Name: Prome/Shirou Intetsu Title: (None yet) Gender: Male Age: 18 Race: Human Background: Shirou was always an odd duck of a child. Unlike his family, he was never really interested in sports or anything physical. And on the occasions they went to the beach or a pool, Shirou was always doing something other than playing in the water; like cloud watching, reading a book, playing some game on his phone, or something else. He was also known for getting lost in his own little world; his mind would wander to strange places, with him occasionally reacting to his own thought physical with a smile or even a laugh.
Despite his father's attempts at getting him into soccer, it never seemed to stick. Instead, he would instead bring up various video game versions of the sport, and the interesting changes they made. On top of that, he also often went on bizarre tangents, as conversations with him could start in one place, and end up somewhere else entirely.
He always came across as a little off to the people around him, and that made it hard for him to fit in with others. He seemed to take this in stride. However, once he found a group of people his own age, he suddenly became more lively. Not only did he get even more into gaming, but he became more outspoken.
In spite (or perhaps because of) his odd mind, Shirou found that computer programming came naturally to him, almost disturbingly so. While he might not have been the sports star his father dreamed of, he did in fact have a promising future ahead of him. In fact, he was already looking into collages when he was a first year in highschool.
Tinker (1/Tinker) - User crafts an item that exists in the game. Any items may be attempted even without facilities but all ingredients must be present. Chances of successes increases with facilities and Smithing/Tinkering Skill. 300MP.
Invent (5/Tinker) - User designs and invents an item. User will design every aspect of this item, including any potential unique Actions (up to 1) that may be learned and used. Final design must be consulted with the GM for approval. Item is not crafted upon using this Action. Items designed with Invent may only be crafted using Tinker Action. 600MP.
Armourer (5/Tinker) - User's armor gains extra resistance against item damage. Passive.
Repair Item (10/Tinker) - User repairs target item. 300MP.
Mind in the Machine (10/Tinker) - Every time user crafts or repairs an item, user has a small chance of gaining 1 point in Tinkering Skill. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP.
Zenith Mark 1 Gnome Mark 1 Charcoalx10 Transforming Multi-Tool - Can transform into any tool that could be used in a workshop (hammers, tongs, etc) but has lower durability. Cannot transform into any weapons. Crystal Goblin Tribal Amulet - +3% Magic Resistance - +3% Action Damage - +1 Action Slot
Basic Steam Engine: 10 Iron (200), 5 Copper (125), 5 Steel (300) - Total cost: 625 Drill Assembly: 10 Steel (600), 5 Iron (100), 5 Wood (25) - Total cost: 725 Wooden Assembly: 10 Wood (50), 1 Iron (20) Total cost: 70 Rotary System: 10 Iron (200) - Total cost: 200
A small mining machine. Can run for 2 hours off of 5 pieces of coal. Mines: - Iron Materials: Basic Steam Engine (625), Drill Assembly (725), Wooden Assembly (70), Rotary System (200) Total cost: 1,620
A suit of armor capable of casting the spell "Fire Strike" from both gloves at once for the cost of one casting. Uses wielder's MP and INT Stats: 10U / 15P / 18B / 8C Materials: Full Metal Plate Armor (1,000), 6 Iron (120), 20 Crystals (1,000) Total cost: 2,120
- +30 Attributes and +20 Skills - +2,500 Renn - Unique item (created and bestowed by TM), 1 free Spells/Actions
Holly Emerald, which was the easiest for her friends to spot her in-game when she’s playing the game. It was created along time ago for other video games, which she played with her friends. Real Name: Patricia Cole Miller Title: N/A Gender: Female Age: 18 Race: Human Appearance:
Holly Emerald stands at a 5’6”, which gives her anxiety around people who notice her hourglass shaped body. She has heterochromia in her eyes, which one of her eyes is blue and the other one is green. Her body language usually shows her a bit unique, which wanted to always be apart of the foreground minus the fact she has to usually be noticed in that case. Her beautiful blonde hair, which is extremely long has anything to say about her it is her lack of wanting to shape her hair, in a ponytail. The hair go past her lower back. She has a very cute voice and usually constantly says certain things, which constantly embarrasses her.
She weighs around 115 lbs, which is below the average weight of what normal girls her age weigh. The look she gives most people, which is usually utter shock or ’what did you just say.’ She never used a filter on her voice, which gets her more embarrassed. The probability of the likelihood of her getting angry at anyone is pretty low most of the time. She gets more depressed or internally try to figure out why she’s utterly terrified or otherwise. She usually stares up at the stars, when she wasn’t in the game. However, she’s more terrified at the fact she’s trapped within Talrae than anything.
Background:
Patricia C. Miller was born into the Miller Family, which are a wealthy family that lives in the United States of America. Her mother's name is Lana R. Miller and her father's name is Frank L. Miller. The corporation in question deals in two things, one is military contracts for the US Military, which is weapon based. The other is basically a brand of clothing, which Lana primarily deals with. Her family mansion, which is in the vicinity of Columbus, Nebraska.
Her parents were nice to her to a point, which usually causes her to pause and wonder what she did wrong. The entirety of her relationship with her two parents was a bit strained throughout her entire childhood. It’s mostly because her mother wanted her to be apart of the clothes side of the business, however, her father wanted her to do whatever she wanted. It was a bit hard to be a daughter of a corporation, which deals in weapons and clothes. She felt kinda like if she was being swallowed by what her mother wants her to be. She wants to be what she wants to be, which she had to explode on her mother with a bit of a calm anger in her voice. However, afterwards she was a bit terrified of her mother since she is pretty but terrifyingly scary when she wants to be.
That really caused her to get to know her father more mostly because she wanted to allow her mother to cool down. Her father made her interested in video games, which were only online. There was an option to meet them in person, her father would take her to them if she wanted to. She created her online identity called Holly Emerald. She met some people online, which was highly interesting, they were talking about multiple different games. She wanted to experience them all, however, she was outright a bit shy around them since she constantly said things that would embarrass her.
It took her about much help by the people, which she met online to help her with her game she got stuck on, which was a MMORPG before the new VRMMORPG came out. It interested her enough but couldn’t really figure out to tell her father to preorder Talrael, which so she could play it. She gained enough courage to ask her father, which was definitely an experience to say in itself. Since he heard many things about the VRMMORPGs had nerve gear and didn’t want to see his daughter to get hurt. However, she definitely knew not of the dangers of the game itself.
The friends she had gotten within the mmos or vrmmos before the biggest one came out, helped her a bit on the mechanics. However, the father helped her set up the Nerve Gear in question. She had many online friends basically helping her keep up with the entirety of the mess. The Fantasy World of Talrael was outright insane, which felt like the mmos that she had played but more virtual. She couldn’t really help enjoy it. She instantly picked the class of Archer because it fit her styles of wanting to please her father, which he dealt mainly in long-ranged military hardware like missiles.
However, the one thing which made her utterly terrified was when the sky turned red, which she heard that she is trapped within this insanely fun game. With people she knew from her online days on other games, however, she couldn’t really tell what frightened her more, the nerve gear will kill her or that the world was a prison. She couldn’t help but shake in fear at what was happening to everyone within this game. The entirety of the world afraid, until one of her online friends told her to stop being afraid. It will be better if you fight your way out of the game. She knew, however, her father and mother wasn’t at home at the time of hooking herself up to the Nerve Gear. They weren’t stupid to instantly disconnect her from it.
Her body, however, would be wasting away in the real world, which made her want to outright want to get out of this game as quickly as possible. Or she’ll be trapped in here without a way out. That made her fear the game more than just the fact she could die from hitting zero hp. The end boss showing up and turning her into what she looks like in real life kinda gave her a shock. Now her voice definitely matches her appearance, since what she picked was a red haired archer avatar before the literal imprisonment turned her into her real appearance. She had to fight to get out of here, and she’s going to do it with her friends, which she met online. She never once asked her father to meet them in real life, however. She was kinda shy and easily embarrassed.
Actions: Focus (1/Archer)User may spend a moment to aim, gaining 5% to hit. Passive. Power Shot (1/Archer)User pulls back for an extra few seconds and fires a shot that deals medium piercing damage. Can only be casted if the user has a loaded bow. 100 MP. Action Cost: 4 - Cool down: 30 seconds
Bounty (1/Universal)User gains D10 extra Renn whenever they receive Renn from GM. Passive. Evade Missile (5/Universal)User evades incoming range attack. +20% Evasion (Projectile) chance. 100MP. Action Cost: 3 - Cool Down: 30 Seconds
Bought Actions: Kick Back (1/Archer)User immediately kicks target to push themselves back, creating large distance. Does not move the target. 50MP. Action Cost: 3 - Cool Down: 30 seconds Experienced Hunter (5/Archer)User gains +D50 EXP if they finished off at least one target by firing an arrow. Passive. Greater Power Shot (10/Archer)User pulls back for an extra few seconds and fires a shot that deals high piercing damage. Can only be casted if the user has a loaded bow. 300MP. Action Cost: 4 - Cool down: 1 Minute Confidence (10/Archer)User gains +10 Bow Wielding Skill for a few minutes after successfully hitting and damaging a target with a normal attack. Passive.
Greater Bounty (5/Universal)User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal)User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive. Quick Reflexes (5/Universal)User gains +10 Agility for a while. Can only be used once a day. 200MP. Action Cost: 3 - Cool Down: 1 Day Meditate (5/Universal)User focuses for few a minutes, recovering either 200HP or 200MP. 0MP.
Equipment: Ivory Bow (Rare / Named) - A pure white bow carved from a single piece of ivory. This item does not require repairing and will count as indestructible. Target's hit by this weapon will take additional 50% damage from Spells for the next few seconds. Fancy Clothes (Common) Leather Armor (Mythic) 5% Agility Reduction - +5 AGI, 3% Accuracy, 3% Fire Resistance – 10U / 12P / 14B / 8C Cutthroat’s Gloves (Uncommon) +5 Agility Sharpshooter’s Hat (Uncommon) Small increase in ranged weapon accuracy Ranger’s Quiver (Uncommon) Holds 100 arrows – +5 Agility Arrows (Common) 73 Left Ring of Protection (Uncommon) +1% to all items' reductions Jewelry (Common)
Raincoat (Common) Boots of Travel (Uncommon) walking speed x2
Adventuring Gear: Tent (Common) Sleeping Bag (Common) Backpack (Common) Canteen (Common) Rope (Common) Cheap Clothes + Shoes (Free) Umbrella (Common) Wolf Pelt (Rare) x2 Crystal (Rare) x6 Chitter Meat (Common) x19 Chitter Meat (Uncommon) x2 Bone (Common) x17 Baby Blue Bell (Common) x8 Baby Blue Bell (Rare) x1 Baby Blue Pollen (Common) x6 Baby Blue Pollen (Uncommon) x1 Leather Armor (Common) 5% Agility Reduction – 8U / 12P / 15B / 5C
Consumables: Observer Wand (Common) Once please, always the palyer to telepathically view the area as long as they are on the same Floor. Lasts 1 hour. Blue Potions x1 Restores 15% of Maximum MP. Diluted Agility Potion x3 AGI+5% for 1 day. Only 1 potion may affect a player at any time. Drinking a second potion replaces the first one.
Food: -Dried fruit x10 (100 Renn) -Dried Biscuit x10 (100 Renn) -Salted Fish x5 (100 Renn) -Nuts and Seeds x5 (50 Renn) -Water x1
User gains increased damage against lycan-related units and gains the following Action: Feral Experience. Additionally, User gains increased intimidation against hostile units and favorable charisma for friendly NPCs.
Appearance
Slender with an ample bosom, Cecilia stands proudly at 5’10, her very countenance exuding the sense of someone who’s accustomed to being noticed. Her pearly complexion and vibrant amber eyes can frame her appearance as either cute or mature depending on her expression, and her hair, a pale lilac that turns silver in the right lighting, is left long enough to trail down to her waist. If Talrae was still a game, such a vibrant appearance could perhaps be overlooked, but now that they’ve fallen into a virtual reality composed largely of men who could afford the absolutely stupid price that the Talrae pre-orders went for, Cecilia’s appearance really draws more attention than she wished it did.
Background
Claire Silverstein was born into privilege as the daughter of the CEO of a pharmaceutical company with ties all over Europe. As far as the opportunities available to her were, she was largely free to make any of her desires manifest. Her parents spoiled her, after all, and while her childhood was spent in the olden countryside, where she could turn her fantasies of being a princess into reality, Claire quickly learned that if ‘objects’ could be obtained whenever she wanted, then the only thing that was valuable in the world were ‘skills’. At first, she learned ballet and piano and painting, skills to fuel her elementary school fantasies. Then she really got into dystopian YA novels and picked up a bunch of martial arts, while her parents found her a personal trainer who knew how to handle younger people. Junior high pulled her into the world of competitive team sports for a short stint, before the majority of her friends drifted into more artsy stuff instead, Claire following them into the glitz and glamor of the drama club. A ‘She Slays Dragons’ production later, and the young girl was hooked on musicals. It was as if everything was lining up for her, from her childish fantasies of being a princess to her late-elementary years of being enamored with badass choreography to her core desire for something beautiful, something tragic.
Her mother introduced a couple of her showbiz friends to her, and it was with their tales of the glittering stars of Broadway that convinced Claire she simply had to move to America. And of course, who were her parents to simply deny such a request? A few days of paperwork and a farewell party later, and she flew off to a private school in North America with a prestigious arts program, ready to stretch her wings for the next three years and see how far she could fly.
It turned out, she could only fly as far as she worked to. A half-hearted interest wasn’t enough. A half-baked passion wasn’t enough. So many things weren’t enough, and her passion began to burn like an obsession, Claire turning to as many outlets as possible for practice, some of them more ridiculous than the others. She was in her school’s drama program, got into a neighboring university’s Arthurian Society to try out medieval re-enactment, busked outside subways as a cover artist, joined a group of girls in her school in the creation of short films on a Youtube channel, made her own channel where she used the new Virtual Youtuber fad to create an excess of ten different personas, and did the same sort of acting in survival simulation games. Claire’s constant theatrics became her eccentricities, and she wore masks as easily as other girls her age switched to new outfits.
Somewhere along the way, her online circle of friends surpassed the amount of people she knew in real life, and when one group had managed to all snag a copy of the world’s first VRMMO, Claire hit them up, deciding to up her fantastical, dramatic shenanigans even further. Her school was setting up a modern dramatic production, after all, so some high-fantasy thing would be a good way of making sure there was some balance in her life. It didn’t take too long to convince her father to purchase one of the scalped pre-orders on E-bay for an exorbitant (but still insignificant) price, and on the launch day, the wannabe-actress found herself amazed at the virtualized fantasy before her.
Until the sky turned red and those bastards locked her in there.
Then she found herself worked up into a homicidal rage instead.
She didn’t have time to waste here, not while her body wasted in reality.
Radiate (7) [AC:3][CD:60s] User's body glows with bright light, hindering the visions of all opponents. 200MP. Light-speed Escape (8) [Passive] User's body automatically moves a medium distance away at the speed of light when they fall below 10% of maximum HP. Redeeming Glow (14) [AC:4][CD:60s] User glows in soft light for a few moments, restoring 500MP. 100MP.
Feral Experience (X/Title) [Passive] If User is to gain experience in Wild Areas, User receives increased bonus experience.
Sprint (1/Universal) [AC:1][CD:120s] User's running speed increases by a bit for a minute. 50MP. Charge (1/Universal) [AC:1][CD:10s] User charges shoulder-first, briefly stunning the first target hit. If the user is equipped with a shield, it deals low concussive damage in addition. 50MP. Sidestep (1/Universal) [AC:1][CD:10s] User steps aside. +5% chance of evasion. 20MP. Accelerate (5/Universal) [AC:2][CD:120s] User's movement speed increases for a minute. 200MP. Relentless (5/Universal) [AC:1][CD:30s] User removes 1 weak status effect on themselves. 200MP. Strong Body (5/Universal) [AC:3][CD:1 Day] User gains +10 Strength for a while. 200MP. Evade Missile (5/Universal) [AC:3][CD:30s] User evades incoming ranged attack. +20% Evasion (Projectile) chance. 100MP. Greater Accelerate (10/Universal) [AC:3][CD:180s] User's movement speed greatly increases for a bit. 300MP. Greater Dash (10/Universal) [AC:2][CD:60s] User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Trip (15/Universal) [Passive] Upon successfully avoiding an enemy's melee attack, the user automatically uses their weapon to trip the opponent knocking them prone. Blood Thirst (15/Universal) [Passive] User gains 10% of their damage as HP. Does not work with Actions and Spells.
Bounty (1/Universal) [Passive] User gains D10 extra Renn whenever they receive Renn from GM. Greater Bounty (5/Universal) [Passive] User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Grand Bounty (10/Universal) [Passive] User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Ultimate Bounty (15/Universal) [Passive] User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty.
Cleave (1/Lancer) [AC:1][CD:15s] User slashes out in a cone, dealing low bladed damage to nearby units. 50MP. Pole Spin (1/Lancer) [AC:1][CD:30s] User spins their polearm, blocking 1 projectile attack with 50% chance. 50MP. Iron Pull (1/Lancer) [AC:1][CD:15s] User pierces target and pulls it in closer, dealing moderate piercing damage. 100MP. Flexible (1/Lancer) [Passive] Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Pole Jump (1/Lancer) [AC:1][CD:30s] User uses their polearm to lift themselves off of the ground and jump forward. +5% Evasion chance and moves forward. 50MP. Devastating Charge (5/Lancer) [AC:3][CD:60s] User charges forward, ignoring all movement impairing effects. Deals heavy piercing damage to a target. 200MP. Piercing Lift (5/Lancer) [AC:2][CD:30s] User pierces target and lifts it up, dealing moderate piercing damage and disabling it. 100MP. Heavenly Talon Strike (5/Lancer) [AC:2][CD:30s] User jabs 3 times very quickly, dealing low piercing damage the first 2 times and launching the target into the air with the third strike, disabling it for a bit. 200MP. Strong-Arm Push (5/Lancer) [AC: 1][CD: 60s] User pushes a target away using the leverage of their polearm, creating large distance. 100MP. Practiced Steps (5/Lancer) [Passive] User gains +15% Evasion chance if an opponent has a short-range melee weapon. Piercing Strike (10/Lancer) [AC:4][CD:60s] User pierces a single target firmly, dealing heavy piercing damage and stunning it. 200MP. Shield-Breaker Jab (10/Lancer) [AC:2][CD:180s] User jabs out strongly, aiming for an equipped item. A defensive item equipped to target has a chance of breaking. 200MP. Polearm Mastery (10/Lancer) [Passive] User's normal attacks deal 5% additional damage. Counter Swing (15/Lancer) [AC:0][CD:60s] User parries target melee attack and immediately deals low bladed damage back. Target gains 50% reduced healing. 100MP. Falling Comet (15/Lancer) [AC:4][CD:120s] User jumps into the air, going forward with their polearm pointing downwards. When User lands, all Units nearby are dealt heavy concussive damage and are knocked back. 400MP.
Equipment Steel Spear (Mythic)Electricity Affinity, +7% Damage Cutthroat Gloves (Uncommon)+5 AGI Light’s Bane Cloak (Uncommon)+5 Hide Leather Armor (Uncommon)7U/9P/11B/5C/10M, 5% AGI penalty Fancy Clothes (Uncommon)10P Skirmisher’s Buckler (Uncommon)4U/6P, +5 AGI Power Treads (Uncommon)+5 STR Ring of Protection (Uncommon)+1% Defense to all equips Teleport Ring (Common)Teleport small distance, once per day. Jewelry x2 (Common)
Adventuring Gear Tent (Uncommon) Sleeping Bag (Uncommon) Backpack (Common) Sewing Kit (Uncommon) Waterskin (Common) Rope (Uncommon) Flintstone (Common) Charcoal (Common) First Aid (Common) Pots and Pans (Common) Hatchet (Common) Shovel (Common) Small Knife (Common)
Consumables Observer Wardx1When placed, allows User to telepathically see the area. Lasts 1 hour. Red Potionx0Replenishes 20% of maximum HP. Blue Potionx0Replenishes 20% of maximum MP. Diluted Strength Potionx4Gives 5% Strength for 1 day. Overwrites other potion effects. Diluted Agility Potionx3Gives 5% Agility for 1 day. Overwrites other potion effects.
Food Fruit Preservex5 Dried Biscuitx5 Nuts and Seeds x5 Dried Fruitx5 Salted Fishx5 Milkx5 Waterx10
Materials Wolf Pelt (Rare) x4 Crystal (Rare) x6 Bone (Common) x17 Bone (Uncommon) x1 Chitter Meat (Common) x22 Baby Blue Bell (Common) x6 Baby Blue Bell (Uncommon) x1 Baby Blue Pollen (Common) x3
Charlie Fido, pronounced Fihd-oh and he was quick to correct you on it, grew up with little to no friends with the exception of his childhood best friend and sister. From an early age he quickly took to liking animals far more than people as he claimed "An animal has never once wronged me, if anything they are far too trusting of humans given what we as a people have done to them." It was this mindset that forged his path to become an activist in his community to better help preserve natural lands, animal sanctuaries, strays, and so much more. He lived his life to care for those poor beasts who could not speak for themselves and made sure they always had a voice. Hardworking and studious Charlie quickly climbed up the educational ladder landing him an early graduation in college for his Veterinarian degree with a Zoology minor. He was constantly watching over animals whether at work, volunteering at zoo's, as well as helping the local wildlife. Charlie's only real escape from it all was mmo's and other fantasy games. It was of course to no ones surprise when he decided to obtain the new VRMMORPG Talrae as well as the wave gear needed to play it. It was rumored that there was a unique class system in which any two players playing the same class could be vastly different, and what better class for him than the Trainer class who specializes with animals. He quickly booted up his gear on launch day making sure his stats and appearance were satisfactory with the type of player he'd like to become as well as the exciting surprise to pick his first partner...and the rest was history. _____________________________________________________________________________________________________________
>>Class: Trainer
>>Subclass: N/A
Character Stats:
>>Health: (2700/2700)
>>Mana: (3950/3950)
>>Strength: 20
>>Agility: 20
>>Intelligence: 60
>>Stamina: 31
>>Level: 16
Starting Ren: 973 Current Ren: 1,685 Current Debt: 0 Accumlated Experience: 3000/43,915 Experience for Current Level: 43,915 Experience Needed for Next Level: 43,415 XP:////////////////////////////////////////////(Each Line is 1,000 points)
Tame (1) - User attempts to Tame target Monster. User can only target non-Intelligent Monsters. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP. Action Cost: 1 - Cool Down: 1 minute Summon (1) - User summons a tamed Monster on the spot. (Level of Monster)x(15)MP. Action Cost: 1 - Cool Down: 1 minute Unsummon (1) - User unsummons a tamed Monster. 50MP. Action Cost: 1 - Cool Down: 1 minute Release (1) - User releases a tamed Monster. It immediately teleports to it's natural habitat and turns feral. 50MP. Action Cost: 2 - Cool Down: 1 minute Heal Monster (1) - User heals target Monster for a small amount. 50MP. Action Cost: 2 - Cool Down: 15 seconds Partners (1) - User's starting tamed monster will always have 60% (rounded up) of User's Attributes and 30% (rounded up) of User's Skill points. Passive. Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (Level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute and Skill points. Attribute gained equals to 100% and Skill gained equals to 25% of Player's gain. 300MP. Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP. Increase Monster Summoning Cap 1 (5) - User is allowed to summon 2 Monsters simultaneously. Passive. Full Heal Monster (10) - User heals target Monster to 100% of maximum HP. 500MP. Action Cost: 8 - Cool down: 5 minutes Full Restore Monster Mana (10) - User restores mana in target Monster to 100% of maximum MP. 500MP. Action Cost: 8 - Cool Down: 5 minutes Resurrect Monster (15) - User brings target dead monster back to life with 50% HP and MP. Works only before models shatter into light. 1,000MP. Action Cost: 5 - Cool Down: 5 minutes
Strengthen (1) - Target gains 5% Strength for a 30 seconds 50MP. Action Cost: 1 - Cool Down: 1 minute Healing Beam (2) - User emits a healing beam of light to a target, healing low amount. 100MP. Action Cost: 2 - Cool Down: 15 seconds Attuned to One’s Body (3) - User gains 100HP whenever they cast a spell from the Body Discipline. Passive. Enfeeble (4) - User saps strength from target. Target loses 5% Strength for 30 seconds. 100MP. Action Cost: 3 - Cool Down: 1 minute Restore Vitality (5) - User heals all nearby allies for a low amount. 250MP. Action Cost: 3 - Cool Down: 30 seconds Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive. Quicken (7) - Target gains 10% Agility for 30 seconds 200MP. Action Cost: 4 - Cool Down: 2 minutes Sap Energy (8) - Target loses 10% Agility for a few seconds. 200MP. Action Cost: 4 - Cool Down: 2 Minutes Greater Healing Beam (9) - User emits a healing beam of light to a target, healing moderately. 300MP. Action Cost: 5 - Cool Down: 30 seconds Pulse of Life: A pulse of healing energy radiates from the mage, restoring a moderate amount of health to all allies. 500 MP Action Cost: 7 - Cool Down: 2 Minutes
Finger Lightning (1) - User shoots out a small lightning from the tip of a finger, dealing low damage. 50MP. Action Cost: 1 - Cool Down: 15 Seconds Lightning Shot (2) - User shoots out a bolt of lightning, dealing moderate damage. 100MP. Action Cost: 3 - Cool Down: 30 seconds Energize (3) - If the user casts an Electricity Discipline spell when they have maximum mana, the spell replicates to an additional target. Passive. Plasma Burst (4) - User bursts out electric energy, damaging all opponents nearby for low damage. 100MP. Action Cost: 4 - Cool down: 1 minute Shock (5) - User zaps target, dealing high damage. 250MP. Action Cost: 5 - Cool Down: 1 minute Overload (6) - If the user casts 3 Electricity Discipline spells in a short window of time, the 3rd spell deals double damage. Passive. Chain Lightning (7) - User shoots out multiple lightning from their hands, dealing moderate damage to up to 5 targets. 400MP. - Cool Down: 2 minutes Action Cost: 6 Lightning Bolt (8) - User shoots out a bolt of lightning, dealing high damage and briefly stunning the target. 300MP. Action Cost: 7 - Cool Down: 2 minutes Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt low damage. Passive. Lightning Lure: The mage wraps their target in magic, making electrical energy harder to avoid for 1 minute. If an attack deals lightning damage, the target’s evasion for that attack is reduced by 10%. 500 MP Action Cost: 4 - Cool Down: 3 minutes Fuse Energy (11) - User empowers their next Electricity Discipline spell, making it deal 25% additional damage. 250MP. Action Cost: 2 - Cool Down: 1 minutes Defensive Field (12) - Whenever user is hit by a melee attack, user has a 10% chance to auto-cast Lightening Shot for free against the attacker. Passive. Recharge (13) - User cancels the spell they are about to cast, refunding 150% of the MP cost. 50MP. Action Cost: 2 - Cool down: 2 minutes Lightening Field (14) - User creates a dome of electric field around them for 1 minute, dealing moderate damage to all targets inside and slowing their movements. 300MP. Action Cost: 5 - Cool down: 3 minutes
Analyze: After defeating a monster equal to or lower than their level, the system will prompt them to remember the monster's settings as long as the Shaper has an available memory slot. Passive. Shift: The Shaper assumes the form of a monster saved in its memory. They take on the STR, AGI, INT, and STM of the new form but retain their health and mana. All equipment melds into the new form and cannot be damaged or accessed, disabling any effects that require activation but permitting passive abilities such as ability boosts. While shifted, the Player’s base action slot count remains the same but all Attribute dependant variables will change according to the new form. Shifters can only access Trainer actions and Spells while shifted. Shifting back has no Action Cost. Action Cost: 7 - Cool Down: 3 Minutes Forget: The Shifter forgets the data of a previously memorized monster, allowing them to Analyze a new one. Passive. Memory: The Shifter gains 1 memory slot. Recall: Can only be used while Shifted. The Shifter refreshes their memory, keeping the shape they shifted into rather than losing it. 300 MP Action Cost: 5 - Cool Down: 5 Minutes Expanded Memory: The Shifter gains 1 additional Memory Slot. Requires Monster knowledge 50.
Beastal Croon: The Shifter turns their new shape’s natural sounds into a rough song, lulling monsters to sleep for one minute. 400 MP Action Cost: 6 - Cool Down: 2 Minutes Screech: The Shifter lets out a cacophonous screech, reducing all nearby enemies damage by 5% for 1 minute. 500 MP. Action Cost: 6 - Cooldown: 2 Minutes Aura of the Beast: While shifted, monsters of lower level will not attack you unless provoked. Passive.
Actions:
Bounty: User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Stunning Punch: User punches target. Medium chance of stunning target briefly. 30MP.
Sprint: User's running speed increases by a bit for a few minutes. 50MP.
Meditate: User focuses for few a minutes, recovering either 200HP or 200MP. 0MP.
Items:
Rod of Monstrous Affinity Image Rod of Monstrous Affinity: Can be activated once a day for 200MP. User makes target Monster they control grow, granting it +100% increased Attributes
Description: At first glance pepper is one of the most ( if not the most ) adorable creature one may happen across, that is until you discover what it can be. The faerie dragon grows up to be a large and protective creature that uses its natural abilities to keep its young and lands safe. The venom glands found within its mouth and throat allow to create a potent poisonous spray that it jets out in a cone, that is however when full grown. At peppers current young stage it can produce its venom but it is no where near that the might of its adult counter parts. Their claws are razor sharp and serrated at both sides in order to strike foes while the venom glands build up another round of spray.
Class Type: Range Dps
Abilities/Skills:
Caustic Bite: A cone shaped spray is emitted from the mouth much like a dragons fire breath. This breath weapon is poisonous in nature, dealing a low amounts of damage in a wide area.Has a 20% chance to poison the targets.200MP(Action) + Action Cost: 5 - Cool Down: 1 Minute
Fae's blessing: A low level healing spell that can heal a moderate amount of HP in an aoe burst.250MP(Spell) + "Grants Fae's Blessing for 1 minute, increasing all healing received by 25%." + Action Cost: 7 - Cool Down: 2 minutes
Description: Long thought to be a creature of myth and legend, the Fantastic Genie can be found within the realm of Ygrasdil. Many have sought out, searching for the appropriate vessel that contained this magical being known to grant wishes. This particular type of genie only Grant's blessings when summoned from its vessel. Ubi's is a golden, ornately made Arabian oil lamp with gems encrusted on its base. When summoned, the genie appears from a cloud of blueish purple smoke and stars from the lamps spout.
Phantasm: User takes reduced physical damage and attracts less aggro. Passive.
Username: Whispering Willow Real Name: Naomi Katsuri Smith Title: Gender: Female Age: 23
Despite the obvious origins of her name, Naomi was born into the typical nuclear american family- suburban house, white picket fence, one dog, one cat, an older brother, and two parents borderline obsessed with anime. Although not to the extent her family enjoyed it, Naomi naturally gravitated towards watching anime and rather learned to enjoy it. She quickly developed a love for animation and poured most of her efforts into her artistic skills. Her parents thoroughly encouraged her passion.
In her day to day life, Naomi lived quietly. She enjoyed drawing and painting, reading when the mood struck, playing competitive video games with her older brother and friends. She loathed academics and skated by in school, fluctuating between a low B and high C average. She didn’t put herself out there in her social life but when others approached her, she didn’t hesitate to make friends.
And they saw the rage. The rage of a 5’ 1” girl in a family of average height people. Pure spite fueled her as she climbed on a counter after her brother stuck the cereal on top of the refrigerator and ate all of it dry while looking at him dead in the eye. Spite kept her going when she had to ask a store attendant to grab something off the top of the shelves in grocery and department stores. When she was younger, it was a problem. She blew up at every inconvenience and planned petty revenges.
Her brother eventually introduced her to video games as an outlet for her frustrations. Initially drawn to muscular frontline fighters and tanks, she found she didn’t particularly care for the play style and tried a wide variety of support and eventually settled on the power rush healers provided. Still playing as strong, powerful looking females, many parties expected her to be supportive and caring. Wrong! Naomi rips on people for poor playing, bullies DPS into avoiding AoEs, and overall yells until the party stops being stupid.
Naomi picked up Talrae with a group of friends she enjoyed playing video games with and spent forever on her character creation. She now runs dungeons with her friends fueled by spite for being forced to live in a fantasy world as her short self instead of the wonderful avatar she spent hours perfecting.
Chakra Magic (1) - User restores a small amount of MP in target. 0MP. Action Cost: 1 - Cool Down: 1minute Cleanse Magic (2) - Remove one negative status caused by magic from target ally or self. 100MP. Action Cost: 2 - Cool Down: 30 seconds Mana Payback (3) - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive. Weaken Magic (4) - User makes target spell deal 10% less damage. 150MP. Action Cost: 2 - Cool Down: 1 minute Combine Disciplines (5) - If the user has access to 2 or more Fundamental Disciplines, user may cast this spell to create a new one. Pick 2 or more Fundamental spells and fabricate a spell that is appropriate and send it to the GM for approval. User may keep only 1 spell created through "Combine Discipline" at any point. The Action Cost and Cool Down is determined after the spell is created. 200MP. Arcane Resistance (6) - User and any friendlies within a short distance gain 5% spell resistance. Passive. Blue Potion Affinity (7) - Next time User drinks Blue Potion, the effect is doubled. 100MP. Action Cost: 4 - Cool down: 2 minutes Mana Drain (8) - User makes target immediately lose 10% MP. 300MP. Action Cost: 4 - Cool Down: 5 minutes Copy Magic (9) - User may copy and cast target spell if the spell level is lower than User. 400MP. Action Cost: 5 - Cool Down: 2 minutes Spell Essence Collector (10) - User gains 150MP whenever any nearby friendlies cast a Spell. Passive. Greater Chakra Magic (11) - User restores a moderate amount of MP in target. 0MP. Action Cost: 5 - Cool Down: 2 minute Double Casting (12) - User may cast 2 spells at the same time, provided they are level 11 or lower Pure Magic Discipline spells. This only counts as casting the one with a higher AC. Passive. Cancel Magic (13) - User counters one spell lower than Level 13. 300MP. Action Cost: 3 - Cool Down: 2 minutes Boost Intel (14) - User gains +15 INT. Passive.
Strengthen (1) - Target gains 5% Strength for a 30 seconds 50MP. Action Cost: 1 - Cool Down: 1 minute Healing Beam (2) - User emits a healing beam of light to a target, healing low amount. 100MP. Action Cost: 2 - Cool Down: 15 seconds Attuned to One’s Body (3) - User gains 100HP whenever they cast a spell from the Body Discipline. Passive. Enfeeble (4) - User saps strength from target. Target loses 5% Strength for 30 seconds. 100MP. Action Cost: 3 - Cool Down: 1 minute Restore Vitality (5) - User heals all nearby allies for a low amount. 250MP. Action Cost: 3 - Cool Down: 30 seconds Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive. Quicken (7) - Target gains 10% Agility for 30 seconds 200MP. Action Cost: 4 - Cool Down: 2 minutes Sap Energy (8) - Target loses 10% Agility for a few seconds. 200MP. Action Cost: 4 - Cool Down: 2 Minutes Greater Healing Beam (9) - User emits a healing beam of light to a target, healing moderately. 300MP. Action Cost: 5 - Cool Down: 30 seconds Pulse of Life: A pulse of healing energy radiates from the mage, restoring a moderate amount of health to all allies. 500 MP Action Cost: 7 - Cool Down: 2 Minutes Greater Strengthen (11) - Target gains 15% Strength for 30 seconds. 200MP. Action Cost: 6 - Cool Down: 3 minutes Improved Healing (12) - User's healing spells are increased by 10%. Passive. Instill Tenacity (13) - Target's Natural Resistance is increased by 5% for two minutes. 150MP. Action Cost: 4 - Cool Down: 4 minutes Ability Drain (14) - User makes target lose 10% Strength and 10% Agility. 600MP. Action Cost: 6 - Cool Down: 5 minutes Coalescence Beam (15) - User fires a beam of light, dealing moderate damage to enemies but moderately healing friendlies. 300MP. Action Cost: 7 - Cool Down: 2 minutes
Intimidate (1) - User intimidates nearby opponents, reducing Natural Resistance by 5%. 100MP. Action Cost: 1 - Cool Down: 1 Minute Telekinetic Move (2) - User moves target in target direction. If the target is a friendly, they move twice the distance. 100MP. Action Cost: 2 - Cool Down: 30 seconds Mind Shock (3) - Any opponents affected by Mind Discipline spells have a 5% chance to be stunned for 15s in addition to other affects. Passive. Disrupt Missile (4) - User attempts to disrupt target ranged attack, its accuracy is reduced by 5%. 100MP. Action Cost: 2 - Cool Down: 1 inute Empower Mind (5) - User regenerates 300 MP in target. If the target is at maximum MP, target's maximum MP increases by 300 briefly. 200MP. Action Cost: 4 Cool Down: 2 minutes Mind’s Eye(6) - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive.
Nether Pull (1) - Target is pulled towards the User by shadow energy. 100MP. Nether Push (2) - Target is pushed away from the User by shadow energy. 100MP. Hidden in the Shadows (3) - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, making them harder to see and hit. Passive. Darken Vision (4) - User disrupts target’s vision with darkness. Affected Unit’s targets gain 3% evasion chance.. 100MP. Shadow Raze (5) - User razes an area in front of them with shadow energy, dealing moderate damage. 200MP. Attuned to the Night (6) - User slowly regenerates mana during nighttime. 50 mana per hour. Passive. Shadow Bind (7) - User holds down target's shadow, freezing target in position for a while. 200MP. Silent Night (8) - User silences target so that they may not cast any spells for a while. Can only be cast during nighttime. 300MP. Night Vision (9) - User gains near-perfect night vision. Passive.
Sprint (1/Universal) - User's running speed increases by a bit for a few minutes. 50MP. Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive. Clear Mind (5/Universal) - User gains +10 Intelligence for a while. Can only be used once a day. 200MP. Evade Missile (5/Universal) - User evades incoming ranged attack. +20% evasion chance. 100MP. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% Evasion Chance.. 150MP. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Cloth Armor Glove of Magi: +5 Int, +200 Mana Common clothes Cloak of Magi: +150 Mana Sorcerer's Shoes: +100 Mana Teleport Ring: 1/day wear may teleport a short distance. Ring of Protection: Wear gains a small damage reduction. Wand of Affinty: -25 Mana Cost Staff of insight: -100 Mana for Pure Magic spells. Ancient Mage's Taliman: 2/day restores 100% mana and 20% health. Blue Potion (2): Restores 15% of Maximum MP. Paint and Brush Canvas Messenger Bag First Aid Kit 1 Wolf Pelt (Rare) 4 Crystal (Rare) Cloth Armor (Mythic)
Kipper, or Sarah really is a short girl, standing about 5’3 on a good day with hair that goes down to her collarbone and the longest strand reaching all the way to her shoulder blades. Her skin is pale and has a spattering of freckles that when connected almost look like a tan, if it were possible for her to not burn the second the light touched her. Her body is slim, though her hips are a bit wide for her height, giving her butt the benefit her chest neglected. Her eyes are green and her clothes are generally black with a bow thrown in at a random place on any armor set she wears. Name: Kipper / Sarah Kipper Title: (None yet) Gender: Female Age: 22 Race: Human Background: If you want to be the best, you need the best equipment, and to have the best equipment, you need money. And money is something Sarah’s family had a bit too much of. Grandparents who gamed the system and set their family up for generations to come gifted her with a custom fit and painted WaveGear as well as a copy of Talrae. She tried getting it early but it turns out when a madman has a plan for mass murder, they care a bit less about money and more on everyone logging in at the same time.
Other than being loaded, Sarah was a bit of a jealous bitch. She spent her childhood chasing a boy who always got stolen away by her best friend for every dance and grew resentful toward both. She had a close friend she referred to as a cousin simply because their family had taken his mother under their wing, paying for their house, car, clothes, everything and in the end her jealousy drove them apart as well. Now, alone and just as snobby and sure of herself, she was ready to leave this stupid reality behind and join with a much better one.
Her family life was... interesting. She spent most of her life going to their nanny's small guest house on the property and working in the garden with her, her parents not really taking the time to raise her. She refers to her own mother by her first name, but her father was around just enough to earn the title of Dad. She had a brother, 7 years older and from a different mother, who was very detached emotionally their whole life but he aggressively babied her in public. He chased off many a potential friend on his quest to be a protector to his baby sister.
She ended up not even finishing high school due to made up bullying and lazy parents not forcing her to enroll or get a GED which left her rich and not busy with anything or anyone at age 17. She would spend almost all of her time online, talking there, gardening with her nanny, or going to the zoo to watch animals. One of the only people she talked to anymore was a zookeeper there and even then she kept an emotional distance, not letting him get too close in case she ended up liking him and some other girl stole him away.
As they got older, her older brother turned to drugs and art, graduating with a fine arts degree from a private university and going on to substitute teach at the same private school he and Sarah went to, leaving Sarah with just a nanny really. In an attempt to repair everything, her parents bought her the WaveGear previously mentioned but spent no additional time with her. She was more than excited to get into the game and out of the real world.
Her first day in, and she was stuck, of course the usual panic hit her but what truly got to her was the fact she was no longer Sarah Kipper, millionaire. She was Sarah Kipper, Mage. Nothing special. She didn’t have all the money, all the fanciest gear, she had practically nothing at all. Her entire identity was shattered. She was just some girl who happened to be a insufferable. It took her until level 10 to really even get a handle on working on her own and until level 14 to be humble enough to approach others for help.
She’s still working at it, but hopefully she’s given up her past flaws enough to be tolerable.
Chakra Magic (1) - User restores 150MP in target. 0MP. Cleanse Magic (2) - Remove one negative status caused by magic from target ally or self. 100MP. Mana Payback (3) - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive. Weaken Magic (4) - User makes target spell deal 10% less damage. 150MP. Combine Disciplines (5) - If the user has access to 2 or more Fundamental Disciplines, user may cast this spell to create a new one. Pick 2 or more Fundamental spells and fabricate a spell that is appropriate and send it to the GM for approval. User may keep only 1 spell created through "Combine Discipline" at any point. 200MP. Arcane Resistance (6) - User and any friendlies within a short distance gain 5% spell resistance. Passive. Blue Potion Affinity (7) - Next time User drinks Blue Potion, the effect is doubled. 100MP. Mana Drain (8) - User makes target immediately lose 200MP. 300MP. Copy Magic (9) - User may copy and cast target spell if the spell level is lower than User. 400MP. Spell Essence Collector (10) - User gains 150MP whenever any nearby friendlies cast a Spell. Passive. Greater Chakra Magic (11) - User restores 300MP in target. 0MP.
Frostbite (1) - User shoots out a magic beam that slows target's movement briefly and deal low damage. 50MP. Icicle Shot (2) - User shoots an icicle at target, dealing moderate damage and slowing target. 100MP. Cold Touch (3) - User’s hands will emit a chilling energy that will freeze any objects they touch if they hold onto it long enough. Freezing time is proportionate to Intelligence Attribute stat. User may toggle this ability whenever they wish. Passive. Ice Lance (4) - Ice grows out from User's hand, dealing moderate damage and slowing target. 100MP. Emit Cold Air (5) - User emits cold wave of air, chilling all nearby targets. Targets are slowed and takes low amount of damage. 200MP. Cold Skin (6) - User gains 10% damage reduction against heat-based attacks. Passive. Ice Create: Lesser Armor (7) - User envelopes self in a sheet of ice, gaining 2% overall damage reduction. 150MP. Frozen Wall (8) - User creates a small wall of ice. 200MP. Frost Breath (9) - User exhales a freezing breath which freezes up to 3 nearby targets for a few moments, disabling them. 300MP. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Ice Create: Frosted Weapon (11) - User enchants target melee weapon with ice, extending its range. Any units hit by the melee weapon are slowed. 200MP. .
Fire Burst (1) - User makes target catch on fire, dealing low damage. 50MP. Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP. Inner Fire (3) - If the user’s body temperature would drop too low, this passive will activate to keep the user warm for 1 hour. Can only occur once a day. Passive. Fireball (4) - User shoots out a fireball that can change direction, deals moderate damage. 100MP. Fire Wall (5) - User creates a wall of fire, dealing moderate damage to any who walk through it. 200MP. Lust for Fire (6) - User gains 10% chance to recover 200MP when they successfully light an opponent on fire. Passive Flaming Arrow (7) - User shoots out a flaming shot, shaped like an arrow, through a target to deal high damage. All target behind the initial target are also hit, taking low damage. 200MP. Increase Firepower (8) - Next Fire Discipline Spell User casts deals 150% damage. 100MP. Affinity to the Flames (9) - User takes -20% damage from fire-related attacks. Passive. Switch Discipline (10) - User may switch and learn from a different Fundamental Discipline. User may no longer learn from this Discipline but may keep the spells learned. 500MP. Flame Breath (11) - User breaths out a cone of fire in front of them, dealing moderate damage. 300MP.
Actions:
Dash (1/Universal) - User dashes forward for a short distance. 30MP. Sidestep (1/Universal) - User steps aside. +5% chance of evasion. 20MP. Tumble (1/Universal) - User immediately tumbles, moving forward a bit. +10% chance of evasion. 50MP. Sprint (1/Universal) - User's running speed increases by a bit for a few minutes. 50MP. Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Relentless (5/Universal) - User removes 1 weak status effect on themselves. 200MP. Clear Mind (5/Universal) - User gains +10 Intelligence for a while. Can only be used once a day. 200MP. Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP.
Items:
Poison x2 (60) Feather x 5 (50) Horn x5 (100) Obsidian x5 (125) Sulfur x5 (50) Charcoal x5 (50) Gem x2 (100) Crystal x2 (100) Cloak of magi (150) Sorcerer’s shoes (90) Jewelry x3 (300) (Glowing earrings, a fancy ring, and a necklace.) Apprentice’s Twig (230) Spice x5 (150) Beef x5 (100) Chicken x5 (75) Fresh fruit x5 (50) Fresh vegetables x10 (50) Grains x10 (150) Honey x2 (60) Salt x10 (100) Flint stones x1 (25) Canteen x2 (60) Small knife x1 (20) Pot and pan x1 (40) Umbrella (20) Blanket (20) Messenger Bag (20) Blue potion x5 (400) Fancy Clothes x3 (210) Sunblocker hat (45) Clothes x5 (75) (price in parentheses)
NOTE: ONLY THE THREE MOST FREQUENT UPDATES WILL BE SHOWN UPDATED 12/9/2018 >>>>> Arsene & Title UPDATED 12/30/2018 >>>>> Upgraded Totoro (Pet) UPDATED 2/25/2019 >>>>> New Loot, Experience Gained, and Renn Increase
(Biography Information
Name: Dubstepp Title: Hero of Meadows Gender: Male Age: 21 Birthday: April 28th Race: Human Background: Before his trapped days in Talrae, Dubs was on the verge of receiving his bachelor’s degree. The university he attended was not the highest or the most prestigious; the school did have its merits and Dubstepp enrolled only to get his certificate. As an adolescent high school student, he wished to become someone with a purpose.
He held onto his own ambitions and strived to succeed. He proceeded with a double major in Psychology and Public Relations. Dubstepp preferred to have a Music major, but he was pushed into something else. His parents were willing to pay for his college expenses, but they were not going to support a trivial career reliant on music. “How would music pay the bills,” they would think. Dubstepp became defeated and chose to go with a career path that his parents would accept.
Despite this, Dubstepp did continue his passion for the musical arts on his own time. He practiced playing the guitar, creating various beats on his computer through several applications, and even rapping or singing. Not the most gifted but able to gain a quick applause. His other time was spent studying and creating peer relationships.
Dubstepp’s grade point average rested at a 3.4. Some classes ranked a high A while a majority of them were scored with a B. A few of the hardest courses did get a C. He did his best to understand the material in order to become an efficient therapist. A psychological doctor would make his parents proud and the job required him to correct people.
Dubstepp never saw the best in society. He sort of coasted through life alone with a few friends by his side. The musical student kept to himself. There were times he lied to others, putting on a fake face as an extrovert in order to please others and gain something in return. Dubs joined several extracurricular activities and organizations that he saw would benefit him in the future.
He became the Secretary of the Student Government Council. He led two student run organizations: the Psy Society and the Board Game Club. Another organization he participated in was Future Speakers of America. Dubstepp tried to keep himself busy as not to leave himself with his own thoughts.
Dubstepp does not appreciate himself. He’s not the funniest person, some jokes don’t land. He’s not the smartest individual as there are some fields he does not understand completely (on the account of some courses scoring a C.) Even though he led a few groups, he is not the most sensible or sensitive leader, having the impulse to make jokes in tense situations. Dubstepp might just be your average joe and he does not like that.
Dubstepp’s life in college did not go smoothly. A lot of late nights. It becomes bothersome trying to juggle music, organizations, and homework. Music did turn into something that made him quite happy, although, the lack of practice time made it difficult to enjoy. At times, he turned over to an online group. He never liked the idea of using the Internet to cope though this did help him avoid his responsibilities and hardships. The process became entertaining, meet with a few people behind a screen, build a relationship, and then ghost once it’s time to go back to the real world.
Trying to pursue a career that isn’t yours and seeing music no where in the horizon has built up, but Dubstepp has kept it contained. The last momental event he did before getting trapped within a virtual game was go out on his 21st birthday. He recently drank to the point of blacking out. Afterwards, he proceeded to buy a video game, to which his online friends convinced him to buy.
Level: 15 Renn: 8113 Renn Accumlated Experience: 18510/58341 Experience for Current Level: 5500/19515 Experience Needed for Next Level: 14015 XP:(////////////////////) (Each Line is 1000 points)
-Tame (1/Trainer) - User attempts to Tame target Monster. It automatically succeeds if Monster is lower level than User. 50% chance if Monster is the same level. Low chance if Monster is higher level. Tamed Monsters will follow user's commands. 100MP. -Summon (1/Trainer) - User summons a tamed Monster on the spot. 50MP. -Unsummon (1/Trainer) - User unsummons a tamed Monster. 50MP. -Release (1/Trainer) - User releases a tamed Monster. It immediately teleports to its natural habitat and turns feral. 50MP. -Heal Monster (1/Trainer) - User heals target Monster for a small amount. 50MP.
Increase Monster Cap 1 (3) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 200MP.
Increase Monster Cap 2 (5) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 400MP.
Increase Monster Summoning Cap 1 (5) - User is allowed to summon 2 Monsters simultaneously. Passive.
Command Monster 1 (5) - User makes 1 tamed monster enact an Action or Spell it possesses. 25 X Level of Monster MP.
Make Permanent Monster (5) - User makes 1 tamed monster into their permanent tamed monster. Permanent monster cannot be Released (level 1 spell) and must remain with the user until the end of the game. Permanent monster will gain the ability to gain Attribute points and learn new abilities just like a player when the user levels up. 300MP.
Restore Monster Mana (5) - User restores mana in target Monster. 100MP.
Increase Monster Cap 3 (8) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 600MP.
Increase Monster Summoning Cap 2 (8) - User is allowed to summon 3 Monsters simultaneously. Passive.
Increase Monster Cap 4 (10) - Consumable Spell, can only be learned once and disappears after one use. User is allowed to keep 1 additional Monster. 800MP.
Wind Push (1) - User makes the air push forward. 50MP.
Wind Blade (2) - User summons a razor wind to slash a target, dealing moderate damage. 100MP.
Crisis Air Bubble(3) - If the user is in an environment that doesn’t allow them to breath (for instance, underwater), an emergency pocket of air around the user will form that’ll allow the user to breath for 1 minute. Passive.
Still Air (4) - User makes it so that the air becomes completely still around them for a minute. 100MP.
Lift (5) - User lifts target off of the ground, throwing them into the air. Target is briefly disabled and takes damage upon impact. 200MP.
No matter how close up or far away, it's obvious by first impressions alone about the identity of Totoro. He's simply a giant rabbit with superior strength. His height is around 230 centimeters which does make him appear scary to some individuals. Totoro, on the weight scale, would approximately be near 280 pounds. This does cause him to be a bit slow and sluggish.
However, his arms and legs do have amazing reach. Don't be fooled by the softness of his fur. Nobody would want to be on the wrong side of his tree-trunk of arms.
Abilities/Skills:
Hoppitidy Stomp: (100 MP) Totoro may have trouble dealing with some long-ranged characters. His method for dealing with these individuals is to pump some strength into his calves and prepare a giant leap. Whether it be a leap or a jump in the air, Totoro will send out a shockwave capable of dazing the enemies around him. It's an area effect move.
Rabbit Roar: (50 MP) Totoro does have admirable vocals. If he digs deep enough, he can commit to a ferocious roar which can scare smaller critters. This tactic can also be utilized for gaining the attention of a crowd and distracting enemies from the rest of the party.
Description: Arsene resembles mostly a cat standing upright. His stature is nothing impressive nor is his appearance menacing. Like most cats, his fur and whiskers does grant him a cute look. The cat’s height is recorded at 3”10. The color of his fur is a dark gray with a paler striper on his tail.
Arsene has taken a liking to clothing which, by personal opinion, proved him to become cuter or gave him a more serious outlook. A black newsboy cap is perched between his pointy ears. His torso sports a black coat jacket to protect him from weather and help blend into nearby shadows. Even then, he chooses to wear dark slacks and shoes to further complete his wardrobe.
The cutest aspect of his gear might have to be his mittens. Arsene specifically has mittens that are capable of fitting his tiny, cute hands. If someone does not consider this cute, they are a true monster.
Abilities/Skills:
Five-Finger Discount (50 MP): Arsene’s thievery skills come in handy outside in combat. The world of Talrae can prove to be difficult in terms of money and purchasing necessities. To overcome this obstacle, Arsene shall help out his master by stealing back some of previously spent Renn.
Arsene has a 25% chance to steal back 10% Renn from the previous purchase made from an NPC merchant.
Permanent Borrow (25 MP): Arsene acknowledges that the loot from enemies can be proved to be a valuable asset. Sometimes monsters carry rare items that can’t be found anywhere else. Not to mention sometimes the said item breaks after combat. This is why Arsene has perfected his agility to help him in stealing objects from opponents during battle!
Arsene can steal an item from an opponent while in combat.
Sneak (125 MP): As a thief, Arsene must be able to keep himself hidden in order to turn the tables. Not having the best health or strength means he needs to get a fatal strike. To turn the tides, Arsene learned how to blend with the shadows and cloak himself from the enemy’s vision. With this, he is capable of dancing without being seen. And once the cat leaps from the shadows, it will be nighty-night.
Arsene will have a 25% chance in order to disappear from the enemy’s vision. He will become aware to the opponent again in two rotations. If he is to attack, the first hit will be a critical strike.
Counterattack (50 MP): Arsene’s agility prowess is phenomenal. He is part of the cat family so of course he would have cat-like reflexes. Though he only wields a dagger, he is quick to strike. If an opponent manages to land an attack, Arsene can potentially strike back without a moment’s notice.
After a battle rotation, Arsene can deal back 15% of the damage that was dealt by Arsene’s opponent. Arsene cannot deal it back if the enemy is not in close quarters.
(Frienships with Players & NPCs)
(Inventory: Items, Armor, Weapons, Food, etc.)
Items: Remaining Renn: 8113 Renn (10 Gold) (4 Silver)
Food Pet Feed (x4) Fresh Fruit (x2) Chicken Dried Biscuit Pork Jar of Honey (4 uses)
Armour Cutthroat's Gloves (E) - +5 Agility Leather Armour Leather Armour (Mythic) [17U / 21P / 24B / 14C] (E) Cloth Armor Sharpshooter's Hat (E) - Small increase in ranged weapon accuracy Hat (Beanie)
Weapons 33 Darts (E) Wooden Staff
Magic Items Metal Totem Totem of Haste - Stores 1 Monster. Summoned Monster gains speed buff for a short duration. Sentry's Whistle - Can be used once a day. When blown, 1 illusory human soldier (level 5) appears and fights the user's opponent. Lasts 1 hour, illusory soldier can be destroyed and is treated as a summon. (300 Renn) (Rare) Wooden Talisman Health Potion Mana Potion (x2) Heartstring Lute - When played, increases the chance of "Tame" spell's success. Green King’s Horn - Restores all friendly Monsters’ HP or MP to maximum when used. Can be used once a day.
Miscellaneous Empty Book (20 pages) Ink and Quill (20 use) Wolf Pelts (3) Crystal (2)
(Current Quests, Completed Quests, Titles)
Current Quests
Make some friends: Talk to 10 NPCs. (//////////) (Made friends with: Samantha the Beastmaster, Gaan the Master of Air, Cheyenne (Weapon Saleswoman), Watchmaster Loran, Bartender Hans, Needlan the Herbalist.)
Titles
(Equipped)Hero of Meadows-- User gains highly favorable charisma among NPCs and permanently gains +10 all Attributes. The bonus Attribute permanently persists and cannot be removed even if the title is replaced with a different one.
Confined inside the walls of the first city, Dubs felt that there was much needed exploration. He considered the idea that the game developers must have placed some secret items or quests within the game. After two weeks, he decided not to stick to the main storyline and venture away from the dungeons. Those were not going to be touched for a while given the lack of players in his guild.
Dubstepp woke up in the morning and started early by visiting his usual stores. Afterwards, he traveled outside the wall in search of something to give him an edge in this game. The musician did not find himself worried. His level status stood at a formidable 10. Not to menton Totoro performed as his tank and he acquired a new party member named Arsene. Their respective levels were 6 and 3.
Not sure if it works, but together, the trio makes a solid 23. Countless dead critters dissolved under Dub’s blade and Totoro’s strength. Dubstepp was beginning to call it a day and just teleport back to the city. He was starting to think the game devs put nothing more than the dungeons and monsters into this game.
Fortunately, Dubstepp managed to find a small village. The settlement could have been easily missed. Only five houses were built and they weren’t anything special. One of them did act as a hotel where Dubstepp could buy a room with a straw bed for some measly Renn. The innkeeper did not have anything worthwhile to sell save for some fruit, veggies, and alcohol. Most of the NPC located in the area spoke about how their farms are their livelihood.
Dubstepp expected as much when he noticed the acres of farm located a little out of the way. The farming areas were fenced with wood and had several scarecrows perched in the middle. The farms themselves looked ruined, almost as if tragedy had struck. The musician wondered why the aesthetics of the crops appeared tainted. Dubstepp questioned one of the farmers why their a portion of the acres appeared unkempt. The farmer answered in a worried torn. He mentioned a giant lives nearby and would occasionally visit the farms. The said giant makes himself at home by eating most of the crops. None of the villagers are able to stop them. To make matters worse, the giant demands there must be more at each next visit.
The farmer pleaded to Dub if he could vanquish the giant. The constant hours of trying to plant and make food for the giant have basically made the villager’s lives unbearable. Dubstepp shrugged his shoulders as a guest invitation had prompt up. He accepted the quest, knowing he had plenty of time to prepare and could come back to complete.
Trees located around the farm began to rustle. Some of them tipped over due to the powerful force charging through. Emerging from the trees was the said target. Dubstepp noticed in the hud that the giant was already labeled as an enemy. “Wait, is this quest starting now? What the fuck?!?! The asshole is level 18. I can’t do this shit right now!” He grabbed onto the farmer’s neck collar, but the NPC ran away, frightened by the rampant giant.
The giant wielded an enormous branch, striking the ground near Dubstepp. The musician sweated bullets, not sure how he was going to capitalize. He withdrew Totoro and Arsene into the open. The giant’s weapon gave him a lot of range. Dubstepp attempted to avoid the giant log swinging in his direction. The branch caught him in his legs and sent him like a ragdoll, taking half of his health bar.
“That was half?” Getting back up to his feet, he ordered his rabbit tank to charge forth and keep the giant’s attention. Equipping his bow, him and Arsene tried to deplete the giant’s health while Totoro kept him focused. Dubstepp ordered every magic skill Totes and Arsene had at their disposal. Just doing basic damage wasn’t going to get them anywhere.
Dubstepp took a whistle out of his inventory. “We need to kill this guy at a faster rate,” he told himself as he blew into it. A spiritual soldier from the city appeared before him. Quickly, he ordered the new member to go forward and fight against the giant. There was now four individuals attacking the enemy. His health significantly depleted at a faster rate. This doesn’t mean that his pets weren’t dying.
Dubstepp waited for the precious moment that one of his pet’s health might reach zero. With fast reflexes, he took out the horn, gifted by the supposed creator, and blew into it. All of his pet’s health and mana were fully restored. With that, Dubstepped ordered his party to deplete all of their mana again with their magic attacks. The second rotation of magic spells managed to bring the giant’s health to zero.
Dubstepp collapsed onto his knees, his lungs were heavy from yelling orders and blowing into the rare items. His heartbeat raced, he never imagined that he would find something that could potentially kill him. This is the first time he actually risked his life. Once vanquishing the giant thus saving the villager's livelihood, he was granted the title 'Hero of the Meadows.'
Name: Snake's Gambit Real Name: Norinaga Sawada Title: (None yet) Gender: Male Age: 21 Race: Human Background: Norinaga Sawada was born into the prominent Oedo Clan, one of the top Yakuza families native to Shinjuku. His father, Noriaki Sawada was the leader, or Kumicho of the clan during his early childhood. However, after an accident led to Noriaki becoming a paraplegic, it was decided that Norinaga was to begin being groomed to become the next Kumicho. The boy was against it at first due to the bullying he endured for having connections to the yakuza, though after a heart to heart with his father he agreed to take up the mantle. His training was extensive, from martial arts to manipulation but the subject he excelled in was gambling. He was a natural at reading body language and could often find someone's tell in the first round of play. However it wasn't until he entered high school that he really got a taste for it. During his last few years of manditory education, Norinaga had all but taken over his high school. Known as the Pit Viper to the small gangs within its walls, he was known to show no mercy to those who angered him. Instead he let "Fate" decide. Those he punished would be forced to play a game of his choosing. It could have been anything from blackjack to an altered version of russian roulete, it didn't matter to him. Some believed he was nothing but a cheater but, those who actually played against him said he had the devil's own luck with what he got away with. His desire for gambling grew immesily, always risking higher and higher stakes. It wasn't until he challenged Saiko Nakamura, the grand-daughter of the Nekomatta group's Kumicho that he discovered the true thrill of risk. They had decided upon a simple game of poker, loser had to fulfill one request from the winner. Whatever request. He legitimately believed that he had her. A Straight Flush in his hands, the chances of her hand being better were practically zero so he went all in. Only to be crushed by her Royal Flush. Caught completely off guard, he didn't know what to do. All he could do was gape at the brunette before him. As for Saiko's request. She told him to take a razor to one of his eyes. He wanted to deny such an outragous request but as the reality began to sink in, he grew excited. Saiko was sure he had cracked under the pressure, especially with the hysterical laughter that was coming from him. Still laughing, Norinaga took his house keys from his pocket and slashed the right side of his own face, carving a jagged line across his eye and and eyebrow. After the incident, Noriaki all but forced his son into the arms of a Psychiatrist, Dr. Naomasa. The doctor encouraged Norinaga to find new ways to feed his addiction that weren't likely to physically affect him. So the young man turned toward online gaming, it held a controlled risk that helped but did not truly sate his desire. It wasn't until Talrae was announced, with its high level of realism and specific subclass of the gambler that he found something that he was sure would feed the fire. He was soon proven right.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive. Ultimate Bounty (15/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive Unseen Threat (1/Rogue) - User gains +10% overall damage bonus whenever they deal damage while being unseen by the target. Passive. Crippling Strike (10/Rogue) - User slashes at target's legs, dealing moderate bladed damage and disabling their movement for 30 seconds. 300MP. Coup De Grace (15/Rogue) - Can only be used on targets that have been disabled, stunned or rooted. User immediately teleports next to the target to deliver a fatal strike. 1% chance to instant-kill target, 99% chance to deal 1/3rd of target's current HP. 400MP. Action Cost: 6 - Cool Down: 6 minutes Exsanguinate (15/Rogue) - Melee weapon Users only. User deals low bladed damage to a target and causes target to take medium damage over two minutes. If target has already been affected by Exsanguinate, regain full MP cost and refresh duration. 200MP. Action Cost: 4 - Cool Down: 2 minutes Affinity to Exotic Weapons (15/Rogue) - User gains +20% Exotic Weapon Wielding Skill. Passive.
❂ Forgotten Katana (250 Renn) | +5% chance to ignore armor ❂ Steel Katana(Mythic) - Equipped | +Earth Affinity +5% Damage +5 STR ❂ Oliam's Longsword (360 Renn) - Equipped | +5 All Attr. +5 Sword wielding ❂ Leather Armor (100 Renn) - Equipped | 6U/8P/10B/4C - 5% AGI penalty ❂ Small Knife (20 Renn) ❂ Cutthroat's Gloves (100 Renn) - Equipped | +5 AGI ❂ Sturdy Clothes (25 Renn) - Equipped ❂ Fancy Clothes (75 Renn) ❂ Power Threads (220 Renn) - Equipped | +5 STR ❂ Jewelry (100 Renn) ❂ Ring of Protection (100 Renn) - Equipped | +1% to all defensive item reductions ❂ Spell Resist Cloak (80 Renn) - Equipped | +3M ❂ Helm of Resistance (150 Renn) - Equipped | 1U/3P/3B ❂ Red Potion x 2 (120 Renn) | Restores 20% of Maximum HP ❂ Potion of Resilience (80 Renn) ❂ Ancient Mage's Talisman (450 Renn) ❂ Whip (25 Renn)
❂ Lunge (1/Swordsman) - User lunges out with their blade, piercing a single target for moderate piercing damage. 50MP. | Action Cost: 2 - Cool Down: 30 Seconds ❂ Wide Swing (1/Swordsman) - User swings their weapon in a wide arc, hitting up to 3 targets for low bladed damage. 100MP. | Action Cost: 2 - Cool down: 30 Seconds ❂ Flurry (5/Swordsman) - User slashes with their sword in a flurry of motions, dealing moderate bladed damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds ❂ Strike Down (5/Swordsman) - User raises their sword then strikes down cleanly, dealing high bladed damage against a single target. 150MP. | Action Cost: 3 - Cool Down: 1 minute ❂ Arc Slash (10/Swordsman) - User slashes out with their weapon, causing an energy strike to travel in a linear line. Deals medium bladed damage to all units caught. 300MP. | Action Cost: 4 - 1 minute ❂ Parry (10/Swordsman) - User parries a bladed melee attack, nullifying it. 150MP. Action Cost: 3 - Cool Down: 30 seconds ❂ Disarm (10/Swordsman) - User with their superior skill utilizes a quick, skillful motion to disarm their foe. Target drops the item with 40% chance. 200MP. | Action Cost: 2 - Cool Down: 1 Minute
❂ Sidestep (1/Universal) - User steps aside. +5% chance of evasion. 20MP. Action Cost: 1 Cool Down: 10 Seconds ❂ Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes ❂ Boost Self (5/Universal) - User gains +5 Strength, Agility and Intelligence for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day ❂ Greater Accelerate (10/Universal) - User's movement speed greatly increases for a bit. 300MP. ❂ Knee Strike (10/Universal) - User grabs the target and knees them, dealing high damage to single target. 200MP. | Action Cost: 4 - Cool Down: 30 Seconds
❂ Battle Focus (1/Swordsman) - User's every 10th normal attack critically hits automatically. Passive. ❂ Swordsmanship (5/Swordsman) - User gains 3% increased damage for their Standard Attacks. Passive. ❂ Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals low concussive damage back. Does not stack with any other damage modifier. Passive. ❂ Greater Swordsmanship (10/Swordsman) - User gains 3% increased damage for their Standard Attacks. Stacks with Swordsmanship. Passive.
" the day whenfullawakens."
Real Name:
Gender: Female
Title: "Champion of The Lesser" User gains +30 STR, AGI, INT and STM but takes additional damage from all sources if any friendlies with lower level than User are nearby, User gains access to the following Action: Clutch Moment (X/Title) - If User would take fatal damage, User negates it and is reduced down to 1HP instead, . Clutch Moment disappears after first use. Passive.
Age: 19
Background: Ryu was the first child of her family to be born in the United States, making her a first-generation American. Her imagination and drive have been strong since the moment she could talk and that made her a handful for her parents. Her father was a prominent businessman whose wealth afforded Ryu everything that she could ever need while her Mother worked at home to take care of her. She never fully understood what exactly her father did but it involved a lot of moving around in the first years of her life. Each move meant leaving her friends and her life behind only to redo it all again in another city. Eventually, she stopped trying all together.
Left mostly to her own imagination , Ryu developed a fabricated reality in which she was the reincarnation of a powerful and ancient demon called Akumi. She believed that once she fully inherited the demon's power, she would punish the world of mortals. No matter what her parents tried they could not break this veil that fallen over their daughter. Despite this, Ryu still excelled in school and was always at the top of her class. Eventually she joined the soccer team as a last attempt by her parents to give her an interest besides this demon. Ryu shocked everyone with her ability and competitive spirit, though her grim and sometimes eccentric personality made her no friends.
Eventually the Izuhara family settled down for good but the damage to Ryu's mental state was already done. No amount of therapy could break the demon's hold on Ryu's mind. They all said to simply let her fantasy run its course and she would eventually grow out of it, since it did not affect her education or physical health. It was not until high school that she finally found a group of people willing to tolerate her. It was in online gaming that she found a community of people that were willing to endure her nonsense and even humor her at times.
No matter what game she played, Ryu was always at the front. Her avatar a representation of what she believed to be . The announcement of Talrae was a hot subject for her group for months leading up to its release. For Ryu, it was a chance to become an actual demon (at least through cosmetics) and fully live her delusion. Talrae would feel the wrath of the demon Akumi and beg for mercy, .
Post Floor 1
What should have been another glorious victory for the erratic demon turned into a soul-crushing cataclysm that shattered what remained of her humanity . Akumi gained more control while Ryu slipped further into the sanctuary of her mind, harboring a phantom of her close friend Karuu.
❂ Battle Focus (1/Swordsman) - User's every 10th normal attack critically hits automatically. Passive. ❂ Lunge (1/Swordsman) - User lunges out with their blade, piercing a single target for moderate piercing damage. 50MP. | Action Cost: 2 - Cool Down: 30 Seconds ❂ Wide Swing (1/Swordsman) - User swings their weapon in a wide arc, hitting up to 3 targets for low bladed damage. 100MP. | Action Cost: 2 - Cool down: 30 Seconds ❂ Swordsmanship (5/Swordsman) - User gains 3% increased damage for their Standard Attacks. Passive. ❂ Flurry (5/Swordsman) - User slashes with their sword in a flurry of motions, dealing moderate bladed damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds ❂ Strike Down (5/Swordsman) - User raises their sword then strikes down cleanly, dealing high bladed damage against a single target. 150MP. | Action Cost: 3 - Cool Down: 1 minute ❂ Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals low concussive damage back. Does not stack with any other damage modifier. Passive. ❂ Arc Slash (10/Swordsman) - User slashes out with their weapon, causing an energy strike to travel in a linear line. Deals medium bladed damage to all units caught. 300MP. | Action Cost: 4 - 1 minute ❂ Parry (10/Swordsman) - User parries a bladed melee attack, nullifying it. 150MP. Action Cost: 3 - Cool Down: 30 seconds ❂ Greater Swordsmanship (10/Swordsman) - User gains 3% increased damage for their Standard Attacks. Stacks with Swordsmanship. Passive. ❂ Disarm (10/Swordsman) - User with their superior skill utilizes a quick, skillful motion to disarm their foe. Target drops the item with 40% chance. 200MP. | Action Cost: 2 - Cool Down: 1 Minute
❂ Sidestep (1/Universal) - User steps aside. +5% chance of evasion. 20MP. Action Cost: 1 Cool Down: 10 Seconds ❂ Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes ❂ Boost Self (5/Universal) - User gains +5 Strength, Agility and Intelligence for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day ❂ Greater Accelerate (10/Universal) - User's movement speed greatly increases for a bit. 300MP. ❂ Knee Strike (10/Universal) - User grabs the target and knees them, dealing high damage to single target. 200MP. | Action Cost: 4 - Cool Down: 30 Seconds
❂ Forgotten Katana (250 Renn) | +5% chance to ignore armor ❂ Steel Katana(Mythic) - Equipped | +Earth Affinity +5% Damage +5 STR ❂ Oliam's Longsword (360 Renn) - Equipped | +5 All Attr. +5 Sword wielding ❂ Leather Armor (100 Renn) - Equipped | 6U/8P/10B/4C - 5% AGI penalty ❂ Small Knife (20 Renn) ❂ Cutthroat's Gloves (100 Renn) - Equipped | +5 AGI ❂ Sturdy Clothes (25 Renn) - Equipped ❂ Fancy Clothes (75 Renn) ❂ Power Threads (220 Renn) - Equipped | +5 STR ❂ Jewelry (100 Renn) ❂ Ring of Protection (100 Renn) - Equipped | +1% to all defensive item reductions ❂ Spell Resist Cloak (80 Renn) - Equipped | +3M ❂ Helm of Resistance (150 Renn) - Equipped | 1U/3P/3B ❂ Red Potion x 2 (120 Renn) | Restores 20% of Maximum HP ❂ Potion of Resilience (80 Renn) ❂ Ancient Mage's Talisman (450 Renn) ❂ Canteen (30 Renn) ❂ Whip (25 Renn) ❂ Tent (60 Renn) ❂ Sleeping Bag (30 Renn) ❂ Backpack (20 Renn) ❂ Salted Meat x 4 (100 Renn) ❂ Dried Fruit x 10 (100 Renn) ❂ Dried Biscuit x 10 (100 Renn) ❂ Wolf Pelt(rare) x 2 ❂ Crystal(rare) x 3
Name: (In-game: Asroth / Real Life: Alex masters) Title: (None yet) Gender:m Age: 17 Race: Human Background: Alex has always had a major connection to technology since the day he could walk. As a young child he grew up pretty wealthy. Having everything he ever wanted pretty much handed to him. Early access to every game and every system he ever wanted.
Alex was born Alexander james masters IV to Mr and Mrs Alexander masters III. His parents were the developers of the fastest global networking system in the world. Their network would later go on to be the MMO part of the system for Talrea.
Alex didn't have allot of friends as a child. He was mostly in private schools or at home playing video games. He requested to go to public school at least three times through out his life and was denied the first two times. After which point he began to act out. He snuck out at night alot, started getting into drugs, and performed alot of grafette art.
At age 14 he finally got Into public school and began hanging out with a group of gamers who shared his obsession. Once they heard about the beta for Talrea they all applied. Alex was pissed when he didn't get chosen. His outrage only made him want the game more. He stood in line for two days to get a hold of this game and be able to play and feel the rush of killing something in a surreal environment.
Actions: Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes
Strong Body (5/Universal) - User gains +10 Strength for three minutes. Action Cost: 3 - Cool Down: 1 Day
Quick Reflexes (5/Universal) - User gains +10 Agility for three minutes. 200MP. Action Cost: 3 - Cool Down: 1 Day
Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Greater Accelerate (10/Universal) - User's movement speed greatly increases for two minutes. 300MP. Action Cost: 3 - Cool Down: 3 Minutes
Double Strike (1/Swordsman) - User's next Standard Attack hits twice. 100MP.
Decisive Strike (5/Swordsman) - User attacks once for moderate piercing damage. Stuns target for 30 seconds. 200MP. Action Cost: 3 - Cool Down: 1 Minute
Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals low concussive damage back. Does not stack with any other damage modifier. Passive.
Swordsmanship (5/Swordsman) - User gains 3% increased damage for their Standard Attacks. Passive.
Greater Battle Focus (5/Swordsman) - User's every 8th Standard Attack critically strikes automatically. Can only be learned if Battle Focus has been learned. Replaces Battle Focus Passive. Passive.
Arc Slash (10/Swordsman) - User slashes out with their weapon, causing an energy strike to travel in a linear line. Deals medium bladed damage to all units caught. 300MP. Action Cost: 4 - 1 minute
Greater Swordsmanship (10/Swordsman) - User gains 3% increased damage for their Standard Attacks. Stacks with Swordsmanship. Passive.
Reflex Strike (15/Swordsman) - User gains a 10% chance to draw their weapon automatically and block 1 piercing melee attack. Passive.
Critical Increase (15/Swordsman) - User's critical strikes deal 230% rather than 200% damage. Passive.
Prime Swordsmanship (15/Swordsman) - User gains 3% increased damage for their Standard Attacks. Stacks with Swordsmanship and Greater Swordsmanship. Passive.
(unique) Twisted Tempest: This plain longsword seems innocuous at first glance but glows a baleful red after it strikes a foe with spells, red runes writing furious along its surface.
When striking an enemy with spells, this blade grants a 10% critical chance increase against the spellcaster. This bonus cannot be reduced as long as it remains in its wielder's hand and the spellcaster is alive. This effect can only trigger against one opponent at a time.
Effect: The User gains increase durability in all equipped items and reduces their equipment break chance from actions by 25%. If the User's equipment is "destroyed", it is instead broken. In addition, the user gains a shield skill point whenever the User gains a weapon skill point from training or skill use.
Gender: Female Age: 22 Race: Human
Ciara thought she was smart. Or at least, she was above average. Even though she neglected her studies, from her early age she managed to top her classes all the time, from math to science to english. Seen as a prodigy both from her family and her peers, Ciara often wandered off and fooled around with her mischevious gang of friends rather than truly make an effort to make her talents shine, something that her family wanted her to do but could never force her.
She was one of many who fell prey to the mistaken hubris born from an early headstart. As soon as she entered high school, she was faced with the reality of consequence. Going straight from the top of year level all the way down to the struggling bottom, she never quite recovered and despite her best efforts to patch up the growing leakages within her academic knowledge, only really managed to climb up to C+ level.
It was a shock to her pride, but it was far too late for Ciara to really get back on the academic race. Much of her studies fell wayside, and Ciara sorted to her old habits of hiking. Much of her actions were still hamstrung by both financial and academic pressures, and after graduating college with a sub-par humanities degree, she struggled to find a stable job within an overly competitive job market. She had to resort to simple services and part-time work to offset her livelihood.
But she wasn't without her connections, and the time spent fooling around on the internet and online gaming did land her a rich friend with rather exquisite interests and famously known for his reckless generosity. When Ciara turned 23, her friend bought her the VR headset - or rather, gave it to her after playing it himself and deciding that the game just gave him a headache. Though Ciara was never too invested in the VR field either, she thought that she would just try the game for a few days and if she wasn't too interested either, she would just sell the thing and buy tickets for the next WWE match or something.
And, well...she was stuck there. The whole 'stuck in game' never really struck Ciara as too mortifying, as many of her peers did. It sure beat supermarket attending, huh? Plus, Ciara was pretty sure she could get away with welfare payments and unemployment benefits, plus there would probably be a class-action lawsuit that could further offset student loans...hmm? Oh yes, she should probably get out of here first.
Class: Paladin (Planned Battlecleric)
58 - Base Stat 2 - Paladin Bonus 5 - Oligam's Longsword
34 - Base Stat 2 - Paladin Bonus 5 - Oligam's Longsword
30 - Base Stat 5 - Power Treads 5 - Gauntlet of Might 5 - Oligam's Longsword
15 - Base Stat 5 - Oligam's Longsword -20% - Steel Full Plate Armour -10% - Carved Kite Shield
Aggravate (1) - User makes a single target attack the caster for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 30 seconds
Bless (2) - User blesses target, increasing their Natural Resistance by 5% for 30 seconds. 100MP. Action Cost: 2 - Cool Down: 1 minute
Magic Shield(4) - User gains a magical shield that reduces the next physical damage by 20%. 150MP. Action Cost: 4 - Cool Down: 1 minute
Even the Odds (5) - User deals magical damage to a single target equal to user's currently missing health. 300MP. Action Cost: 6 - Cool Down: 2 minutes
Holy Fury (7) - User gains +10% Strength and +10% Agility for a few moments. 350MP. Action Cost: 4 - Cool Down: 3 minutes
Emit Purity (8) - User glows with silvery light for a few moments, dealing low damage and slowing down all nearby targets. 300MP. Action Cost: 4 - Cool Down: 2 minutes
Bless Weapon (9) - User enhances their main weapon, making it deal low spell damage for the next 3 normal attacks in additional to normal damages. 200MP. Action Cost: 3 - Cool Down: 1 minute
Radiating Challenge (10) - User declares target an opponent. The target may only directly attack the User until one or the other is dead. 500MP. Action Cost: 5 - Cool Down: 3 minutes
Greater Bless (11) - User blesses target, increasing their Natural Resistance by 10% for 30 seconds. 200MP. Action Cost: 4 - Cool Down: 2 minutes
Mass Aggravate (13) - User makes all opponents nearby attack the user for a 30 seconds. 250MP. Action Cost: 3 - Cool Down: 1 minute
Repel the Enemy (14) - User lets out a burst of energy, pushing all opponents away. 200MP. Action Cost: 4 Cool down:1 minute
Valor (1/Paladin) - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100MP. Action Cost: 2 - Cool Down: 1 minute
Shield Raise (1/Paladin) - Shield User only. User raises a shield, reducing incoming ranged attack damage for 30 seconds. 50MP. Action Cost: 1 - Cool Down: 1 minute
Meditate (5/Universal) - User focuses for few a minutes, recovering either 200HP or 200MP. 0MP. Action Cost: 2 - Cool Down: 3 Minutes
Castling (5/Paladin) - User grabs a nearby friendly and pulls them aside and replaces their spot. 100MP. Action Cost: 2 - Cool Down: 1 Minute
Living Wall (5/Paladin) - User steps infront of the target. Next attack by the target is automatically redirected to the user. 100MP. Action Cost: 2 - Cool Down: 1 Minute
Will Breaker (5/Paladin) - User hits a single target with their weapon, dealing medium concussive damage and stunning it. 100MP. Action Cost: 3 - Cool Down: 2 Minutes
Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Action Cost: 2 - Cool Down: 1 Minute
Shield Bash (10/Paladin) - User bashes a target with their shield, stunning it heavily. 300MP. Action Cost: 3 - Cool Down: 2 minutes
Oath (15/Paladin) - Every day, User may choose and swear an oath. User gains effects of the chosen oath until midnight. Oath may only be used once a day. Oaths may generate Valor Points (VPs), a unique point resource. Some Oaths may require User to spend VPs to activate. 0MP.
[ Uphold thy honor, at all cost ] - User gains +2 Valor Points. [ Accept any challenge, no matter the odds ] - During the effect, User must fight against a target that has higher level than the User does. If User wins, User gains +4 Valor Points. [ Suffer not the witch to live ] - During the effect, User deals 10% increased damage against Spell-using opponents and gains 10% Spell resistance. If User slays a Spells-user, User gains +1 Valor Points. [ Abhor the unclean ] - During the effect, User gains +20% damage when using Paladin Actions. Costs -1 Valor Points. [ For Justice and light ] - During the effect, Spells from Holy Discipline cost 50% less MP. Costs -10 Valor Points.
Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User's Natural Resistance is increased to 11% permanently. Passive. Fortress of Stone (12) - User's Natural Resistance is increased to 12% permanently. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Inspiring Presence (1/Paladin) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150HP. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive.
Sturdy Clothes (Common) Raincoat (Common) (Prot: Soaked) Power Treads (Uncommon) (+5 STR) Teleport Ring (Common) (Teleport 1/Day)
Steel Full Plate (Common) (17U/19P/21B/14C, -20% AGI) Gauntlet of Might (Uncommon) (+5 STR, +100 HP) Helm of Resilience (Common) (2U/5P/5B)
Diluted Red Potion x2 (Common) (+15% Health) Sentry Ward (Common) (Alerts against nearby enemies 1hour) Smoke Bomb x5 (Common) (-ACC/EVA for small area)
Armour shattered. Supplies depleted. But she had her shield, and had given them her word.
Ciara looked blank-faced behind her helm, scanning through the corridors filled with unreceding darkness. Even if this was the outer layer of the sewer dungeon, the stench was enough to rot one's vision as well as their smell. The helm's visor was dented and broken, acid and sharp claw attacks taking their toll. She would have taken it off, had it not been one of the only armour pieces that was still intact.
Splashes, then the emergence of a hooded figure with a visible limp. He was back. "Anything?" Ciara said, her voice cracked and tired. Coffee. She needed coffee. She wasn't taking the stat reductions that signified the sleep mechanics kicking in, but her body ached for it. The hood peeled back and revealed a shaking head. "Previous entry point's cut off, looks like we need to go through the sewers proper." "Maze?" "Yep." "God's a bitch." "Christian?" "Atheist."
How did she get here? Bunch of idiots decided to run off on their own, tackled a dungeon far beyond their expertise and apparently their intelligence, gotten lost and called for help. Or that was what the mission description said, anyway. It was a surprise timed quest for five, but only four came along. They decided to go ahead anyway, with the time constraints ticking down and NPCs pleading them to go. Ciara was there for the larger portion of the hefty bounty, but the quest sure made her eat her decision.
They took Joker when he was scouting out, cut his routes and ripped through him like ravenous overgrown rats. Poor guy didn't know what hit him, until he was covered in angry tooth and claw. They went for Krem and Hedon next, while they were breaking the perimeter that held the hostages inside. Specifically, a hidden boss that tore through Krem like paper, slicing his health down to zero in one fell swoop. Damn well could have taken Hedon with the same strike too, had she not dived stupidly in front of the blow and broken most of her armour.
Hedon wordlessly looked to the string of NPCs, and Ciara followed his gaze. All 'round about teenager age, just the right enough maturity to stay quiet, but apparently not enough to not wander into an obvious death trap of a dungeon. Ciara used to scowl at them, but now she was just too tired to. Or maybe she grew too familiar with them, having been in their position before. Bravely stupid, stupidly brave. Thinking they were undefeatable, until defeated. Except, well, without the murderous rampage of sewer monsters.
"Good news is," Hedon said, bringing Ciara's attention back, "there's a door near here with a lever on the opposite. Think the mechanic is supposed to be, one person leads hostages through the maze, the others hold the horde off, then flick the lever to let the defenders out. Bad news is..."
He didn't have to finish. Ciara wanted to growl, wanted to complain. But she just sighed again instead. "Well, bad news or not...let's get this stupid thing over and done with." She stretched, downed her potions and monitored her stats. Drat. Fatigue debuffs now.
"We can just...run. Abandon the quest." Hedon suggested uneasily. "Better odds than you alone down here." "Yeah? Well I could switch off this stupid game, take a dip in a jacuzzi, sip a double espresso and deal with any of this idiocy when I actually give a damn." Ciara snarked, then adjusted the helm to move her squashed bang out of her eyes. She looked back at the NPCs, who had drawn closer to the pair now, with eyes too real for Ciara to ignore. Then she said with a sniff, "But you know. Immersion."
Hedon nodded slowly grim-faced but understanding. As the scout left to lead the NPCs into the exodus beyond, she turned and drew her coffin-like shield, its heavy iron studs glinting stoicly in the darklight. Ciara shoed a line on the ground with the sewer-mud, and listening to the footsteps of a thousand teeth chattering on the hallways, sunk her shield down.
She will hold.
...
She got out, in the end. Hedon's conjecture was right, and the scout had brought backup just in time to pull Ciara from the clutches of the overwhelming swarm. Although the NPCs wanted to thank her, Ciara quietly took her share of the bounty and supported by Hedon, headed to the nearest inn. All she muttered was something about missing test revision before passing out.
She ended up spending all that Renn just to gain her broken equipment back and a fresh set of not-sewer-smelling clothes. Even though the game assured her that there was no "sewer smell attribute", she could swear she could smell the stench all the same. God damn it. It was like student loans all over again. Spent a day down in hell and all she got was a title and a stupid T-shirt.
Added Actions: Shield Raise (25) Inspiring Presence (25) Will Breaker (125) For Honor (125) For Glory (125) Honor and Glory (125) Living Wall (125)
Added Spells: Magic Shield (100) Even the Odds (125) Fortress of Stone (300) Mass Aggrevate (325) Repel the Enemy (350)
Has pink and yellow wavy, short hair with blue eyes and an athletic build (5'9" and ~140 lbs). Dresses somewhat like a pirate - loose white shirt, slim black pants, wide blue cloth belt wrap, black cuffed thigh-high leather boots, etc. Keeps twin longswords on a blue belt over the sash. He has a navy blue captain's coat, but hardly ever wears it.
Name: Avalon Seabright (Andrew McCaslan) Title: of the Shining Lake
Avalon, a mage, an archer, and a noncombative party of fishers rode out to the middle of Lake Crystal to fish and relax. Unbeknownst to the party, a player caught the floor's 20,000th fish, triggering a thunderstorm and summoning Hobstronk, a giant koi. Avalon lead the mage and archer against it and were successful in killing it. Current title: of the Shining Lake While in combat on or near a water source, the Player gains a resistance to knockback and trips and deals bonus damage to targets. This bonus is dependent on the Player's acrobatics skill.
Gender: Male Age: 17 Race: Human About: Lives in upstate NY with his parents, brother (26), and sister (20). His family has roots in Canada, and they all speak French and English. Andrew attends high school as a junior and plays on the varsity volleyball team. Both he and his sister were playing the game when they were locked in. Andrew has an air of prestige about him, and is an excellent liar. He is cold and curt to people he finds untrustworthy. He has a weakness for passionate people and a protective streak a mile wide.
Choose 1 of the followings: - Title (created and bestowed by TM), 2 free Spells/Actions - Unique item (created and bestowed by TM), 1 free Spells/Actions - +3,000 Renn
Dash (1/Universal) - User dashes forward for a short distance. 30MP. Action Cost: 1 - Cool Down: 10 Seconds Tumble (1/Universal) - User immediately tumbles, moving forward a bit. +10% chance of evasion. 50MP. Action Cost: 1 Cool Down: 15 Seconds Triple Jab (1/Swordsman) - User jabs out quickly three times, dealing low piercing damage 3 times. 100MP. Action Cost: 1 - Cool Down: 15 Seconds Wide Swing (1/Swordsman) - User swings their weapon in a wide arc, hitting up to 3 targets for low bladed damage. 100MP. Action Cost: 2 - Cool down: 30 Seconds Double Strike(1/Swordsman) - User's next Standard Attack hits twice. 100MP. Action Cost: 1 - Cool Down: 15 Seconds Battle Focus (1/Swordsman) - User's every 10th Standard Attack critically hits automatically. Passive. Flurry (5/Swordsman) - User slashes with their sword in a flurry of motions, dealing moderate bladed damage. 100MP. Action Cost: 2 - Cool Down: 30 seconds Relentless (5/Universal) - User removes 1 weak status effect on themselves. 200MP. Action Cost: 1 - Cool Down: 30 Seconds Debilitate (5/Swordsman) - User quickly uses the side of the sword to strike the target's legs. Target's movements are impaired for 1 minute 150MP. Action Cost: 2 - Cool Down: 2 Minutes Hilt Bash (5/Swordsman) - Whenever an opponent misses a melee attack against user, user automatically deals low concussive damage back. Does not stack with any other damage modifier. Passive. Strike Down (5/Swordsman) - User raises their sword then strikes down cleanly, dealing high bladed damage against a single target. 150MP. Action Cost: 3 - Cool Down: 1 minute Greater Battle Focus (5/Swordsman) - User's every 8th Standard Attack critically strikes automatically. Can only be learned if Battle Focus has been learned. Replaces Battle Focus Passive. Passive. Knee Strike (10/Universal) - User grabs the target and knees them, dealing high damage to single target. 200MP. Action Cost: 4 - Cool Down: 30 Seconds Greater Dash (10/Universal) - User dashes to a close location incredibly quickly. +20% chance of Evasion. 150MP. Action Cost: 2 - Cool Down: 1 Minute Disarm (10/Swordsman) - User with their superior skill utilizes a quick, skillful motion to disarm their foe. Target drops the item with 40% chance. 200MP. Parry (10/Swordsman) - User parries a bladed melee attack, nullifying it. 150MP. Action Cost: 3 - Cool Down: 30 seconds Trip (15/Universal) - Upon successfully avoiding an enemy's melee attack, the user automatically uses their weapon to trip the opponent knocking them prone. Passive. Deadly Quickdraw (15/Swordsman) - User draws our their blade for a quick, powerful strike right out of the sheath. Cancels out all Evasions and deals high bladed damage. Can only be used at the beginning of battle. 300MP. Action Cost: 5 - Cool Down: - Reflex Strike (15/Swordsman) - User gains a 10% chance to draw their weapon automatically and block 1 piercing melee attack. Passive Action Cost: 2 - Cool Down: 1 Minute
green is casual, red is battle or questing, blue is both. Fine Clothing 40 Leather Boots 20 Cloak from Octavia Power Treads 250 STR+5 Cutthroat’s Gloves 100 +5AGI Java Cloth Armor 200 5U/6P/7B/4C Sturdy Clothing 25 Jewelry 4, from Octavia Steel Longswords 2 500 Sapphire Finger Bracelet 350 Normal attacks are Water aspected Smoke Bombs 6 150 -accuracy, +evasion
Messenger Bag 20 Flint 25 Charcoal 10 Canteen 30 Dilute Red Potion 2 200 restores 15% max HP Dilute Blue Potion 120 restores 15% max MP Small Knife 20 Rope (10m) 30 Sleeping Bag 30 Blanket 20 First Aid (5) 100 Pot and Pan 40 Fishing Rod 40
Food Case (15) Bread 3 30 Nuts/Seeds 2 20 Salt 2 20 Spices 30 Fish 3 45 Shellfish 20 Fresh Fruit 2 20 Milk 5 Fruit Juice 2 10 Wine 2 30
On her sixteenth birthday, Yue Kisara came home from another drab day of school where this plain, thin, 4'11" girl doesn't stand out at all. All that was on the kitchen table of this large, empty apartment was but a VR Headset, a copy of Talrae, a red velvet cake with cream cheese frosting, and a card from her hardworking parents. These were the most noteworthy things among the several brightly wrapped packages on the table. The last three birthdays she had were like this, the only things changing being the flavor of the cake and the things she was given.
Her parents had a very hands off style of parenting, often leaving Yue to her own devices. She didn't resent them for this though. It is thanks to her parents' hard work that she is able to have a pretty easy life where she can game and study with no worries of having to do things like finding a part time job. If anything, she is grateful to them.
"Love" doesn't really describe how she feels about them though.
"Appreciate" is a far more appropriate word.
Her parents didn't neglect her per say. They always made sure to check up on their daughter. Ask her if she's making new friends or if she is doing well in school. AS long as there are no obvious troubles, then her parents never really feel the need to step in and they have never needed to step in directly to do anything.
This is because Yue sticks to herself after all. She's not a loaner per-say, she has a few friends she talks to on and off at school. Most of her social interaction is done in games though. Here in these worlds she often sheds her quiet, average persona and adopts a new one.
Sol-Lea.
Sol-Lea has been many things throughout games. A Guardian, a Cleric, a Paladin, a Street Sammie. Any class or build that lets her get right up close and personal. A class that lets her solo play, or that puts her right in the middle of the action. Sol-Lea was born out of the young Yue's fascination with knights and crusaders in games. She knows given her petite build that she could never be an actual real life knight, cop, or crusader. So she gets to use games to live out this fantasy.
This is Yue's life. Just an average girl with a few average friends, a few average; yet hardworking, parents who wants to live out her more than above average fantasy. She has no idea why she's fascinated with them though. Is it their code of honor? Their sense of justice? Their ability to rush in for some cause and fight? Thanks to not really having anyone to talk to, Yue has never really explored why she likes the ideas behind Sol-Lea so much.
Still, with this new copy of a new VR game, Yue was rather excited. She felt more thankful to her parents now than she ever had before. After all, she could really live as Sol-Lea an ideal version of herself.
Tiny Wall of Insurmountable Will: While facing an enemy of at least 1 level higher than your own, the player's natural resistance is doubled and has a 25% chance of nullifying non-damaging status conditions. "I may be small, but not even mountains can topple me!"
Sol-Lea [Soul-Lee-A]
"You seem to be under the misconception about what I am, what I do. I am a Paladin, that is true; but as a paladin I don't fear falling... I look forward to it." -- Anonymous Paladin
Level 15
Experience Points 0/29,277
Attribute Points 0/182
Health 6100 / 6100
+200 HP Paladin Bonus 54 Points (+5300 Health)
+500 HP (Oliam's Longsword)
Mana 3800 / 3800
+200 MP Paladin Bonus 27 Points (+2700 Mana)
+400 MP (Shaman's Hand Wraps) +500 MP (Oliam's Longsword)
Strength 35
30 Points +5 STR (Oliam's Longsword)
+7% Overnight HP Regeneration
Agility 26
14 Points -20% Base AGI (Steel Full Plate) -10% Base AGI (Obsidian Kite Shield) +10 AGI (Wilder Cloak) +5 AGI (Oliam's Longsword)
+1 Action Slot +1 Action Slot (Quickstep Boots)
Intelligence 30
25 Points +5 INT (Oliam's Longsword)
+6% Overnight MP Regeneration
Stamina 37
32 Points +5 STM (Oliam's Longsword)
+2% Resistance Bonus -10 Second Action & Spell Cooldown Times -10 Second Action & Spell Cooldown Times (Shaman's Hand Wraps) +___ Inventory Size
Aggravate (1) - User makes a single target attack the caster for 30 seconds. 50 MP. Action Cost: 1 - Cool Down: 20 (30) Seconds
Bless (2) - User blesses target, increasing their Natural Resistance by 5% for 30 seconds. 100 MP. Action Cost: 2 - Cool Down: 50 (60) Seconds
Vengeful Smite (3) - User has a 20% chance to deal low spell damage to target that has managed to deal melee damage against user. Passive
Magic Shield (4) (Paid For, 100 Renn) - User gains a magical shield that reduces the next physical damage by 20%. 150 MP. Action Cost: 4 - Cool Down: 50 (60 Seconds)
Even the Odds (5) (Paid For, 125 Renn) - User deals magical damage to a single target equal to user's currently missing health. 300 MP. Action Cost: 6 - Cool Down: 110 (120) Seconds
Fortress of Wood (6) (Paid For, 150 Renn) - User's Natural Resistance is increased to 11% permanently. Passive
Each cast Spell boosts INT by 2 for two minutes.
Flash of Light (1) (Paid For, 25 Renn) - User emits a flash of bright light, blinding nearby targets for 30 seconds. 50 MP. Action Cost: 1 - Cool Down: 50 (60) Seconds
Piercing Light (2) (Paid For, 50 Renn) - User shoots out a thin beam of light that burns through any opponents in a line, dealing low damage. 100 MP. Action Cost: 2 - Cool Down: 20 (30) seconds
Luminous (3) (Paid For, 75 Renn) - User’s body will glow for a few seconds after casting any spells from Light Discipline, dealing low damage against nearby opponents. Passive.
Flash and Awe (4) (Paid For, 100 Renn) - User creates a strong burst of light that stuns all nearby targets. 100 MP. Action Cost: 2 - Cool Down: 50 (60) Seconds
Strengthen (1) (Paid For, 75 Renn)- Target gains 5% Strength for a 30 seconds 50 MP. Action Cost: 1 - Cool Down: 50 (60) Seconds
Healing Beam (2) (Paid For, 150 Renn) - User emits a healing beam of light to a target, healing low amount. 100 MP. Action Cost: 2 - Cool Down: 10 (15) Seconds
Attuned to One’s Body (3) (Paid For, 225 Renn) - User gains 100 HP whenever they cast a spell from the Body Discipline. Passive.
Enfeeble (4) (Paid For, 300 Renn) - User saps strength from target. Target loses 5% Strength for 30 seconds. 100 MP. Action Cost: 3 - Cool Down: 50 (60) Seconds
Restore Vitality (5) - User heals all nearby allies for a low amount. 250 MP. Action Cost: 3 - Cool Down: 20 (30) Seconds
Bounty (1/Universal) (Paid For, 25 Renn) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Charge (1/Universal) (Paid For, 25 Renn) - User charges shoulder-first, briefly stunning the first target hit. If the user is equipped with a shield, it deals low concussive damage in addition. 50 MP. Action Cost: 1Cool Down: 10 Seconds
Greater Bounty (5/Universal) (Paid For, 125 Renn) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Grand Bounty (10/Universal) (Paid For, 250 Renn) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Inspiring Presence (1/Paladin) (Paid For, 25 Renn) - Whenever User takes damage, user has a 5% chance to either recover 200HP or have target nearby friendly gain 150 HP. Passive.
Shield Raise (1/Paladin) (Paid For, 25 Renn) - Shield User only. User raises a shield, reducing incoming ranged attack damage for 30 seconds. 50 MP. Action Cost: 1 - Cool Down: 50 (60 Seconds)
Valor (1/Paladin) (Paid For, 25 Renn) - User dashes forward, ignoring all movement status effects. Does not remove status effects. 100 MP. Action Cost: 2 - Cool Down: 50 (60) Seconds
For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive.
For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive.
Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive.
Resolve (10/Paladin) - User feels less physical pain when hit. Passive.
Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive.
Every day, User may choose and swear an oath. User gains effects of the chosen oath until midnight. Oath may only be used once a day. Oaths may generate Valor Points (VPs), a unique point resource. Some Oaths may require User to spend VPs to activate. 0 MP.
[ Uphold thy honor, at all cost! ] - User gains +2 Valor Points.
[ Accept any challenge, no matter the odds! ] - During the effect, User must fight against a target that has higher level than the User does. If User wins, User gains +4 Valor Points.
[ Suffer not the witch to live! ] - During the effect, User deals 10% increased damage against Spell-using opponents and gains 10% Spell resistance. If User slays a Spells-user, User gains +1 Valor Points.
[ Abhor the unclean! ] - During the effect, User gains +20% damage when using Paladin Actions. Costs -1 Valor Points.
[ For Justice and light! ] - During the effect, Spells from Holy Discipline cost 50% less MP. Costs -10 Valor Points.
Renn 342 / 8,000
Iron Buckler (4U / 6P) (Price: 110 Renn) (Common) Shaman's Hand Wraps (+400 MP, -10 Seconds to Cooldowns) (Gloves) (Uncommon) (Paid For, 525 / Price: 350 Renn) Obsidian Kite Shield (9U / 11P / 13B / 6C / 10M) (-10% AGI, Req: 30 STR) (Common) (Paid For, 788 / Price: 525 Renn) Steel Full Plate (17U / 19P / 21B / 14C) (-20% AGI, Req: 25 STR) (Common) (Paid For, Price, 1150) Helm of Resilience (2U / 5P / 5B) (Common) (Paid For, Price, 150)
Oliam's Longsword (+5 to all Attributes, +5 Sword Wielding) (Uncommon) (Paid For, 540 / Price: 360)
Fancy Clothes (Paid For, Price, 70) (Common) Wilder's Cloak (AGI +10, Hide Skill +10) (Paid For, 375 / Price: 250) Quick Step Boots (+1 Action Slot) (Uncommon) (Paid For, 525 / Price: 350) Teleport Ring (Teleport Short Distance 1/Day) (Common) (Paid For, Price, 60) Ring of Protection (+1% to all defensive item reductions) (Uncommon) (Paid For, 150, Price: 100) Obsidian Choker (Elemental Damage Taken -5%) (Uncommon) (Paid For, 600, Price: 400)
5 Diluted Mana Potions (15% Max MP Restore) (Paid For, Price, 600) (Common) 3 Diluted Health Potions (15% Max HP Restore) (Paid For, Price, 300) (Common)
Choose 1 of the followings: - Title (created and bestowed by TM), 2 free Spells/Actions