then give you your result and then you can write up your post.
Then I will make a post for the enemies in the IC on their Turn, RPing what they do and then on your next Turn you can tell me what you wish to do game wise, I will roll it and give you the result, and then you will both respond to the enemy's action along with performing your own Action in your post.
Character Sheet
Name:
Age: (Min 15 years)
Gender:
Appearance: (Description, Pic, or Both)
Personality: At least one paragraph long, show me some writing ability.
History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that if you go into good detail here your character could get some special Skills or other bonuses. I plan on giving these out anyway just to add some uniqueness to characters, but if you detail your History (and even Personality to some extent) more then I will be able to give you better and more character specific bonuses.
LV: (Starts at 1 unless I say otherwise)
Current EXP: (At 0 unless I say otherwise, IE I allow you to start at a higher level)
Epic Points: 3
Start off with 25 Points, can put no more than 11 into a single one at Character Creation. Also none of them can be at 0 either.
STR:
VIT:
DEX: (+1)
INT: (+1)
WIS:
LUK:
HP: (Ill calculate these two)
MP:
Nothing here yet.
Current Cast
Main Characters

Name: Ryutaro Eikichi
Age: 18
Gender: Male
Personality: Ryutaro has been, aptly, described as a summer breeze. Here and gone in an instant, the young adult is still a flighty individual for the most part. Contained, it’ll rage around and he does much the same, quickly putting his heart to whatever it is that can catch his fancy. The things that can catch and hold a wind are few in number though.
He can be a handful to be around though, given his almost non-existent attention span. He’s been trying to reign himself in, with limited success though. He’s still not the most polite or prim person, and still has bouts of irritability if confined for too long, but it’s getting better. At the very least he tries to pay attention to people now instead of just tuning them out after hearing the first few sentences.
History: Ryutaro isn’t what most people would call average. He’s part of the gymnastics team at the university he attends, and got in on a scholarship for both his performance in the sport and at school. So there’s that, although it’s a far cry from what he was like just a few years ago when high school started.
Until he joined the gymnastics club in second year of high school, Ryutaro didn’t have much direction. Sure he went to class, got decent grades, but his school life didn’t extend further than that. An avid member of the “Go-home” club, he was generally one of the first out of school, that is if he wasn’t fast asleep atop his desk. It wasn’t like he didn’t want to be part of the socially encouraged activities of clubs, but having tried his hand at quite a few, and getting a hang for them, he didn’t find any of them interesting.
How did someone like him get roped into the gymnastics club? It was just supposed to be another test try, but something about the “freedom” in the sport caught his attention; in the same vein MMA would have likely been Ryutaro’s thing if a club had existed. Or maybe it was the leotards the girls wore, who knows? Either way, it was the first club he attended for more than a month, and the more he went, the more it grew on him.
He wasn’t exceptionally talented at gymnastics, but all the attention he couldn’t focus elsewhere, he focused it on the sport. Eventually, through enough hours of practice each week, every month, for several years, he’s become skilled enough to be recognized.
Aside from gymnastics though, in high school he was always considered rather smart amongst his peers, and it made him stand out even more than his position in the club. His personality made it difficult for people to approach or stick with him, but he does have a small group of tight friends, some from classes, others from the club. Some go to the same university, others don’t, but they generally still meet up once in a while.
Epic Points: 3
LVL: 1
Current EXP: 3
Stats
STR: 2
VIT: 3
DEX: 7 (+1) = 8
INT: 8 (+1) = 9
WIS: 3
LUK: 2
HP: 20
MP: 25
Talents: (0/20 +3)
Acrobatics (DEX): 4 (+1) = 5
Climbing (STR): 1
Fisticuffs (DEX): 1
First Aid (INT): 1
Focus (WIS): 3
Knowledge (INT): 4 (+1) = 5
Manipulate Device (DEX): 3
Observation (INT): 4 (+1) = 5
Projectile Weaponry (DEX): 1
Sleight of Hand (DEX): 2
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.
Attention Focuser (MAX LV) (Passive & Active) (5 MP/1 Minute or half/MP for an hour IF out of Combat): +1 Focus. You're capable of directing your attention directly at something, focusing in on it. Select something to 'Focus' upon. You get 5 + 1/2 Focus Score to the Success Chance of any and all Rolls related to said something, but while in this state your Defense Rating is reduced to 0 against any attacks coming from elsewhere. Also you are at -25% to the Success Chances of all other Rolls not related to whatever it is your Focusing upon while in this state.
Titles:
Jack of a Few Trades: While this title is equipped, +1 to three Talents (Excluding Weapon Talents and Focus) of your choice. Can change what they are once a day as long as you rested in a bed.
Inventory
Empty
Money: 5,000 ¥
Name: Spooky Hat (Hisoka Inoue)
Age: 22
Gender: Male
Appearance: Spooky, tall, lanky guy with brown hair. He slouches most of the time, with low shoulders and a long gait. He wears dark hoodies and jeans, and a worn-out pair of loafers that he hasn't got around to replacing. In addition to this, wears an incredibly spooky hat.
Personality: Spooky Hat is a fan of horror movies, often spending days watching them multiple times instead of working at his boring job in retail. He is very socially awkward, preferring to sneak around social contact instead of going through the awkward social enigma that is speaking. Sometimes he dons his spooky hat and lurks through alleyways or clothing racks, seeing how long it takes for people to be freaked out or see him. He often takes pointers from the movies he obsesses over, searching in every scene for ambiance that makes the movie spooky.
History: Spooky Hat was not always Spooky Hat. As a child, he was decidedly not spooky. In fact, he despised spookiness and everything in the name of spooky. Including people, places, dogs, food, leaves, and beds. With a very sore back, he stayed inside all day every day, waiting for his parents to come home to hold him and tell him it was okay. One day, when he was around ten, he decided to man up and leave the house like he had never done before. Twelve hours later, they found him standing by the side of the road, eyes wide at the horrors he had faced. He was never the same after they brought him home.
He slept in bed that night, pet dogs, went places, met people, and faced his fears like never before. Although he quickly learned that he was socially inept because he had spent the first 10 years of his life inside, and therefore gave up trying to be brave because it sucked. Oh well. At least he could pet dogs and go outside.
Currently, he lives in an apartment the size of a broom closet, alone (unless any players want to live with Spooky Hat or something) with a degree in Film History and a shitty job making sure people don't leave clothes lying around the dressing rooms.
THE HAT: It is a hat. It looks like a white painters cap, but with Halloween designs such as Frankenstein's monster, a severed finger, and Dracula adorning its surface. He found it in a dumpster by his apartment complex, and though it too good to waste. He wears it every day and it is very pointless. (Unless the GM wishes it not to be.)
LV: 1
Current EXP: 0
Epic Points: 3
Stats:
STR: 3
VIT: 4
DEX: 6(+1)
INT: 7(+1)
WIS: 5
LUK: 2
HP: 22
MP: 23
Talents: (0/20 + 2)
Acrobatics (DEX): 2
Appraisal (INT): 0
Climbing (STR): 1
Crafting (INT): 0
First Aid (INT): 2
Fisticuffs (DEX): 0
Focus (WIS): 3
Knowledge (INT):3
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 2
Negotiation (INT): 0
Observation (INT): 3
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 1
Stealth (DEX): 3
Thrown Weapons (DEX): 0
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.
Inventory:
Spooky Hat (Equipped Headgear): Provides no Resilience. When worn grants +10% Success Chance on all Rolls involving any form of 'horror movie' monsters like zombies, vampires, werewolves, and etc.
Money: 30,000 ¥
The Gamers RP
Name: Timothy Epnet
Age: 21
Gender: Male
Appearance: Timothy is about average height (around 5' 11") but incredibly skinny apart from the few muscles he's earned in the seldom trips at the gym (or his first job as a mechanic, which he was not very good at so he quit). He wears glasses that are pretty new and surround his green eyes, and has short blonde hair that is always ruffled from sleeping. He wears cargo pants which he never changes because all the pockets carry something that he thinks could be of use to him. He changes his shirt from time to time, but you barely see that under his sometimes changing hoodie. His sneakers never change but the cargo pants cover them most of the time.
Personality: Timothy is nerdy, but is much more know to be geeky. He spends some days observing the world, or imagining his own. He is split between independent and social. He likes to spend a little time alone, but prefers the company of a small group of others more of the time, only if he knows them well. Timothy really likes machines, and can busy himself with inventions, and is quite creative, but prefers to work physically with machines.
History: Timothy was a very successful student, and was able to get enough college credit (in high school from advanced classes) to convince his parents he can choose whether to go to an actual college, but he stayed because needed more money for better colleges. He hopped a few jobs until he took what he was really into, computers. He almost landed a job as an engineer but he really wanted to be hands on machinery, not just planning them out. As he moved into a decent apartment, he started to get into his own way of life, making new friends, and started a new life of his own. After a making friends, they all decided to start playing Dungeons and Dragons weekly, and it soon became their ritual. Apart from that he spent most of his time, up to this point, reading any kind of book, and is quite well-read, so knows a thing or two about every subject.
Level: 1
Exp: 0
Epic points: 3
Stats
STR: 3
VIT: 2
DEX:2 (+1= 3)
INT: 11 (+1= 12)
WIS:6
LUK:1
HP: 20
MP: 28
( I get 4 bonus talent points.)
Talents:
Acrobatics (DEX): 1
Appraisal (INT): 1
Climbing (STR): 1
Crafting (INT): 3
First Aid (INT): 2
Fisticuffs (DEX): 1
Focus (WIS): 2
Knowledge (INT): 3
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 1
Negotiation (INT): 2
Observation (INT): 2
Projectile Weaponry (DEX): 1
Sleight of Hand (DEX): 1
Stealth (DEX): 1
Thrown Weapons (DEX): 1
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.
Crafting (LV 1) (0% XP) (Active): Using various materials you can create various forms of Items. You can also use this to repair various Items as well if you have the materials. To Train: Successfully create an Item, Repair an Item, and (Training Method Unknown)
Auto-Failure Chance: 50%
Registered Blueprints: None
Machine Expert (MAX LV) (Passive): +1 Crafting. +10 on all non-combative Rolls concerning machines.
Inventory:
Empty
Money: 30,000 ¥
Name: Zahira Seifert
Age: 21
Gender: Female
Appearance: (I'll draw a picture of her later) Zahira stands at a rather average height of 5'3'', give or take a few inches due to the heels she usually wears. She's slim but slightly curvy, definitely filling the role of what people conventionally consider "pretty" - and she somewhat flaunts that fact, although she doesn't mean for it to come off as smug as it sometimes does. She has semi-long, jet black hair that can be basically found in a different hairdo every day. Her eyes are a somewhat messy green color. She likes to wear pink things, often preferring to go with a pink tanktop, a denim mini-skirt, thigh-high boots and a simple bow tied somewhere in her hair. She also rather likes detachable sleeves.
Personality: Cheerful and bubbly most of the time, Zahira seems to be constantly off in her daydreams. She has a weird way of thinking that only she can most likely understand, and this makes her come off as strange and even stupid to most people she meets. And while yes, she is decidedly pretty naive and not the sharpest tool in any given shed, she isn't a complete idiot either - she's just... positive. A bit of an airhead and a definite klutz, she's bound to be noticed wherever she goes, but probably for the wrong reasons. She also has a bad habit of thinking aloud - a fact that's led her to embarrassment more times than one, especially since she's quite the man-chaser. Not in her actions, no, she's definitely too shy for that, but definitely in her mind; she has the tendency to fantasize about princes and knights, often developing crushes on a second's notice towards most attractive males she meets, and immediately assuming they share her sentiments (psst, they never do). She likes to write a diary, and writes down scored for herself everyday; she believes that whenever she does something right, she cares one point of karma and, if she just keeps doing it a lot, one time she will be rewarded with a love of her life.
One important thing that needs to be mentioned is that Zahira is superficial and just a bit judgmental when it comes to others' appearances. As mentioned, she likes good-looking people (especially men), and due to the teachings she went through as a kid, she firmly believes that attractive people are good people, and "ugly" people are mean people out to get you. Due to this, she tends to get nervous and try to avoid the unpopular and bullied people to an extent, afraid that they will hurt her or something. She fears the same when it comes to "nerds", thinking that they're all scary perverts out to get her - because that's what her parents taught her. Still, even she has started to slowly realize that her way of thinking might be wrong... she just needs proof. She also will try and cheer up people if she sees them being sad to the best of her ability. Whether her strange ways help or make things worse, though, is basically up in the air.
Zahira isn't the bravest person out there. She can talk the talk (if a bit awkwardly), but she definitely can't walk the walk. She is especially scared of anything medical or doctor related, due to the incident with her father in the past. She also suffers from a small kleptomaniac streak due to having gotten so used to doing that when a kid (when she didn't even know it was wrong) that it developed into a habit. She does this without noticing and with surprising skill, but tries to stop herself whenever she can. Also, speaking of doing things subconsciously, Zahira is very agile and acrobatic when running after a crush she needs to take a picture of (has happened to her) or saving cats from certain deaths and such, but in every day life when she actually tries to be agile, she's one of the biggest klutzes around. She seems to only be able to do such feats when she doesn't notice it, and will get scared if she snaps out of her habits in mid-action and finds herself up on a roof or a tree. Also, while she doesn't have much fighting skill in normal situations (if you don't count flailing one's arms around), she can do surprisingly well when in panic-mode. That is to say, scare her enough and she becomes fairly good at throwing stuff at people, destroying ears with very, very high-pitched screams as well as delivering scarily accurate crotch-kicks when threatened (this has happened a few times as well). This is basically the reason to her fairly high Str stat.
History: Zahira was born to a relatively normal household in a small Spanish speaking community, located in the southern parts of the Switzerland. Her parents earned well and were never particularly neglecting or abusive towards her - however, her childhood was greatly affected by a certain obsession of her father's, one he neither could nor wanted to rid himself off of; obsession over female beauty. He had his own story and reasons, but that did not change the fact that it was an obsession the whole family suffered from. The father was a plastic surgeon, and the family's mother had been under his knife many a time before, albeit willingly, to satisfy her husband, and from a very young age young Zahira was taught that appearances meant most everything, and that one's worth was heavily influenced by their face and choice of clothing. Everything beautiful was good, and everything ugly wrong, so heaven forbid if she made friends with someone who wasn't outwardly acceptable to her parents, or came home muddy after playing outside. This left her often either alone or in the company of her cousins, who were not the best influence to the very naive Zahira. Spoiled and pampered by their parents and never denied anything, they were troublemakers at heart, and their plays and games often teetered on illegal territory; they shoplifted, bullied, and set foot on forbidden properties just to see if they could get away with. And, Zahira, not knowing better, often followed after them. She was particularly good at climbing and the like due to her gymnastics classes and flexibility, and as her cousins noticed this, they started to drag her with them even more to help them in their pranks and small-time thievery.
However, that was not her biggest problem growing up. See, Zahira was always a pretty kid, but she was still normal. She didn't particularly stand out among other girls her age as the pretties of them all, nor did she always win the beauty contests she was forced to take part in, despite usually doing well in them. And, as she grew and got closer and closer to reaching teenage, her father started to slowly grow impatient. Why wasn't her daughter turning heads of everyone around her? Where were her curves, her feminine charm? Why was she not like her mother? He contemplated those questions, and eventually found the only solution to his problems to be the thing he was the best at; plastic surgery. His obsession had gone too far. Fortunately, Zahira's mother found out about the father's intentions before they came into fruition, and that launched the whole family into a rather big pot of drama and arguing. In the end, Zahira was sent to live with her grandparents; a silly old couple, but both were good people and spoiled her quite the bit, thinking of her as their little princess.
Still, as soon as she was able, Zahira moved out of town to live on her own, out of a spur-of-the-moment "I need to be independent!" decision. Needless to say, her first years on her own were rather... problematic, considering she wasn't the most independent or clever person out there. And that... led her back to her now-also-adult cousins, until she got arrested for it. She didn't get jail, but she did get a mighty fee to pay - and, being stubborn and afraid of what people would say should they found out, she endeavored to pay it off on her own. Her parents already paid her university - she couldn't trouble them. So, she went through a thousand different part-time jobs, not lasting more than a day in most of them, until she recently landed herself one. As of few days ago, she's working as a delivery guy (or a girl, rather) for a pizza company, and everything seems to go well.
For now.
-------- Stats and Stuff --------------
LV: 1
Current EXP: 4
Epic Points: 3
STR: 4
VIT: 10
DEX: 5(+1) = 6
INT: 2(+1) = 3
WIS: 2
LUK: 3
HP: 38
MP: 10
Talents
Acrobatics (DEX): 4
Appraisal (INT): 0
Climbing (STR): 4
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 1
Focus (WIS): 0
Knowledge (INT): 0
Manipulate Device (DEX): 0
Melee Weaponry (DEX): 2
Negotiation (INT): 2
Observation (INT): 0
Projectile Weaponry (DEX): 2
Sleight of Hand (DEX): 0
Stealth (DEX): 1
Thrown Weapons (DEX): 4
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.
Panic Boost (MAX LV) (Passive): +1 Wis. Through constant experience in panicking, you have attained mastery of it thanks to <Game Character's Mind>. Whenever an enemy does anything to inflict Fear or any other Panic Status on you instead of simply negating them in just a few moments, you gain a temporary +5% Success Chance to all Rolls for a number of Rounds equal to how long the Fear/Panic status should have affected you.
Inventory
Empty
Money: 33,500 ¥
Link to the Manwha this RP is based off of.
Everything is normal in Neo Tokyo located in the country of Japerica (Setting names pending, just go with it for now). There is nothing special or ordinary about this world, which is very much like our own. People get up, eat their breakfasts, take their showers, and go about their daily lives without any hint of anything out of the ordinary. Nothing special at all goes on in this world, that is until one day something does change. In the year 20XX a small group of people much like ourselves wake up one day to discover that their own world isn't as it seems.
These people discover that, for no apparent reason, they have literally become real life video game characters whether they like games or not. They have Stats, they can get EXP through completing every day tasks from studying to running errands for people in the form of Quests, have alert windows appear before them to give them information, and they even have Levels and Skills. It is unclear as to how they came to be this way, as it would have just happened to them without them even realizing it.
Perhaps they received an errand from their parents that appeared before them as a quest. Or maybe they took a look outside and saw the names of people above their heads, as well as their 'Levels'. Regardless of how they came to the realization that they are now more like Game Characters than real people, their ordinary lives still continue. But soon enough, this group of either unfortunate or fortunate (as it really depends upon your disposition) people begins to discover that there is a whole other side to their world, a side that will begin to make them see everything around them in a whole new light.
With basic Plot discussed, we will also begin to discuss how exactly this RP will work. This RP will have a Game System. Your characters will have Stats and the success of various actions will be determined through dice rolling (all done by me, your fabulous (or perhaps not-so-fabulous) GM). Naturally as Game Characters as the RP progresses they will gain more EXP and level up, becoming stronger as the challenges ahead get tougher. There will be other game system elements as well such as Skills, methods for combat, and other such things.
Naturally I want this to be more RP based than Game System based. In fact, most of the stuff about the game system will be taken care of by me, while you guys focus on bringing good RPing to the table. Of course, the story will by no means be linear. I want the character's decisions to affect the story more than anything else. This also means that Characters Can Die. If you do something stupid or by a stroke of bad luck you get a poor roll then naturally your character can die and when they die They Do Not Come Back.
Your characters naturally have Stats and can actually see what they are by saying “Status Window”, since to access their various character windows they have to use voice commands. Your characters get six Stats that grow stronger as you level up and put Stat Points into them through the Status Window. You possess two other special Stats as well, but these grow naturally as you level and put points into certain Stats.
Note that there are also sometimes 'Special Actions' you can perform to increase your stats as well. Like in the Manwha when the MC studies diligently and raised his INT by 1. There are other things as well, but you will have to discover these over time.
STR: This represents your character’s physical strength and enhances both physical defense and offense. As you raise this stat you mysteriously find yourself growing stronger physically.
VIT: Represents your own vitality and health. As you increase this Stat you mysteriously find yourself growing healthier and find yourself getting fatigued at a slower rate.
DEX: Represents your character’s agility and coordination. You find yourself able to move faster and you possess a greater sense of balance and coordination as you grow this Stat.
INT: Represents your character’s general aptitude. Naturally as you increase this ability you find yourself growing smarter and gain increases in cognition and memory.
WIS: Represents your character’s willpower and general mental fortitude and awareness. You may find your mind growing sharper and your own mental awareness increasing as you increase this Stat.
LUK: Represents how lucky you are. There are a plethora of uses for this Stat and as it grows you may find yourself getting even luckier over time.
HP: Your health or life force. This represents how much damage you can take. Mysteriously enough, as people with bodies of Game Characters when your HP is healed so are all of your wounds and your pain fades away. This also prevents serious injuries like broken bones and the like since all hits just drain your HP (more severe hits take away more HP). In a way, your bodies are no longer normal. HP is equal to 10 + VIT (X2) + STR (X2). This goes up on its own as you level.
MP: Represents your character's mental power and energy. Used to perform special Skills both magical and physical. As Game Characters you find yourselves with the power of Mana within, giving you access to powers and abilities that Game Characters would possess. MP is equal to 5 + Wis (X2) + Int. This goes up on its own as you level.
Note that there are also sometimes 'Special Actions' you can perform to increase your stats as well. Like in the Manwha when the MC studies diligently and raised his INT by 1. There are other things as well, but you will have to discover these over time.
STR: This represents your character’s physical strength and enhances both physical defense and offense. As you raise this stat you mysteriously find yourself growing stronger physically.
VIT: Represents your own vitality and health. As you increase this Stat you mysteriously find yourself growing healthier and find yourself getting fatigued at a slower rate.
DEX: Represents your character’s agility and coordination. You find yourself able to move faster and you possess a greater sense of balance and coordination as you grow this Stat.
INT: Represents your character’s general aptitude. Naturally as you increase this ability you find yourself growing smarter and gain increases in cognition and memory.
WIS: Represents your character’s willpower and general mental fortitude and awareness. You may find your mind growing sharper and your own mental awareness increasing as you increase this Stat.
LUK: Represents how lucky you are. There are a plethora of uses for this Stat and as it grows you may find yourself getting even luckier over time.
HP: Your health or life force. This represents how much damage you can take. Mysteriously enough, as people with bodies of Game Characters when your HP is healed so are all of your wounds and your pain fades away. This also prevents serious injuries like broken bones and the like since all hits just drain your HP (more severe hits take away more HP). In a way, your bodies are no longer normal. HP is equal to 10 + VIT (X2) + STR (X2). This goes up on its own as you level.
MP: Represents your character's mental power and energy. Used to perform special Skills both magical and physical. As Game Characters you find yourselves with the power of Mana within, giving you access to powers and abilities that Game Characters would possess. MP is equal to 5 + Wis (X2) + Int. This goes up on its own as you level.
Since RPG doesn't allow hiders in hiders yet, I will explain how recovering HP and MP work. Every 10 Rounds (one minute) you recover a percentage of your HP equal to 1/4th VIT and a percentage of your MP equal to 1/4th WIS. If you do somehow come into possession of recovery items (like food) then you may use those to help recover instead.
Stamina recovers after a short rest (thirty minutes at the most, less if your VIT is higher). Stamina isn't in Stats because it isn't numerically measured, it is just an assumption. You fight or work hard for a long time (like fighting for over 10 minutes straight), you grow tired and will eventually become Fatigued. The higher your VIT will allow you to go for a longer period of time. See Status Affects for details.
As Game Characters you gain EXP from multiple things. Such as fighting or completeing every day tasks from things like studying and exercising to even performing errands for people as Quests. Once you gain enough EXP, you Level Up. Whenever you Level Up you gain the following:
3 Stat Points.
10 + 1/4th VIT Percent HP Increase.
10 + 1/4th WIS Percent MP Increase.
2 Talent Points.
It is suggested that you spend the points you get wisely since as you Level it gets harder and harder to level. Characters will start off at Level 1 and will already possess their starting HP, MP, and 25 Stat Points. May allow certain characters to start at a higher level (highest being 3) if they can convince me why.
Naturally to Level Up you need EXP. Here is how much EXP you need (total) to achieve each Level. Only have up to Level 10 for now, but notice the basic pattern. For 2 Levels the amount is the same, then it goes up by 5 at the level after that. I am keeping numbers relatively low here to keep things simple.
Lv 2: 15
Lv 3: 30
Lv 4: 50
Lv 5: 75
Lv 6: 100
Lv 7: 130
LV 8: 165
LV 9: 200
LV 10: 240
Naturally Humans have many things that they can already do naturally. You do not need special powers or be a Game Character to do these things. These are your natural Talents, things you already have the inherent knowledge and ability to perform and use. This includes things from general knowledge to basic fighting skills.
Normally things like this take a long time to train, but as a Gamer you can open the "Talent Window" and put points into your Talents to become more proficient with them by putting Talent Points into them. Your Talents are enhanced by your Stats after that, as naturally certain Talents rely on certain natural traits, like Climbing relies on STR.
When making your Character you get a base of 20 Points. Also for every 3 points you have in INT you get an additional Talent Point. While it is good to have a focus on certain Talents you do not want to neglect your other Talents since they are all useful in different ways. Achieving certain Ranks in Talents may even be considered 'Special Actions' that net you cool Skills. You may even get Stat increases as well.
Note that at Character Creation no Talent can start off higher than 4. Every time you Level Up you can also only put one Talent Point into a Talent (so if you do start at a higher Level at Character Creation then you can put additional points into a Talent to Level Up).
Here is the list of Talents and what each one does and what Stat enhances it. Note that some Talents that you would usually find are not present here since the ones here are just basic ones that most people would possess since your characters will be mostly normal people or just things that wouldn't really be learned in these modern times (like Herbology or Animal Handling).
Acrobatics (DEX): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
Crafting (INT): The art of creating various objects. Not much use in modern times, but if you manage to get Rank 10 then that will be considered the Special Action to get the Crafting Skill (note that it is possible to perform the Special Action before then). Once this action is required, this Skill becomes pretty useful. Although this Skill can have uses on its own as well.
First Aid (INT): The art of healing or treated those who are wounded or sick. Includes treating Wounds and other such things. As Gamers healing affects you perform are immdiate, so any patients you treat will usually feel some immdiate affect, so this Skill does have good uses since Healing Items in modern times are incredibly rare.
Fisticuffs (DEX): The basics of brawling and unarmed combat are covered by this Talent. If you ever learn Martial Arts techniques then this Talent helps them too.
Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical ones, but also has use with other combat skills as well.
Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. For instance if your character is doing well in school they may have a higher chance to succeed on things involving History or other school subjects. If they game alot then they could have higher chances to succeed on Rolls related to gaming, the opposite is true if they don't game at all.
Manipulate Device (DEX): The knack for operating or interacting various forms of devices that require finesse and includes things like lockpicking as well, since locks are devices that require finesse (to open without Keys anyway).
Melee Weaponry (DEX): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them. Note that training with different forms of Melee Weapons unlocks special Skills for them.
Negotiation (INT): Talking is natural for humans and this Skill represents your aiblity to negotiate with people whether its persuading or bluffing them.
Observation (INT): The ability to observe the area around you or even other people to obtain information. Achieving Rank 6 in this Skill can be the Special Action for obtaining the Observe Skill, but a Special Action to obtain said Skill can be performed before then. Also shows your abilities of perception as well (including the senses).
Projectile Weaponry (DEX): The ability to aim and fire different forms of projectile weapons from guns to bows properly. Note that training with different forms of Ranged Weapons unlocks special Skills for them.
Sleight of Hand (DEX): Shows your ability to be quick and stealthy with your hands to do things from pickpocketing to basic "magic tricks". Not really too useful in modern times since pickpocketing is actually illegal.
Stealth (DEX): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage.
Thrown Weapons (DEX): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them. Note that training with different forms of Thrown Weapons can unlock special Skills.
Naturally as Game Characters you have the potential to learn special Skills that either grant you special abilities or techniques or enhance your current abilities. There are two forms of Skills, Passive and Active. Active Skills you have to use usually with voice commands (a.k.a. you say its name) and require MP, but are usually powerful and helpful abilities. Passive skills are always activated and usually enhance your abilities somehow.
Of course, as you use Skills they Level Up and grow stronger, each Skill usually leveling up differently. Some Skills simply level over repeated use while others may require special action to level up, if that is the case then the Skill will describe just exactly how it levels itself up when you get it (if it doesn't say anything special, then assume its levels up through repeated use).
Skills are learned through Special Actions. What you need to do to get them will not be known to your characters, so usually they will appear on random when you do different things. For instance training or attacking with a Blunt Weapon several times would grant you the Blunt Weapon Mastery Skill as you are training with Blunt Weapons is an easy example. If you want more examples, see the Manwha that this RP is based off of.
The success of most Actions is determined by Rolls. Here you Roll a % Dice and if the number is lower than the Success Chance for the task at hand then you succeed on the Roll. Get above said number and you fail the task. That is how Rolls work. There is more to them though than that. There are different rolls for different scenarios. Naturally any bonuses your Skills or other things grant you are applied to the number you subtract from the dice result as well.
Note that I will be performing all Rolls so when a Roll is made for your character i will either tell you the result in the OOC or PM it to you, allowing you to act and Roleplay according to the result appropriately. I think things work better this way.
Talent Rolls: Here you use one of your Talents to perform a Task, Rolling the % Dice and then subtracting the result by the Stat that goes with said Talent you are using plus the number of points you have in said Talent.
Stat Rolls: Here just straight Stat Scores are used, same as Talent Rolls only you use just Stat Scores.
Chance Rolls: Here you just roll a straight % and hope for the best, a Character's Luck subtracts from the result on the dice. These rolls are used in special situations and usually kept secret from the players, but I am putting this here just to let you know that they do exist.
Combat Rolls: In Combat, Rolls function a little differently. Success has different degrees, see Combat for more details.
Naturally when performing any task or action, there is a chance that you could either go beyond success or fail even harder than normal. These events are called Criticals and Fumbles and can make the results of your Roll either hurt you or help you more than normally.
You get a Critical by rolling a 0 to 4 on the actual dice itself (not after any scores are subtracted). It also has some additional benefits. Aside from an automatic success on the task no matter what, you also succeed beyond the normal, special and beneficial things happen to you during this. One of these things is that if you manage to get a Critical when making a Talent Roll (or any Roll that involves the usage of a Talent) then you get a free Talent Point put into that Talent.
You get a Fumble by rolling from a 95-99 on a Roll. A Fumble is a failure that is worse than normal. Aside from automatically failing the task, a result worse than the normal failure result happens. For instance if you are making an Attack you may slip and fall down or accidentally lose your weapon. There is one small benefit to this though, it is that you learn from your mistakes and if this was a Talent Roll you get a Talent Point put into that Talent used in the Roll.
Faith points, shields, destiny points. They have been called many things, but here we will just call them Epic Points (EP). You start off with 3 of them and they do not go up as you Level Up unless you are willing to sacrifice either a Talent Point or a Stat Point to give you one EP. You can only get one EP per level this way.
EP can be spent to do any of the following. Subtracting your Roll Result by 25, getting a re-roll on the Roll if I tell you the result and you don't like the result, saving you from death (gives you back 10% of your HP upon death, this costs 2 points), or perhaps even spending one to get better drops from an enemy.
While EP do not come back after you spend them, they can be earned through other means. Epic roleplaying in certain scenarios, doing special things beyond what I would have expected, and other such actions of character epicness can net you Epic Points. You also automatically get an Epic Point for every 10 points you have in Luck.
As you may have guessed, you may eventually find yourselves pitted against all different kinds of enemies. Regardless of the enemy, if you decide to not run away or try and talk it out (if said enemy is capable of such) then your only option left is to either die or fight, and dying doesn't sound like the best thing to do, so fighting is your best shot.
The first thing to determine is the Turn Order. This is where a new Stat, Initiative, comes in. This is equal to your WIS + DEX as it represents how quickly you react. It does not go up as you Level Up, it only increases as you increase your WIS and DEX. Everyone in the Combat will have Initiative Rolls made as Stat Rolls and the one with the highest roll goes first.
Usually groups of enemies will operate on the same Initiative. If there is a special enemy then they will get their own seperate Initiative. If you enter the Combat late then you are put to the back of the Turn Order. The same thing happens if you leave, then reenter. Also if you manage to ambush an Enemy, or they ambush you, then the first thing that happens is the Surprise Round.
In the Surprise Round those who are ambushed are considered Surprised (see Status Affects) and there is no Initiative rolled until the round after the Surprise Round. Of course if multiple characters are in the Surprise Round that are enemies to one another then Initative is rolled for them. After that they keep their own Initative results and everyone else rolls Initative when the real Combat begins.
Getting a Critical on any Initative Roll gives you an additional Action for the first Turn and getting a Fumble prevents you from acting on the first Turn (and depending upon the circumstances you may be considered Surprised as well).
Once its your Turn you get a single Action and a multitude of Free Actions. Every Round is five seconds long, so your own Turn is five seconds long. Your Action is what you spend the majority of those five seconds doing. Free Actions are other very small things you are doing in the Round.
Examples of Actions are Attacking, Using an Item, Using a Skill, Using certain Talents (like Climbing), and etcetera. Essentially anything that would take longer than just a moment.
Examples of Free Actions are Speaking briefly (no need for long speeches in the heat of battle), taking something from your Inventory Window, putting something in your Inventory Window, basic forms of movement, using certain Talents (like Observation), using some Skills (like the Observe Skill, it will say if using it is a Free Action in its description, if it doesn't say that then using it takes an Action).
When you Attack you have to make a Combat Roll to determine your chance to hit. This uses one of the Combat Talents (Fisticuffs, Melee Weaponry, Projectile Weaponry, or Thrown Weapons) based on your Attack and you can either make a regular attack with whatever weapon you have equipped (or with your fists/feet if you are unarmed) or you can use a Skill that constitutes as an Attack.
Regardless of which you do, the main point is your attack has to connect to work. The way to determine this is with the Combat Roll. All Combat Rolls have a base 50% Success Chance. This is decreased by the target's Defense Rating and it is increased, or decreased, by other factors.
The first is distance and type of attack. This is the biggest factor for determining your Attack's Success Chance. The following is a small chart showing different kinds of attack and their Success Chance increases and decreases. I will naturally be determining the Success Chance of your Attack and making the Roll using whatever Talent is applicable to what you are attacking with in the Roll.
Note that the Distance represents where your attack is taking place from. For instance if you are a bit further away and you want to make a Melee Attack you would have to run forward and then strike, which would give the opponent enough time to act depending upon how far you are running from.
For Projectile and Thrown if from Point Blank then your opponent could see you preparing your weapon and naturally throw you off, making it harder to get off your shot. In fact, if using Projectile or Thrown from Point Blank then your opponent actually gets a Free Attack against you (see Combat Situations).
Melee: +25% (Point Blank), +0% (Close), -25% (Medium), -50% (Long), -- (Distant)
Projectile: -25% (Point Blank), +25% (Close), +25% (Medium), +0% (Long), -25% (Distant)
Thrown: -25% (Point Blank), +25% (Close), +0% (Medium), -25% (Lomg), -50% (Distant)
When Defending against an Attack you have several options available to you. Your Defense Rating is what you possess to decrease the opponent's Success Chance and it is usually determined by Talents. There are three Talents that can be used as a Defense Rating for most Attacks, some Skills you may possess could give you new ways to defend yourself.
I will usually assume you want to use your highest Defense Rating against attacks and just go with that when determining the result of your Attack, but if you have special Skills that do special things when defending in certain ways or if you just want to give a a worse form of Defense a chance for some reason (either due to special Skills or perhaps you have something RP wise planned) then tell me as I will usually tell you how the enemy is attacking you before I post.
The first is Acrobatics. This is called Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating.
The second is Melee Weaponry. This is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry their Success Chance is increased by 25. Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons their Success Chance is increased by 10. This uses your Melee Weaponry score plus your Weapon's Parry Rating.
The third is also Melee Weaponry, but instead of Parrying this is Blocking. If you possess a Shield of some sort you can use that to block any form of attack with no penalties. This is determined by Melee Weaponry score plus your Shield's block rating. Just note that some shields are heavier and can slow you down.
If an attack connects it deals damage. All Weapons have a Damage statistic, where they deal a certain amount of Damage. This is usually determined by a Dice Roll as that determines how well your attack connected, the dice rolled and the amount being rolled being different for each weapon.
Note that there are ways to deal even more damage though. If you happen to get a result on your Attack Roll equal to or lower than half of the Success Chance then you actually deal the maxmimum amount of Damage that your Attack can deal automatically with no dice roll required. If you happen to get a Critical Strike (getting a Critical on the Attack Roll) then you deal double max damage and you ignore the opponent's Resistance.
A Lucky Strike also ignores the opponent's Resistance, but is different from a Critical Strike. A Lucky Strike occurrs whenever you get within the Critical Chance on the Dice by an amount equal to 1/3rd of your Luck. It does not double Damage, it just ignores Resistance. So if your Luck is 9 and you get a 7 on your Attack Roll since 7 is three (1/3rd of your Luck) within the Critical Chance then you would perform a Lucky Strike.
Yes, the way to Resist damage is with Resistance. Different forms of Attacks are resisted in different ways. Here are the different forms of Resistance.
Resillience: Physical resistance. Determined by Half of your STR. Directly decreases Physical Damage.
Resistance: Magical resistance. Equal to half of your INT. Directly decreases Magical Damage.
Damage is increased in a different matter. Different forms of Attacks have their damage bolstered in different ways.
Attack: Physical Damage. Increases damage done with Melee Weapons or fists. Equal to one third of your STR.
Magic Attack: Magical Damage. Increases damage done with Magical Skills or Attacks or the power of different forms of Magic abilities. Equal to one third of your INT.
There are many various Status Affects, but I will tell the more important ones in a few examples here. As more come up ill add them, but for now im just giving a few samples. You will be able to find Items that can help with Status affects.
Bleeding Out: If your HP hits 0 then you are considered in danger of dying. You must either use 2 EP or wait for someone to come treat you using either Healing Items, the First Aid Talent, or Healing Skills. To treat using the First Aid Skill has a Success Chance of 50% plus 1/2 the target's VIT Score. If you are not healed by anything within a number of Turns equal to 1+ 1/4th your VIT Score then you die. Being treated by the First Aid Skill gives you 10% of your HP back if you are being treated from Bleeding Out.
Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.
Fatigued: You are tired from doing too much for too long. While Fatigued you have a -25% Success Chance to all actions that require either physical action or strenuous thinking or other such things. Some simple actions may still be performable. You can automatically recover from fatigue completely after a short rest (usually around 30 minutes, higher VIT scores shorten this).
Headache: You have a serious headache. Your MP Recovery is reduced to 0 and all Skills that involve the mind have their Success Chance reduced by 25%.
Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks have a 100% Success Chance against you and Coup De Graces are possible if the foe spends their entire round performing it.
Poisoned: You have been poisoned and receive detrimental affects varying per poison. Some do damage, others have other special detrimental effects.
Prone: You have been knocked down and must spend your next Action standing up. While Prone the enemy has a 10% additional Success Chance to Attack you and you have a -10% to your Success Chance for any Attacks you perform (25% for some attacks, or some attacks may be exceptions, but these exceptions usually apply to Skills).
Sealed: Your powers have been sealed. Like Silence, only it is just Skills that are unusable, you can still speak and access your Windows, you just cannot use any Skills.
Silence: You have been silenced. You cannot speak and thus cannot use any Skills nor can you access any of your Windows which require you to Speak to open them up, which includes your Inventory.
Surprised: You are surprised and unable to act. While Surprised you cannot act and your Defense Rating is reduced by half since you are forced to react on a dime and thus cannot Defend yourself as quickly.
These are special terms and situations that apply to Combat.
Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage (if they Fumble, then they hit you with a Critical Strike).
Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (100% Success Chance, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).
Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to 150% below its max value then you are dead. That’s it. Dead. No coming back. No extra lives. Game over. Only 2 EP can be used to cheat death and come back, but you have to use it right before you die.
Free Strike: Sometimes opportunity presents itself in the most unexpected of places. Combat is a more expected place. If you are in Point Blank Range from an opponent and have a Melee Weapon equipped, if they open themselves up for a Free Strike you will get a free Regular Attack against them (unless you have a Skill that can be used otherwise). Note that since this attack is spontaneous you suffer a -10% Attack Success Chance. If an opponent is opening themselves up in the post I am working on, I will PM you asking if you want to take a Free Strike, or you can just tell me that you want me to assume that you always will take Free Strikes to save yourself the trouble.
So here is how Combat is going to work. If you all have better ideas though, don't be afraid to tell them to me, but this is the best one I have. You will tell me what you wish to do on your Turn in the OOC and I will roll the result. I will then give you your result and then you can write up your post.
Then I will make a post for the enemies in the IC on their Turn, RPing what they do and then on your next Turn you can tell me what you wish to do game wise, I will roll it and give you the result, and then you will both respond to the enemy's action along with performing your own Action in your post.
Name:
Age: (Min 15 years)
Gender:
Appearance: (Description, Pic, or Both)
Personality: At least one paragraph long, show me some writing ability.
History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that if you go into good detail here your character could get some special Skills or other bonuses. I plan on giving these out anyway just to add some uniqueness to characters, but if you detail your History (and even Personality to some extent) more then I will be able to give you better and more character specific bonuses.
LV: (Starts at 1 unless I say otherwise)
Current EXP: (At 0 unless I say otherwise, IE I allow you to start at a higher level)
Epic Points: 3
Start off with 25 Points, can put no more than 11 into a single one at Character Creation. Also none of them can be at 0 either.
STR:
VIT:
DEX: (+1)
INT: (+1)
WIS:
LUK:
HP: (Ill calculate these two)
MP:
(Put how many points you would like in each Talent, Start off with 20 + 1/3rd INT Rounded up). Can put no more than 4 into one right now.
Acrobatics (DEX):
Appraisal (INT):
Climbing (STR):
Crafting (INT):
First Aid (INT):
Fisticuffs (DEX):
Focus (WIS):
Knowledge (INT):
Manipulate Device (DEX):
Melee Weaponry (DEX):
Negotiation (INT):
Observation (INT):
Projectile Weaponry (DEX):
Sleight of Hand (DEX):
Stealth (DEX):
Thrown Weapons (DEX):
Acrobatics (DEX):
Appraisal (INT):
Climbing (STR):
Crafting (INT):
First Aid (INT):
Fisticuffs (DEX):
Focus (WIS):
Knowledge (INT):
Manipulate Device (DEX):
Melee Weaponry (DEX):
Negotiation (INT):
Observation (INT):
Projectile Weaponry (DEX):
Sleight of Hand (DEX):
Stealth (DEX):
Thrown Weapons (DEX):
(No other Skills will be here unless I give you some special starting ones)
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.
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.
Nothing here yet.

Name: Ryutaro Eikichi
Age: 18
Gender: Male
Personality: Ryutaro has been, aptly, described as a summer breeze. Here and gone in an instant, the young adult is still a flighty individual for the most part. Contained, it’ll rage around and he does much the same, quickly putting his heart to whatever it is that can catch his fancy. The things that can catch and hold a wind are few in number though.
He can be a handful to be around though, given his almost non-existent attention span. He’s been trying to reign himself in, with limited success though. He’s still not the most polite or prim person, and still has bouts of irritability if confined for too long, but it’s getting better. At the very least he tries to pay attention to people now instead of just tuning them out after hearing the first few sentences.
History: Ryutaro isn’t what most people would call average. He’s part of the gymnastics team at the university he attends, and got in on a scholarship for both his performance in the sport and at school. So there’s that, although it’s a far cry from what he was like just a few years ago when high school started.
Until he joined the gymnastics club in second year of high school, Ryutaro didn’t have much direction. Sure he went to class, got decent grades, but his school life didn’t extend further than that. An avid member of the “Go-home” club, he was generally one of the first out of school, that is if he wasn’t fast asleep atop his desk. It wasn’t like he didn’t want to be part of the socially encouraged activities of clubs, but having tried his hand at quite a few, and getting a hang for them, he didn’t find any of them interesting.
How did someone like him get roped into the gymnastics club? It was just supposed to be another test try, but something about the “freedom” in the sport caught his attention; in the same vein MMA would have likely been Ryutaro’s thing if a club had existed. Or maybe it was the leotards the girls wore, who knows? Either way, it was the first club he attended for more than a month, and the more he went, the more it grew on him.
He wasn’t exceptionally talented at gymnastics, but all the attention he couldn’t focus elsewhere, he focused it on the sport. Eventually, through enough hours of practice each week, every month, for several years, he’s become skilled enough to be recognized.
Aside from gymnastics though, in high school he was always considered rather smart amongst his peers, and it made him stand out even more than his position in the club. His personality made it difficult for people to approach or stick with him, but he does have a small group of tight friends, some from classes, others from the club. Some go to the same university, others don’t, but they generally still meet up once in a while.
Epic Points: 3
LVL: 1
Current EXP: 3
Stats
STR: 2
VIT: 3
DEX: 7 (+1) = 8
INT: 8 (+1) = 9
WIS: 3
LUK: 2
HP: 20
MP: 25
Talents: (0/20 +3)
Acrobatics (DEX): 4 (+1) = 5
Climbing (STR): 1
Fisticuffs (DEX): 1
First Aid (INT): 1
Focus (WIS): 3
Knowledge (INT): 4 (+1) = 5
Manipulate Device (DEX): 3
Observation (INT): 4 (+1) = 5
Projectile Weaponry (DEX): 1
Sleight of Hand (DEX): 2
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.
Attention Focuser (MAX LV) (Passive & Active) (5 MP/1 Minute or half/MP for an hour IF out of Combat): +1 Focus. You're capable of directing your attention directly at something, focusing in on it. Select something to 'Focus' upon. You get 5 + 1/2 Focus Score to the Success Chance of any and all Rolls related to said something, but while in this state your Defense Rating is reduced to 0 against any attacks coming from elsewhere. Also you are at -25% to the Success Chances of all other Rolls not related to whatever it is your Focusing upon while in this state.
Titles:
Jack of a Few Trades: While this title is equipped, +1 to three Talents (Excluding Weapon Talents and Focus) of your choice. Can change what they are once a day as long as you rested in a bed.
Inventory
Empty
Money: 5,000 ¥
Name: Spooky Hat (Hisoka Inoue)
Age: 22
Gender: Male
Appearance: Spooky, tall, lanky guy with brown hair. He slouches most of the time, with low shoulders and a long gait. He wears dark hoodies and jeans, and a worn-out pair of loafers that he hasn't got around to replacing. In addition to this, wears an incredibly spooky hat.
Personality: Spooky Hat is a fan of horror movies, often spending days watching them multiple times instead of working at his boring job in retail. He is very socially awkward, preferring to sneak around social contact instead of going through the awkward social enigma that is speaking. Sometimes he dons his spooky hat and lurks through alleyways or clothing racks, seeing how long it takes for people to be freaked out or see him. He often takes pointers from the movies he obsesses over, searching in every scene for ambiance that makes the movie spooky.
History: Spooky Hat was not always Spooky Hat. As a child, he was decidedly not spooky. In fact, he despised spookiness and everything in the name of spooky. Including people, places, dogs, food, leaves, and beds. With a very sore back, he stayed inside all day every day, waiting for his parents to come home to hold him and tell him it was okay. One day, when he was around ten, he decided to man up and leave the house like he had never done before. Twelve hours later, they found him standing by the side of the road, eyes wide at the horrors he had faced. He was never the same after they brought him home.
He slept in bed that night, pet dogs, went places, met people, and faced his fears like never before. Although he quickly learned that he was socially inept because he had spent the first 10 years of his life inside, and therefore gave up trying to be brave because it sucked. Oh well. At least he could pet dogs and go outside.
Currently, he lives in an apartment the size of a broom closet, alone (unless any players want to live with Spooky Hat or something) with a degree in Film History and a shitty job making sure people don't leave clothes lying around the dressing rooms.
THE HAT: It is a hat. It looks like a white painters cap, but with Halloween designs such as Frankenstein's monster, a severed finger, and Dracula adorning its surface. He found it in a dumpster by his apartment complex, and though it too good to waste. He wears it every day and it is very pointless. (Unless the GM wishes it not to be.)
LV: 1
Current EXP: 0
Epic Points: 3
Stats:
STR: 3
VIT: 4
DEX: 6(+1)
INT: 7(+1)
WIS: 5
LUK: 2
HP: 22
MP: 23
Talents: (0/20 + 2)
Acrobatics (DEX): 2
Appraisal (INT): 0
Climbing (STR): 1
Crafting (INT): 0
First Aid (INT): 2
Fisticuffs (DEX): 0
Focus (WIS): 3
Knowledge (INT):3
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 2
Negotiation (INT): 0
Observation (INT): 3
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 1
Stealth (DEX): 3
Thrown Weapons (DEX): 0
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.
Inventory:
Spooky Hat (Equipped Headgear): Provides no Resilience. When worn grants +10% Success Chance on all Rolls involving any form of 'horror movie' monsters like zombies, vampires, werewolves, and etc.
Money: 30,000 ¥
Name: Sasha Nakamura
Age: 18
Gender: Female
Appearance: A young Eurasian woman with pale blonde hair. With her baby-smooth skin, fair complexion and healthy curves, most people would agree that Sasha is an attractive lady. She has her mother's dark eyes and button nose. She dresses rather casually when she goes out, wearing jeans or shorts and a plain t-shirt.
Personality: Sasha is an aloof girl who usually keeps to herself, but isn't afraid to voice her opinions occasionally. She isn't shy, instead she just doesn't really like interacting with other people. Sasha is quite an irresponsible and lazy person. She believes that hard work is foolish. She can usually be found shut in her own room surfing the net or playing online games, of which she is fairly proficient at. She is average at both studies and sports, a student who went unnoticed by teachers. She enjoyed some popularity amongst boys at school owing to her looks, but could never hold on to a relationship for too long as she got tired of them quickly. Sasha knows that she is wasting her life away but she doesn't care enough to change her lifestyle. Sometimes, she wishes a great crisis would befall the world and she would become a great hero that saves everyone.
History: Like most modern humans, Sasha Nakamura is a fairly uninteresting person. Given an hour to talk about herself, she would quickly exhaust her menial history. Her story, starting from her parents, follows. Her father's work as a businessman would often take him overseas, and it was through this that he met her mother. A relationship blossomed, and Asya was born as their second child several years later.
As a child, Asya was very lively and brought much laughter to the couple. By puberty, she was a much more withdrawn girl. Asya was by no means anti-social- the girl still had a cadre of friends drawn to her exotic looks and innate charm, but she was simply more interested in being alone. Eventually she began gaming to fill her time. To her surprise she found out that she was pretty talented at it.
After finishing highschool last year, she decided to take a break on studying and focus on gaming instead. While her parents were none-too-happy with her attitude, they didn't force her to reconsider.
Level 1
Current EXP: 0
Epic Points: 3
Stats (0/25)
STR: 1
VIT: 3
DEX: 7+1
INT: 7+1
WIS: 6
LUK: 1
HP: 18
MP: 24
Talents (0/20+2)
Acrobatics (DEX): 2
Appraisal (INT): 0
Climbing (STR): 0
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 0
Focus (WIS): 4
Knowledge (INT): 3
Manipulate Device (DEX): 3
Melee Weaponry (DEX): 0
Negotiation (INT): 3
Observation (INT): 2
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 3
Stealth (DEX): 4
Thrown Weapons (DEX): 0
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.
Comeliness (MAX LV) (Passive)
Charming looks make it easier to talk to people. +2 Negotiation.
Inventory
Pepper Spray: Inflicts <Blindness> on foe upon successful attack from Point Blank. 2 Uses. Ranged Weapon.
Money: 5,000 ¥
Age: 18
Gender: Female
Appearance: A young Eurasian woman with pale blonde hair. With her baby-smooth skin, fair complexion and healthy curves, most people would agree that Sasha is an attractive lady. She has her mother's dark eyes and button nose. She dresses rather casually when she goes out, wearing jeans or shorts and a plain t-shirt.
Personality: Sasha is an aloof girl who usually keeps to herself, but isn't afraid to voice her opinions occasionally. She isn't shy, instead she just doesn't really like interacting with other people. Sasha is quite an irresponsible and lazy person. She believes that hard work is foolish. She can usually be found shut in her own room surfing the net or playing online games, of which she is fairly proficient at. She is average at both studies and sports, a student who went unnoticed by teachers. She enjoyed some popularity amongst boys at school owing to her looks, but could never hold on to a relationship for too long as she got tired of them quickly. Sasha knows that she is wasting her life away but she doesn't care enough to change her lifestyle. Sometimes, she wishes a great crisis would befall the world and she would become a great hero that saves everyone.
History: Like most modern humans, Sasha Nakamura is a fairly uninteresting person. Given an hour to talk about herself, she would quickly exhaust her menial history. Her story, starting from her parents, follows. Her father's work as a businessman would often take him overseas, and it was through this that he met her mother. A relationship blossomed, and Asya was born as their second child several years later.
As a child, Asya was very lively and brought much laughter to the couple. By puberty, she was a much more withdrawn girl. Asya was by no means anti-social- the girl still had a cadre of friends drawn to her exotic looks and innate charm, but she was simply more interested in being alone. Eventually she began gaming to fill her time. To her surprise she found out that she was pretty talented at it.
After finishing highschool last year, she decided to take a break on studying and focus on gaming instead. While her parents were none-too-happy with her attitude, they didn't force her to reconsider.
Level 1
Current EXP: 0
Epic Points: 3
Stats (0/25)
STR: 1
VIT: 3
DEX: 7+1
INT: 7+1
WIS: 6
LUK: 1
HP: 18
MP: 24
Talents (0/20+2)
Acrobatics (DEX): 2
Appraisal (INT): 0
Climbing (STR): 0
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 0
Focus (WIS): 4
Knowledge (INT): 3
Manipulate Device (DEX): 3
Melee Weaponry (DEX): 0
Negotiation (INT): 3
Observation (INT): 2
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 3
Stealth (DEX): 4
Thrown Weapons (DEX): 0
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.
Comeliness (MAX LV) (Passive)
Charming looks make it easier to talk to people. +2 Negotiation.
Inventory
Pepper Spray: Inflicts <Blindness> on foe upon successful attack from Point Blank. 2 Uses. Ranged Weapon.
Money: 5,000 ¥
The Gamers RP
Name: Timothy Epnet
Age: 21
Gender: Male
Appearance: Timothy is about average height (around 5' 11") but incredibly skinny apart from the few muscles he's earned in the seldom trips at the gym (or his first job as a mechanic, which he was not very good at so he quit). He wears glasses that are pretty new and surround his green eyes, and has short blonde hair that is always ruffled from sleeping. He wears cargo pants which he never changes because all the pockets carry something that he thinks could be of use to him. He changes his shirt from time to time, but you barely see that under his sometimes changing hoodie. His sneakers never change but the cargo pants cover them most of the time.
Personality: Timothy is nerdy, but is much more know to be geeky. He spends some days observing the world, or imagining his own. He is split between independent and social. He likes to spend a little time alone, but prefers the company of a small group of others more of the time, only if he knows them well. Timothy really likes machines, and can busy himself with inventions, and is quite creative, but prefers to work physically with machines.
History: Timothy was a very successful student, and was able to get enough college credit (in high school from advanced classes) to convince his parents he can choose whether to go to an actual college, but he stayed because needed more money for better colleges. He hopped a few jobs until he took what he was really into, computers. He almost landed a job as an engineer but he really wanted to be hands on machinery, not just planning them out. As he moved into a decent apartment, he started to get into his own way of life, making new friends, and started a new life of his own. After a making friends, they all decided to start playing Dungeons and Dragons weekly, and it soon became their ritual. Apart from that he spent most of his time, up to this point, reading any kind of book, and is quite well-read, so knows a thing or two about every subject.
Level: 1
Exp: 0
Epic points: 3
Stats
STR: 3
VIT: 2
DEX:2 (+1= 3)
INT: 11 (+1= 12)
WIS:6
LUK:1
HP: 20
MP: 28
( I get 4 bonus talent points.)
Talents:
Acrobatics (DEX): 1
Appraisal (INT): 1
Climbing (STR): 1
Crafting (INT): 3
First Aid (INT): 2
Fisticuffs (DEX): 1
Focus (WIS): 2
Knowledge (INT): 3
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 1
Negotiation (INT): 2
Observation (INT): 2
Projectile Weaponry (DEX): 1
Sleight of Hand (DEX): 1
Stealth (DEX): 1
Thrown Weapons (DEX): 1
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.
Crafting (LV 1) (0% XP) (Active): Using various materials you can create various forms of Items. You can also use this to repair various Items as well if you have the materials. To Train: Successfully create an Item, Repair an Item, and (Training Method Unknown)
Auto-Failure Chance: 50%
Registered Blueprints: None
Machine Expert (MAX LV) (Passive): +1 Crafting. +10 on all non-combative Rolls concerning machines.
Inventory:
Empty
Money: 30,000 ¥
Name: Zahira Seifert
Age: 21
Gender: Female
Appearance: (I'll draw a picture of her later) Zahira stands at a rather average height of 5'3'', give or take a few inches due to the heels she usually wears. She's slim but slightly curvy, definitely filling the role of what people conventionally consider "pretty" - and she somewhat flaunts that fact, although she doesn't mean for it to come off as smug as it sometimes does. She has semi-long, jet black hair that can be basically found in a different hairdo every day. Her eyes are a somewhat messy green color. She likes to wear pink things, often preferring to go with a pink tanktop, a denim mini-skirt, thigh-high boots and a simple bow tied somewhere in her hair. She also rather likes detachable sleeves.
Personality: Cheerful and bubbly most of the time, Zahira seems to be constantly off in her daydreams. She has a weird way of thinking that only she can most likely understand, and this makes her come off as strange and even stupid to most people she meets. And while yes, she is decidedly pretty naive and not the sharpest tool in any given shed, she isn't a complete idiot either - she's just... positive. A bit of an airhead and a definite klutz, she's bound to be noticed wherever she goes, but probably for the wrong reasons. She also has a bad habit of thinking aloud - a fact that's led her to embarrassment more times than one, especially since she's quite the man-chaser. Not in her actions, no, she's definitely too shy for that, but definitely in her mind; she has the tendency to fantasize about princes and knights, often developing crushes on a second's notice towards most attractive males she meets, and immediately assuming they share her sentiments (psst, they never do). She likes to write a diary, and writes down scored for herself everyday; she believes that whenever she does something right, she cares one point of karma and, if she just keeps doing it a lot, one time she will be rewarded with a love of her life.
One important thing that needs to be mentioned is that Zahira is superficial and just a bit judgmental when it comes to others' appearances. As mentioned, she likes good-looking people (especially men), and due to the teachings she went through as a kid, she firmly believes that attractive people are good people, and "ugly" people are mean people out to get you. Due to this, she tends to get nervous and try to avoid the unpopular and bullied people to an extent, afraid that they will hurt her or something. She fears the same when it comes to "nerds", thinking that they're all scary perverts out to get her - because that's what her parents taught her. Still, even she has started to slowly realize that her way of thinking might be wrong... she just needs proof. She also will try and cheer up people if she sees them being sad to the best of her ability. Whether her strange ways help or make things worse, though, is basically up in the air.
Zahira isn't the bravest person out there. She can talk the talk (if a bit awkwardly), but she definitely can't walk the walk. She is especially scared of anything medical or doctor related, due to the incident with her father in the past. She also suffers from a small kleptomaniac streak due to having gotten so used to doing that when a kid (when she didn't even know it was wrong) that it developed into a habit. She does this without noticing and with surprising skill, but tries to stop herself whenever she can. Also, speaking of doing things subconsciously, Zahira is very agile and acrobatic when running after a crush she needs to take a picture of (has happened to her) or saving cats from certain deaths and such, but in every day life when she actually tries to be agile, she's one of the biggest klutzes around. She seems to only be able to do such feats when she doesn't notice it, and will get scared if she snaps out of her habits in mid-action and finds herself up on a roof or a tree. Also, while she doesn't have much fighting skill in normal situations (if you don't count flailing one's arms around), she can do surprisingly well when in panic-mode. That is to say, scare her enough and she becomes fairly good at throwing stuff at people, destroying ears with very, very high-pitched screams as well as delivering scarily accurate crotch-kicks when threatened (this has happened a few times as well). This is basically the reason to her fairly high Str stat.
History: Zahira was born to a relatively normal household in a small Spanish speaking community, located in the southern parts of the Switzerland. Her parents earned well and were never particularly neglecting or abusive towards her - however, her childhood was greatly affected by a certain obsession of her father's, one he neither could nor wanted to rid himself off of; obsession over female beauty. He had his own story and reasons, but that did not change the fact that it was an obsession the whole family suffered from. The father was a plastic surgeon, and the family's mother had been under his knife many a time before, albeit willingly, to satisfy her husband, and from a very young age young Zahira was taught that appearances meant most everything, and that one's worth was heavily influenced by their face and choice of clothing. Everything beautiful was good, and everything ugly wrong, so heaven forbid if she made friends with someone who wasn't outwardly acceptable to her parents, or came home muddy after playing outside. This left her often either alone or in the company of her cousins, who were not the best influence to the very naive Zahira. Spoiled and pampered by their parents and never denied anything, they were troublemakers at heart, and their plays and games often teetered on illegal territory; they shoplifted, bullied, and set foot on forbidden properties just to see if they could get away with. And, Zahira, not knowing better, often followed after them. She was particularly good at climbing and the like due to her gymnastics classes and flexibility, and as her cousins noticed this, they started to drag her with them even more to help them in their pranks and small-time thievery.
However, that was not her biggest problem growing up. See, Zahira was always a pretty kid, but she was still normal. She didn't particularly stand out among other girls her age as the pretties of them all, nor did she always win the beauty contests she was forced to take part in, despite usually doing well in them. And, as she grew and got closer and closer to reaching teenage, her father started to slowly grow impatient. Why wasn't her daughter turning heads of everyone around her? Where were her curves, her feminine charm? Why was she not like her mother? He contemplated those questions, and eventually found the only solution to his problems to be the thing he was the best at; plastic surgery. His obsession had gone too far. Fortunately, Zahira's mother found out about the father's intentions before they came into fruition, and that launched the whole family into a rather big pot of drama and arguing. In the end, Zahira was sent to live with her grandparents; a silly old couple, but both were good people and spoiled her quite the bit, thinking of her as their little princess.
Still, as soon as she was able, Zahira moved out of town to live on her own, out of a spur-of-the-moment "I need to be independent!" decision. Needless to say, her first years on her own were rather... problematic, considering she wasn't the most independent or clever person out there. And that... led her back to her now-also-adult cousins, until she got arrested for it. She didn't get jail, but she did get a mighty fee to pay - and, being stubborn and afraid of what people would say should they found out, she endeavored to pay it off on her own. Her parents already paid her university - she couldn't trouble them. So, she went through a thousand different part-time jobs, not lasting more than a day in most of them, until she recently landed herself one. As of few days ago, she's working as a delivery guy (or a girl, rather) for a pizza company, and everything seems to go well.
For now.
-------- Stats and Stuff --------------
LV: 1
Current EXP: 4
Epic Points: 3
STR: 4
VIT: 10
DEX: 5(+1) = 6
INT: 2(+1) = 3
WIS: 2
LUK: 3
HP: 38
MP: 10
Talents
Acrobatics (DEX): 4
Appraisal (INT): 0
Climbing (STR): 4
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 1
Focus (WIS): 0
Knowledge (INT): 0
Manipulate Device (DEX): 0
Melee Weaponry (DEX): 2
Negotiation (INT): 2
Observation (INT): 0
Projectile Weaponry (DEX): 2
Sleight of Hand (DEX): 0
Stealth (DEX): 1
Thrown Weapons (DEX): 4
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.
Panic Boost (MAX LV) (Passive): +1 Wis. Through constant experience in panicking, you have attained mastery of it thanks to <Game Character's Mind>. Whenever an enemy does anything to inflict Fear or any other Panic Status on you instead of simply negating them in just a few moments, you gain a temporary +5% Success Chance to all Rolls for a number of Rounds equal to how long the Fear/Panic status should have affected you.
Inventory
Empty
Money: 33,500 ¥
