so yea, this is a reboot. Original didn't work out cause everyone was always busy and slow. Do not want that this time, so am imposing that you need to post at LEAST once a day, or I will skip you. (If you are busy or unable to post for some reason, tell me)
Link to the Manwha this RP is based off of.
Everything is normal in Neo Tokyo located in the country of Japerica (Setting names pending, just go with it for now). There is nothing special or ordinary about this world, which is very much like our own. People get up, eat their breakfasts, take their showers, and go about their daily lives without any hint of anything out of the ordinary. Nothing special at all goes on in this world, that is until one day something does change. In the year 20XX a small group of people much like ourselves wake up one day to discover that their own world isn't as it seems.
These people discover that, for no apparent reason, they have literally become real life video game characters whether they like games or not. They have Stats, they can get EXP through completing every day tasks from studying to running errands for people in the form of Quests, have alert windows appear before them to give them information, and they even have Levels and Skills. It is unclear as to how they came to be this way, as it would have just happened to them without them even realizing it.
Perhaps they received an errand from their parents that appeared before them as a quest. Or maybe they took a look outside and saw the names of people above their heads, as well as their 'Levels'. Regardless of how they came to the realization that they are now more like Game Characters than real people, their ordinary lives still continue. But soon enough, this group of either unfortunate or fortunate (as it really depends upon your disposition) people begins to discover that there is a whole other side to their world, a side that will begin to make them see everything around them in a whole new light.
The Story so Far
Here is a short summary of everything that has happened so far.
Four people all on the first day awoke with the same power, but not knowing that the others had it. Each of them though still went about their lives, some ignoring the power, others trying to figure out just what was going on as to why they could see tags over people's heads. Some discovered alot, others not so much.
On the third day all of the Gamers received the following new Quest all at the same time.
Others Like Me
Issued By: A Passing Thought
Sometimes in the world there exist multiples of the same thing. There could possibly be more of those with <The Gamer> above their heads, or in this case more of those who are <Gamers>. Whether this is true or not is uncertain, but perhaps going to investigate could be very beneficial. Its not like there is much else to do at this point anyway.
Reward: 4 EXP, Possibly more information on <The Gamer>
Failure: Not finding out more about <The Gamer>
So realizing that there were others with the same power the four set out to find out if there were indeed others like them. Sasha and Lucian were the first to meet one another, although in a way that was not too pleasant. As they were both in Septemberes, looking for other Gamers, the area seemed to change. The lights turned off, although it was still noon so there was plenty of natural sunlight, and all sounds and people that were there seemed to vanish, leaving nothing but an empty store and dead silence. Some Level 4 Imps appeared shortly after, but somehow they killed a few of them, scaring the others away.
Then they met Jin, who appeared after the Imps had vanished. Jin was, from the text over his head, a Messenger of Gaia whose level was so high that it was just listed as ??? to the Gamers. He told Sasha and Lucian that they could meet another person with the same power at Gekkoukan High in the Port Island district, so off to Gekkoukan High they went.
The Game System (Game Creation Stuff)
Since RPG doesn't allow hiders in hiders yet, I will explain how recovering HP and MP work. Every 10 Rounds (one minute) you recover one HP and one MP equal to how one fourth of your Wisdom (for MP) and Vitality (for HP). If you do somehow come into possession of recovery items (like food) then you may use those to help recover instead.
Stamina recovers after a short rest (thirty minutes at the most, less if your VIT is higher). Stamina isn't in Stats because it isn't numerically measured, it is just an assumption. You fight or work hard for a long time (like fighting for over 10 minutes straight), you grow tired and will eventually become Fatigued. The higher your VIT will allow you to go for a longer period of time. See Status Affects for details.
As Game Characters you gain EXP from multiple things. Such as fighting or completeing every day tasks from things like studying and exercising to even performing errands for people as Quests. Once you gain enough EXP, you Level Up. Whenever you Level Up you gain the following:
4 Stat Points.
3 Talent Points.
Your base HP and MP increase as you Level Up by an amount equal to 1/2 VIT x Current Level (for HP) and 1/2 WIS x Current Level (for MP). So if your chara's base HP is 28 (STR 4, VIT 6) and your character becomes level 3 then this HP would get a +9 increase. At Level 4 it would be a +12 increase instead of +9 (if your VIT didn't change of course).
It is suggested that you spend the points you get wisely since as you Level it gets harder and harder to level. Characters will start off at Level 1 and will already possess their starting HP, MP, and 25 Stat Points. May allow certain characters to start at a higher level (highest being 3) if they can convince me why.
Naturally to Level Up you need EXP. Here is how much EXP you need (total) to achieve each Level. Only have up to Level 10 for now, but notice the basic pattern for now (although it may change at Level 10)
Lv 2: 10
Lv 3: 25
Lv 4: 40
Lv 5: 60
Lv 6: 80
Lv 7: 105
LV 8: 130
LV 9: 160
LV 10: 190
LV 11: 225
LV 12: 260
LV 13: 300
LV 14: 340
LV 15: 385
LV 16: 430
LV 17: 480
LV 18: 530
LV 19: 585
LV 20: 640
LV 21: 695
LV 22: 765
LV 23: 825
LV 24: 890
Naturally Humans have many things that they can already do naturally. You do not need special powers or be a Game Character to do these things. These are your natural Talents, things you already have the inherent knowledge and ability to perform and use. This includes things from general knowledge to basic fighting skills.
Normally things like this take a long time to train, but as a Gamer you can open the "Talent Window" and put points into your Talents to become more proficient with them by putting Talent Points into them. Your Talents are enhanced by your Stats after that, as naturally certain Talents rely on certain natural traits, like Climbing relies on STR.
When making your Character you get a base of 20 Points. Also for every 3 points you have in INT you get an additional Talent Point. While it is good to have a focus on certain Talents you do not want to neglect your other Talents since they are all useful in different ways. Achieving certain Ranks in Talents may even be considered 'Special Actions' that net you cool Skills. You may even get Stat increases as well.
Note that at Character Creation no Talent can start off higher than 4. Every time you Level Up you can also only put one Talent Point into a Talent (so if you do start at a higher Level at Character Creation then you can put additional points into a Talent to Level Up).
Here is the list of Talents and what each one does and what Stat enhances it. Note that some Talents that you would usually find are not present here since the ones here are just basic ones that most people would possess since your characters will be mostly normal people or just things that wouldn't really be learned in these modern times (like Herbology or Animal Handling).
Acrobatics (DEX): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
Crafting (INT): The art of creating various objects. Not much use in modern times, but if you manage to get Rank 10 then that will be considered the Special Action to get the Crafting Skill (note that it is possible to perform the Special Action before then). Once this action is required, this Skill becomes pretty useful. Although this Skill can have uses on its own as well.
First Aid (INT): The art of healing or treated those who are wounded or sick. Includes treating Wounds and other such things. As Gamers healing affects you perform are immdiate, so any patients you treat will usually feel some immdiate affect, so this Skill does have good uses since Healing Items in modern times are incredibly rare.
Fisticuffs (DEX): The basics of brawling and unarmed combat are covered by this Talent. If you ever learn Martial Arts techniques then this Talent helps them too.
Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical ones, but also has use with other combat skills as well.
Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. For instance if your character is doing well in school they may have a higher chance to succeed on things involving History or other school subjects. If they game alot then they could have higher chances to succeed on Rolls related to gaming, the opposite is true if they don't game at all.
Manipulate Device (DEX): The knack for operating or interacting various forms of devices that require finesse and includes things like lockpicking as well, since locks are devices that require finesse (to open without Keys anyway).
Melee Weaponry (DEX): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them. Note that training with different forms of Melee Weapons unlocks special Skills for them.
Negotiation (INT): Talking is natural for humans and this Skill represents your aiblity to negotiate with people whether its persuading or bluffing them.
Observation (INT): The ability to observe the area around you or even other people to obtain information. Achieving Rank 6 in this Skill can be the Special Action for obtaining the Observe Skill, but a Special Action to obtain said Skill can be performed before then. Also shows your abilities of perception as well (including the senses).
Projectile Weaponry (DEX): The ability to aim and fire different forms of projectile weapons from guns to bows properly. Note that training with different forms of Ranged Weapons unlocks special Skills for them.
Sleight of Hand (DEX): Shows your ability to be quick and stealthy with your hands to do things from pickpocketing to basic "magic tricks". Not really too useful in modern times since pickpocketing is actually illegal.
Stealth (DEX): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage.
Thrown Weapons (DEX): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them. Note that training with different forms of Thrown Weapons can unlock special Skills.
Naturally as Game Characters you have the potential to learn special Skills that either grant you special abilities or techniques or enhance your current abilities. There are two forms of Skills, Passive and Active. Active Skills you have to use usually with voice commands (a.k.a. you say its name) and require MP, but are usually powerful and helpful abilities. Passive skills are always activated and usually enhance your abilities somehow.
Of course, as you use Skills they Level Up and grow stronger, each Skill usually leveling up differently. Some Skills simply level over repeated use while others may require special action to level up, if that is the case then the Skill will describe just exactly how it levels itself up when you get it (if it doesn't say anything special, then assume its levels up through repeated use).
Skills are learned through Special Actions. What you need to do to get them will not be known to your characters, so usually they will appear on random when you do different things. For instance training or attacking with a Blunt Weapon several times would grant you the Blunt Weapon Mastery Skill as you are training with Blunt Weapons is an easy example. If you want more examples, see the Manwha that this RP is based off of.
Gameplay Stuff
The success of most Actions is determined by Rolls. Here you Roll a % Dice and if the number is lower than the Success Chance for the task at hand then you succeed on the Roll. Get above said number and you fail the task. That is how Rolls work. There is more to them though than that. There are different rolls for different scenarios. Naturally any bonuses your Skills or other things grant you are applied to the number you subtract from the dice result as well.
Note that I will be performing all Rolls so when a Roll is made for your character i will either tell you the result in the OOC or PM it to you, allowing you to act and Roleplay according to the result appropriately. I think things work better this way.
Talent Rolls: Here you use one of your Talents to perform a Task, Rolling the % Dice and then subtracting the result by the Stat that goes with said Talent you are using plus the number of points you have in said Talent.
Stat Rolls: Here just straight Stat Scores are used, same as Talent Rolls only you use just Stat Scores.
Chance Rolls: Here you just roll a straight % and hope for the best, a Character's Luck subtracts from the result on the dice. These rolls are used in special situations and usually kept secret from the players, but I am putting this here just to let you know that they do exist.
Combat Rolls: In Combat, Rolls function a little differently. Success has different degrees, see Combat for more details.
Naturally when performing any task or action, there is a chance that you could either go beyond success or fail even harder than normal. These events are called Criticals and Fumbles and can make the results of your Roll either hurt you or help you more than normally.
You get a Critical by rolling a 0 to 4 on the actual dice itself (not after any scores are subtracted). It also has some additional benefits. Aside from an automatic success on the task no matter what, you also succeed beyond the normal, special and beneficial things happen to you during this. One of these things is that if you manage to get a Critical when making a Talent Roll (or any Roll that involves the usage of a Talent) then you get a free Talent Point put into that Talent.
You get a Fumble by rolling from a 95-99 on a Roll. A Fumble is a failure that is worse than normal. Aside from automatically failing the task, a result worse than the normal failure result happens. For instance if you are making an Attack you may slip and fall down or accidentally lose your weapon. There is one small benefit to this though, it is that you learn from your mistakes and if this was a Talent Roll you get a Talent Point put into that Talent used in the Roll.
Faith points, shields, destiny points. They have been called many things, but here we will just call them Epic Points (EP). You start off with 3 of them and they do not go up as you Level Up unless you are willing to sacrifice either a Talent Point or a Stat Point to give you one EP. You can only get one EP per level this way.
EP can be spent to do any of the following. Subtracting your Roll Result by 25, getting a re-roll on the Roll if I tell you the result and you don't like the result, saving you from death (gives you back 10% of your HP upon death, this costs 2 points), or perhaps even spending one to get better drops from an enemy.
While EP do not come back after you spend them, they can be earned through other means. Epic roleplaying in certain scenarios, doing special things beyond what I would have expected, and other such actions of character epicness can net you Epic Points. You also automatically get an Epic Point for every 10 points you have in Luck.
Combat
As you may have guessed, you may eventually find yourselves pitted against all different kinds of enemies. Regardless of the enemy, if you decide to not run away or try and talk it out (if said enemy is capable of such) then your only option left is to either die or fight, and dying doesn't sound like the best thing to do, so fighting is your best shot.
The first thing to determine is the Turn Order. This is where a new Stat, Initiative, comes in. This is equal to your WIS + DEX as it represents how quickly you react. It does not go up as you Level Up, it only increases as you increase your WIS and DEX. Everyone in the Combat will have Initiative Rolls made as Stat Rolls and the one with the highest roll goes first.
Usually groups of enemies will operate on the same Initiative. If there is a special enemy then they will get their own seperate Initiative. If you enter the Combat late then you are put to the back of the Turn Order. The same thing happens if you leave, then reenter. Also if you manage to ambush an Enemy, or they ambush you, then the first thing that happens is the Surprise Round.
In the Surprise Round those who are ambushed are considered Surprised (see Status Affects) and there is no Initiative rolled until the round after the Surprise Round. Of course if multiple characters are in the Surprise Round that are enemies to one another then Initative is rolled for them. After that they keep their own Initative results and everyone else rolls Initative when the real Combat begins.
Getting a Critical on any Initative Roll gives you an additional Action for the first Turn and getting a Fumble prevents you from acting on the first Turn (and depending upon the circumstances you may be considered Surprised as well).
Once its your Turn you get a single Action and a multitude of Free Actions. Every Round is five seconds long, so your own Turn is five seconds long. Your Action is what you spend the majority of those five seconds doing. Free Actions are other very small things you are doing in the Round.
Examples of Actions are Attacking, Using an Item, Using a Skill, Using certain Talents (like Climbing), and etcetera. Essentially anything that would take longer than just a moment.
Examples of Free Actions are Speaking briefly (no need for long speeches in the heat of battle), taking something from your Inventory Window, putting something in your Inventory Window, basic forms of movement, using certain Talents (like Observation), using some Skills (like the Observe Skill, it will say if using it is a Free Action in its description, if it doesn't say that then using it takes an Action).
When you Attack you have to make a Combat Roll to determine your chance to hit. This uses one of the Combat Talents (Fisticuffs, Melee Weaponry, Projectile Weaponry, or Thrown Weapons) based on your Attack and you can either make a regular attack with whatever weapon you have equipped (or with your fists/feet if you are unarmed) or you can use a Skill that constitutes as an Attack.
Regardless of which you do, the main point is your attack has to connect to work. The way to determine this is with the Combat Roll. All Combat Rolls have a base 50% Success Chance. This is decreased by the target's Defense Rating and it is increased, or decreased, by other factors.
The first is distance and type of attack. This is the biggest factor for determining your Attack's Success Chance. The following is a small chart showing different kinds of attack and their Success Chance increases and decreases. I will naturally be determining the Success Chance of your Attack and making the Roll using whatever Talent is applicable to what you are attacking with in the Roll.
Note that the Distance represents where your attack is taking place from. For instance if you are a bit further away and you want to make a Melee Attack you would have to run forward and then strike, which would give the opponent enough time to act depending upon how far you are running from.
For Projectile and Thrown if from Point Blank then your opponent could see you preparing your weapon and naturally throw you off, making it harder to get off your shot. In fact, if using Projectile or Thrown from Point Blank then your opponent actually gets a Free Attack against you (see Combat Situations).
Melee: +25% (Point Blank), +0% (Close), -25% (Medium), -50% (Long), -- (Distant)
Projectile: -25% (Point Blank), +25% (Close), +25% (Medium), +0% (Long), -25% (Distant)
Thrown: -25% (Point Blank), +25% (Close), +0% (Medium), -25% (Lomg), -50% (Distant)
When Defending against an Attack you have several options available to you. Your Defense Rating is what you possess to decrease the opponent's Success Chance and it is usually determined by Talents. There are three Talents that can be used as a Defense Rating for most Attacks, some Skills you may possess could give you new ways to defend yourself.
I will usually assume you want to use your highest Defense Rating against attacks and just go with that when determining the result of your Attack, but if you have special Skills that do special things when defending in certain ways or if you just want to give a a worse form of Defense a chance for some reason (either due to special Skills or perhaps you have something RP wise planned) then tell me as I will usually tell you how the enemy is attacking you before I post.
The first is Acrobatics. This is called Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating.
The second is Melee Weaponry. This is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry their Success Chance is increased by 50. Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons their Success Chance is increased by 10. This uses your Melee Weaponry score plus your Weapon's Parry Rating.
The third is also Melee Weaponry, but instead of Parrying this is Blocking. If you possess a Shield of some sort you can use that to block any form of attack with no penalties. This is determined by Melee Weaponry score plus your Shield's block rating. Just note that some shields are heavier and can slow you down.
If an attack connects it deals damage. All Weapons have a Damage statistic, where they deal a certain amount of Damage. This is usually determined by a Dice Roll as that determines how well your attack connected, the dice rolled and the amount being rolled being different for each weapon.
Note that there are ways to deal even more damage though. If you happen to get a result on your Attack Roll equal to or lower than half of the Success Chance then you actually deal the maximum amount of Damage that your Attack can deal automatically with no dice roll required. If you happen to get a Critical Strike (getting a Critical on the Attack Roll) then you deal double max damage and you ignore the opponent's Resistance.
A Lucky Strike also ignores the opponent's Resistance, but is different from a Critical Strike. A Lucky Strike occurrs whenever you get within the Critical Chance on the Dice by an amount equal to your 1/3rd your Luck. It does not double Damage, it just ignores Resistance. So if your Luck is 9 and you get a 7 on your Attack Roll since 7 is three (1/3rd of your Luck) within the Critical Chance then you would perform a Lucky Strike.
Yes, the way to Resist damage is with Resistance. Different forms of Attacks are resisted in different ways. Here are the different forms of Resistance.
Resilience: Physical resistance. Determined by 50% VIT + 25% STR (both rounded). Directly decreases Physical Damage.
Concentration: Magical resistance. Equal to 50% WIS + 25% INT (both rounded). Directly decreases Magical Damage.
Damage is increased in a different matter. Different forms of Attacks have their damage bolstered in different ways.
Attack: Physical Damage. Increases damage done with Melee Weapons or fists. Equal your STR.
Magic Attack: Magical Damage. Increases damage done with Magical Skills or Attacks or the power of different forms of Magic abilities. Depends on the magic Skill.
There are many various Status Affects, but I will tell the more important ones in a few examples here. As more come up ill add them, but for now im just giving a few samples. You will be able to find Items that can help with Status affects.
Bleeding Out: If your HP hits 0 then you are considered in danger of dying. You must either use 2 EP or wait for someone to come treat you using either Healing Items, the First Aid Talent, or Healing Skills. To treat using the First Aid Skill has a Success Chance of 50% plus 1/2 the target's VIT Score. For each turn you are bleeding out you lose 10 HP if you fail a VIT Roll (DL 50 - HP Below 0). Upon hitting -VIT% you are considered dead (and if you hit that when you fall, then you have died instantly). Being treated by the First Aid Skill gives you a little bit of your HP back if you are being treated from Bleeding Out.
Deadly: The human mind is capable of incredible things, even keeping the body alive when it should be dead. When you are sent below 0 HP you can make a Focus Roll that has a DL equal to 50 - the amount of HP you are below 0. If you succeed then you remain standing, but if you take one more attack then you fall down and are considered Bleeding Out. If you get a Critical on the Roll then you will be brought back to 1 HP.
Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.
Fatigued: You are tired from doing too much for too long. While Fatigued you have a -25% Success Chance to all actions that require either physical action or strenuous thinking or other such things. Some simple actions may still be able to be performed. MP Regen is reduced to 0 and all Skills have their effectiveness reduced by 25%.
Headache: You have a serious headache. Your MP Regeneration is reduced to 0 and all Skills that involve the mind have their Success Chance reduced by 25%.
Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks have a 100% Success Chance against you and Coup De Graces are possible if the foe spends their entire round performing it.
Poisoned: You have been poisoned and receive detrimental affects varying per poison. Some do damage, others have other special detrimental effects.
Prone: You have been knocked down and must spend your next Action standing up. While Prone the enemy has a 10% additional Success Chance to Attack you and you have a -10% to your Success Chance for any Attacks you perform (25% for some attacks, or some attacks may be exceptions, but these exceptions usually apply to Skills).
Sealed: Your powers have been sealed. Like Silence, only it is just Skills that are unusable, you can still speak and access your Windows, you just cannot use any Skills that use MP.
Silence: You have been silenced. You cannot speak and thus cannot use any Skills nor can you access any of your Windows which require you to Speak to open them up, which includes your Inventory.
Spirit Break: A very nasty ailment that usually occurs when one erroneously fails in controlling Spiritual Power, Ki, or Mana. The spirit is shattered. Your MP is reduced to 0 and you cannot recover MP at all or use any MP based abilities for a long period of time until the ailment is recovered. Resting in a bed or very special Skills or Items are the only ways for the Gamers to recover from this ailment. Also during this time the affected's Concentration is reduced to 0 and they suffer a +50% penalty to all Rolls.
Surprised: You are surprised and unable to act. While Surprised you cannot act and your Defense Rating is reduced by half since you are forced to react on a dime and thus cannot Defend yourself as quickly.
Undeath Plague: A strange plague affect that is caught from Zombies. Detriments the body physically, making it seem as if it is slowly dying. -25% to all Physical Stats (Dex, Vit, and Str)
These are special terms and situations that apply to Combat.
Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage (if they Fumble, then they hit you with a Critical Strike).
Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (100% Success Chance, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).
Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to 150% below its max value then you are dead. That’s it. Dead. No coming back. No extra lives. Game over. Only 2 EP can be used to cheat death and come back, but you have to use it right before you die.
Free Strike: Sometimes opportunity presents itself in the most unexpected of places. Combat is a more expected place. If you are in Point Blank Range from an opponent and have a Melee Weapon equipped, if they open themselves up for a Free Strike you will get a free Regular Attack against them (unless you have a Skill that can be used otherwise). Note that since this attack is spontaneous you suffer a -25% Attack Success Chance. If an opponent is opening themselves up in the post I am working on, I will PM you asking if you want to take a Free Strike, or you can just tell me that you want me to assume that you always will take Free Strikes to save yourself the trouble.
So here is how Combat is going to work. If you all have better ideas though, don't be afraid to tell them to me, but this is the best one I have. You will tell me what you wish to do on your Turn in the OOC and I will roll the result. I will then give you your result and then you can write up your post.
Then I will make a post for the enemies in the IC on their Turn, RPing what they do and then on your next Turn you can tell me what you wish to do game wise, I will roll it and give you the result, and then you will both respond to the enemy's action along with performing your own Action in your post.
Character Sheet
Name:
Age: (Min 15 years)
Gender:
Appearance: (Description, Pic, or Both)
Personality: At least one paragraph long, show me some writing ability.
History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that if you go into good detail here your character could get some special Skills or other bonuses. I plan on giving these out anyway just to add some uniqueness to characters, but if you detail your History (and even Personality to some extent) more then I will be able to give you better and more character specific bonuses.
LV: (Starts at 1 unless I say otherwise)
Current EXP: (At 0 unless I say otherwise, IE I allow you to start at a higher level)
Epic Points: 3
Start off with 25 Points, can put no more than 11 into a single one at Character Creation. Also none of them can be at 0 either.
STR:
VIT:
DEX: (+1)
INT: (+1)
WIS:
LUK:
HP: (Ill calculate these two)
MP:
Nothing here yet.
Find the Cast of the Gamers here, on this Character sheet Thread.
Changes added mid game.
Here ya go.
Strength is physical strength. Higher strength lets you deal more damage with melee attacks and lets you resist certain affects (like knockdowns or grapples). Certain weapons, armor, shields and other items require higher levels of Strength to use/wield them effectively as do certain Skills (even certain ranged weapons like composite bows or even regular bows require physical strength to wield). For instance combat Skills like Power Strike (makes your attack deal more damage) or Guard (if used on time reduces damage from any attack in the event that you don't dodge, quite useful actually) require more Strength as do many (if not all) martial arts or weapon techniques and other such melee oriented techniques. Even the Dexterity oriented melee techniques still require physical strength in order to be used and even some magical techniques require physical strength in order to handle them.
Strength also increases your Resilence by 1/4th of its value and your HP by twice its value and when performing physical oriented tasks prevents you from getting fatigued as quickly and makes some tasks easier for you. For instance some acrobatics rolls or other acrobatics oriented tasks (like jumping for instance) can actually be made easier if you have more Strength.
Dexterity, or DEX, represents speed, reflexes, and coordination. It is a heavy determinant on the effectiveness of melee attacks on whether or not they will hit. Speed oriented techniques require higher levels of DEX as do certain Ranged Weapons. It affects accuracy for all forms of ranged attacks including magic spells and other such things as well and your effectiveness in dodging them. Dex also affects certain coordination oriented tasks, like Slight of Hand or Manipulate Device (which is trap disarming and lock picking). Some other Skills or Techniques that aren't necessarily combat based may require Dex as well or even magic techniques may require a little Dex.
Vitality, or VIT, represents stamina, toughness, and health. It is a heavy determinant in HP as it increases your HP by not only twice its value, but also increases your HP by an amount equal to 1/2 of its value times the number that is your current level. It also determines defense, increasing Resilience by 1/2 of its value and resistance against many Status affects. Vitality is required for a wide array of Skills like some combat Skills, certain magic skills, and other such skills that use your body's inner or outer strength or energy. Its hard to define what Skills that Vitality is specifically meant for, but lets just say if you like living then putting points into VIT is a must (not a whole lot, but I recommend having AT LEAST Vit 10, VIT 8 if you really want to use your points in other stats)
Intelligence or INT determines knowledge, smarts, memory, brain power, and other such cognitive abilities. It helps with magical defense (not as much as Wis) and your current MP (also not as much as Wis), but it does grant more Talent Points for every 3 Points you have in it. For Magic spells and other such things Int is a large factor in their power and strength and Magic does require Int. Essentially if a mage through and through is what you are aiming for Int is your Stat. Some special techniques though may require Int though due to the knowledge needed, like some martial arts disciplines. Intelligence does help resist certain affects (mainly Illusion) and is used for many skills like Negotiation and other such things.
Wisdom or WIS determines willpower, focus, mental awareness, and concentration. It is the prime determinant in both MP and Concentration (magic defense) and also is used for resisting mind affecting abilities. Wisdom's purpose in terms of abilities is more focus or concentration oriented Skills rather than magic. This includes some martial arts techniques, energy manipulation or bending, or other such focus and concentration based abilities. For instance many of the mana base abilities right now since they are about energy manipulation actually use both Wis and Int rather than pure Wis (although those that have Energy abilities those use just Wis, see there is a difference).
So Wisdom is useful if you want to use energy or mana manipulation based abilities rather than magic (not that Wis isn't useful for magic) as some special magical abilities do require a bit of Wis (like if you want to be a mage a Wis of at least 10 is recommended).
Luck is as it sounds, it determines how lucky you are. It is used in random chance abilities or instances like determining the outcome of certain situations, getting Items from enemies, and can help some tasks be generally easier. While Luck doesn't have the biggest of uses, it isn't bad to have about 5 to 10 points in it.
Luck also has one other GIGANTIC use, but I actually can't spoil that for special plot or character reasons if the use is ever discovered. Hope you'll understand.
There is no actual Charisma Stat. Instead its just determined by how your character acts and yes their appearance. Certain attempts at Negotiation are easier if your character is just more likable or more attractive. Also how your character talks as well, like if your character acts like an idiot or is socially awkward (Mike for instance) then naturally people will find it harder to like you. As such the reason why there is no Charisma stat is that its always fluctuating and is really just a Role playing number that is determined by how you play your character (but act realistically as your character would, don't suddenly become some pretty perfect person).
Your characters will be getting alot of these and certain Skills will be obtained based upon how your character is. Of course in the beginning you might be getting similar Skills (like yes, Sasha could get Mana Focus if she puts a few more points into Int, Wis, and Focus and then experiments with Mana and gets a good result or maybe asks Ren to teach her), but as the game progresses you will either be getting special Skills from Skill Books or having people teach them to you or unlocking Skills that are special to your character.
Talents are important as well. And I didn't want to spoil this, but you can get NEW Talents. Certain books you stumble upon can grant you new Talents like a spell book would grant you a talent based on the magic you learned or learning a martial art discipline a Talent related to that. Of course there are plenty of Skills that can be used without these hidden Talents, like Sasha wanted Mana Blades you could get that with the Talents you have now. Of course for some Talents to be unlocked you need to have reached Ranks in certain Talents.
Like for Martial Arts disciplines or styles you might need certain levels in Fisticuffs or Melee Weaponry (or both) or for beginner magic talents you need Knowledge Rank 10 is one of the main requirements. For Gun Proficiency at least 10 in Projectile Weaponry is required (yes, Gun Proficiency is a Talent, you do need it to wield Guns).
Even things like Performance is achievable if your character ever picks up an instrument or Animal Handling if you bring around some form of pet or animal with you into battle and read up on how to train a pet.
Once a Talent gets to Level 10 it takes 2 Crits to increase it (or just a single Talent Point).
At Level 15 its 3 Crits and you can only use a Skill point to increase it at every OTHER level. So lets say you hit Level 9 and increase one of your Talents to 15. You need to wait until Level 11 to increase it to 16 or get 3 Criticals to increase it by one rank.
20 is the max any of your Talents can get to.
These changes are being made so that it takes a bit longer to get to max rank in a Talent as I feel it is way to quick to get to max Rank.
Alright, so here is how "Filler Days" Work. There are three phases to each day. Morning (which also melds into Noon as well), Afternoon, and Evening.
You get three Actions to do in the Morning. Three in the Afternoon. Then Two in the evening. This is for non school/work days. Mainly Saturday and Sunday. (As our characters do have school/work we have to worry about)
These are the 'Actions' you can do. Feel free to message anyone in the party to see if they will come help you out.
Fight a battle with some enemies to gain EXP, level skills, and obtain possible items (small fries will mainly drop small crafting items). Note that if you are in a party this is alot easier and faster. Grinding is done by rolling your attack and defense rolls (you telling me how you primarily want to attack and how you primarily want to defend and what Skills you are trying to level in the fight, up to 3). The enemies get their rolls (and bonuses depending upon how much they outnumber you by).
The better you do on your rolls than they do is how well you do in the battle (you will level your skills more and not get as hurt or tired, if you get a Critical then you get some additional bonuses). Note that you get up to three 'Grinding Chances'. If you do bad you lose one due to having to spend more time recuperating (unless you want to use Items to heal wounds and restore MP to bypass that). If you get a Fumble then you cannot grind any further and lose that action as you have to spend more time recuperating or use more items to heal yourself (if you are on your third chance and you fumble, then you lose half of your next action and can't do as much).
Note though when grinding you have the chance of encountering a Boss Mob (like the Big Imp from before). This fight will be played out and you CAN die during it, which is why I recommend being in a party of at least two if you decide to grind. If you decide to not fight the boss monster if you hide successfully for a while (this is a good use for Stealth) then the Boss Monster will eventually leave. You don't get any EXP or rare items from the monster that you would get if you killed it, but you won't die either. Note that when grinding at night you have a higher chance of running into some Boss Mobs.
[hider2=Skill Grinding]
Note that for Grinding you don't have to fight enemies either if you don't want to. You can instead just choose to grind a small set of skills outside of battle. This doesn't grant EXP from fighting enemies, but its a easier way to grind Skills safely without needing as much recuperation time (like using your combat skills on a tree or other such inanimate object or something, the Pseudospace prevents the tree from being affected in reality). This takes one action.
You can instead also do something like working out or studying. You have the chance of raising some of your stats and Talents this way. It takes all of the actions of the phase you are in and you must do it AT THE BEGINNING OF THE PHASE, but it is useful nonetheless to get stat and talent increases as well as a small bit of EXP.
You can decide to experiment instead. You can try to experiment with creating new skills or improving your current ones. Note though without proper 'Experimentation Skills' like basic martial arts techniques (like this Skill Rainer, an inactive character, had, see below*), Skills like Ren's Mana Focus, or other such skills that allow better experimentation then you will have a hard time doing so. Note that the Weapon Mastery Skills can make it easier to create special weapon techniques for instance.
[hider2=Basic Martial Arts Technique]
Basic Martial Arts Technique (MAX LV) (Passive): Fisticuffs +1. The basics of martial arts have been engraved within you through practice and hard effort. All Unarmed Strikes you perform deal more damage (1d8 instead of the base 1d6 (This cannot be seen in the skill window your character sees)). Through practice and diligence, you may be able to learn more powerful martial arts techniques as well.
You get three attempts per Experimentation Action. You tell me what you are trying to create/improve and how you want to go about doing so and I will make the appropriate roll(s) to see if you did create it. If you get a Critical then you will create something a little better. [/hider2]
There are numerous things you can do with Exploration. The first is exploring a district in hopes of finding something interesting (like Ability users) or getting to experience a cool event of some kind (you might even get a Quest of some kind) (what happens depends upon your Luck).
Next you can go shopping. You can either go to a common shop or explore around looking for a possible shop that would be willing to sell you special goods for Ability Users (although right now the chances of finding anything like that, or you all being able to afford anything) are low. You can also just go to stores to buy supplies (or to a sporting goods store to get some better basic weaponry) or even to a book store to maybe find some Skill Books (which you must buy before using). You can also try stealing like Sasha did (Val got REALLY lucky). I don't recommend it though as if you get caught a high chance of the Interference Law being invoked could happen (which means that you die) if they see you making stuff disappear.
The third is you can go visit any known NPCs that your character has encountered or knows about from the group (Right now you can visit either Saito Tatsumi (although you need to ask Ren or Lucian about where he can be found or just go look around yourself, they did meet him in the Business District) or Sumi Ban (you have to look up the address of the Ban family dojo first).
Exploration, regardless of what you do, consumes all of the actions in a phase of the day (unless its shopping. That only takes one IF You know where to go and shop for what you want. Otherwise it takes three if you are looking without knowing where to find it exactly or who to get it from exactly). Some special events can actually take the entirety of both the morning and afternoon.
Here are the special locations throughout the game.
The capital of Japerica. This very large city is divided into four main districts. The Business District, The Entertainment District, The Residential District, and the Port Island District.
The Entertainment District. Home to most entertainment businesses like clubs, malls (the main one being Septemberes) and is pretty much like Akihabara in a sense only it was more for all forms of entertainment rather than just otakus. In fact sometimes people call it Neo Akihabara, but that's just a nickname.
Septemberes: The largest super mall in all of Japerica and probably the world. Nearly everything and anything can be found in this very large place. All different kinds of stores, shops, and other things lie in this place.
The Port Island District was a combination of educational, residential, and businesses from just simple grocery stores or other small businesses to a few residential areas and the schools, Gekkoukan and Neo Tokyo U being two of the more prominent ones. To get to this district you need to either go across a bridge by car or bike or take a train as it is a very large island district.
Gekkoukan Gakuen: A high school, one of the more prominent ones in Neo Tokyo and in Japerica.
Neo Tokyo U: One of the more prominent universities in all of Japerica. This large university is home to many students with many different forms of majors.
The Ban Family Dojo: This large dojo belongs to the Ban Family.
The Business District was pretty much mostly shops and stores. Residential here and there with a few schools, but was mostly larger companies, stores, restaurants, and other forms of businesses.
Tatsumi Antiques: Ran and owned by Saito Tatsumi and formerly owned by his grandmother, this store sells very nice antiques.
This is where the bulk of the residence areas were with more grocery stores, restaurants, and other small shops mixed in. This district had a few places of entertainment like movie theaters or arcades, but those were rather small and people attended them for convenience rather than quality.
Totally forgot to add this.
MP and HP recovery.
It hasn't really been mentioned.
You have a base HP and MP regeneration equal to 1/4th of your Wis (for MP) and 1/4th Vit (for HP)
Every 5 Ranks in the Focus Talent gives you +1 more (note that this is all per minute)
plus certain Skills increase it as well.
If it ever gets to 10 you would essentially be able to recover 1 MP per round (which is nice)
i am currently adding how much MP and HP regeneration everyone has to their CS's
XD
Also decided on something special for the Auction (and making Luck have another use, although it already has some very special uses already).
You can either make standard purchases from the list, or you can opt to spend one action (like one part of your afternoon, part of your morning, or all of your evening) to get a Luck Roll made.
You score well enough on it, you may find what you are looking for at a reduced price, find a better item, and etcetera as it represents you searching around the entire site instead of just going to the tabs (as there is more than just the tabs on the side) and buying something standard fare to shop more quickly.
For a list of things to find on the Abyss Auction, check out this link. More will be added later as the game progresses and the characters become able to buy more with their money.
Link to the Manwha this RP is based off of.
Everything is normal in Neo Tokyo located in the country of Japerica (Setting names pending, just go with it for now). There is nothing special or ordinary about this world, which is very much like our own. People get up, eat their breakfasts, take their showers, and go about their daily lives without any hint of anything out of the ordinary. Nothing special at all goes on in this world, that is until one day something does change. In the year 20XX a small group of people much like ourselves wake up one day to discover that their own world isn't as it seems.
These people discover that, for no apparent reason, they have literally become real life video game characters whether they like games or not. They have Stats, they can get EXP through completing every day tasks from studying to running errands for people in the form of Quests, have alert windows appear before them to give them information, and they even have Levels and Skills. It is unclear as to how they came to be this way, as it would have just happened to them without them even realizing it.
Perhaps they received an errand from their parents that appeared before them as a quest. Or maybe they took a look outside and saw the names of people above their heads, as well as their 'Levels'. Regardless of how they came to the realization that they are now more like Game Characters than real people, their ordinary lives still continue. But soon enough, this group of either unfortunate or fortunate (as it really depends upon your disposition) people begins to discover that there is a whole other side to their world, a side that will begin to make them see everything around them in a whole new light.
Here is a short summary of everything that has happened so far.
Four people all on the first day awoke with the same power, but not knowing that the others had it. Each of them though still went about their lives, some ignoring the power, others trying to figure out just what was going on as to why they could see tags over people's heads. Some discovered alot, others not so much.
On the third day all of the Gamers received the following new Quest all at the same time.
Issued By: A Passing Thought
Sometimes in the world there exist multiples of the same thing. There could possibly be more of those with <The Gamer> above their heads, or in this case more of those who are <Gamers>. Whether this is true or not is uncertain, but perhaps going to investigate could be very beneficial. Its not like there is much else to do at this point anyway.
Reward: 4 EXP, Possibly more information on <The Gamer>
Failure: Not finding out more about <The Gamer>
So realizing that there were others with the same power the four set out to find out if there were indeed others like them. Sasha and Lucian were the first to meet one another, although in a way that was not too pleasant. As they were both in Septemberes, looking for other Gamers, the area seemed to change. The lights turned off, although it was still noon so there was plenty of natural sunlight, and all sounds and people that were there seemed to vanish, leaving nothing but an empty store and dead silence. Some Level 4 Imps appeared shortly after, but somehow they killed a few of them, scaring the others away.
Then they met Jin, who appeared after the Imps had vanished. Jin was, from the text over his head, a Messenger of Gaia whose level was so high that it was just listed as ??? to the Gamers. He told Sasha and Lucian that they could meet another person with the same power at Gekkoukan High in the Port Island district, so off to Gekkoukan High they went.
Your characters naturally have Stats and can actually see what they are by saying “Status Window”, since to access their various character windows they have to use voice commands. Your characters get six Stats that grow stronger as you level up and put Stat Points into them through the Status Window. You possess two other special Stats as well, but these grow naturally as you level and put points into certain Stats.
Note that there are also sometimes 'Special Actions' you can perform to increase your stats as well. Like in the Manwha when the MC studies diligently and raised his INT by 1. There are other things as well, but you will have to discover these over time.
STR: This represents your character’s physical strength and enhances both physical defense and offense. As you raise this stat you mysteriously find yourself growing stronger physically.
VIT: Represents your own vitality and health. As you increase this Stat you mysteriously find yourself growing healthier and find yourself getting fatigued at a slower rate.
DEX: Represents your character’s agility and coordination. You find yourself able to move faster and you possess a greater sense of balance and coordination as you grow this Stat.
INT: Represents your character’s general aptitude. Naturally as you increase this ability you find yourself growing smarter and gain increases in cognition and memory.
WIS: Represents your character’s willpower and general mental fortitude and awareness. You may find your mind growing sharper and your own mental awareness increasing as you increase this Stat.
LUK: Represents how lucky you are. There are a plethora of uses for this Stat and as it grows you may find yourself getting even luckier over time.
HP: Your health or life force. This represents how much damage you can take. Mysteriously enough, as people with bodies of Game Characters when your HP is healed so are all of your wounds and your pain fades away. This also prevents serious injuries like broken bones and the like since all hits just drain your HP (more severe hits take away more HP). In a way, your bodies are no longer normal. HP is equal to 10 + VIT (X2) + STR (X2). This goes up on its own as you level.
MP: Represents your character's mental power and energy. Used to perform special Skills both magical and physical. As Game Characters you find yourselves with the power of Mana within, giving you access to powers and abilities that Game Characters would possess. MP is equal to 5 + Wis (X2) + Int. This goes up on its own as you level.
Note that there are also sometimes 'Special Actions' you can perform to increase your stats as well. Like in the Manwha when the MC studies diligently and raised his INT by 1. There are other things as well, but you will have to discover these over time.
STR: This represents your character’s physical strength and enhances both physical defense and offense. As you raise this stat you mysteriously find yourself growing stronger physically.
VIT: Represents your own vitality and health. As you increase this Stat you mysteriously find yourself growing healthier and find yourself getting fatigued at a slower rate.
DEX: Represents your character’s agility and coordination. You find yourself able to move faster and you possess a greater sense of balance and coordination as you grow this Stat.
INT: Represents your character’s general aptitude. Naturally as you increase this ability you find yourself growing smarter and gain increases in cognition and memory.
WIS: Represents your character’s willpower and general mental fortitude and awareness. You may find your mind growing sharper and your own mental awareness increasing as you increase this Stat.
LUK: Represents how lucky you are. There are a plethora of uses for this Stat and as it grows you may find yourself getting even luckier over time.
HP: Your health or life force. This represents how much damage you can take. Mysteriously enough, as people with bodies of Game Characters when your HP is healed so are all of your wounds and your pain fades away. This also prevents serious injuries like broken bones and the like since all hits just drain your HP (more severe hits take away more HP). In a way, your bodies are no longer normal. HP is equal to 10 + VIT (X2) + STR (X2). This goes up on its own as you level.
MP: Represents your character's mental power and energy. Used to perform special Skills both magical and physical. As Game Characters you find yourselves with the power of Mana within, giving you access to powers and abilities that Game Characters would possess. MP is equal to 5 + Wis (X2) + Int. This goes up on its own as you level.
Since RPG doesn't allow hiders in hiders yet, I will explain how recovering HP and MP work. Every 10 Rounds (one minute) you recover one HP and one MP equal to how one fourth of your Wisdom (for MP) and Vitality (for HP). If you do somehow come into possession of recovery items (like food) then you may use those to help recover instead.
Stamina recovers after a short rest (thirty minutes at the most, less if your VIT is higher). Stamina isn't in Stats because it isn't numerically measured, it is just an assumption. You fight or work hard for a long time (like fighting for over 10 minutes straight), you grow tired and will eventually become Fatigued. The higher your VIT will allow you to go for a longer period of time. See Status Affects for details.
As Game Characters you gain EXP from multiple things. Such as fighting or completeing every day tasks from things like studying and exercising to even performing errands for people as Quests. Once you gain enough EXP, you Level Up. Whenever you Level Up you gain the following:
4 Stat Points.
3 Talent Points.
Your base HP and MP increase as you Level Up by an amount equal to 1/2 VIT x Current Level (for HP) and 1/2 WIS x Current Level (for MP). So if your chara's base HP is 28 (STR 4, VIT 6) and your character becomes level 3 then this HP would get a +9 increase. At Level 4 it would be a +12 increase instead of +9 (if your VIT didn't change of course).
It is suggested that you spend the points you get wisely since as you Level it gets harder and harder to level. Characters will start off at Level 1 and will already possess their starting HP, MP, and 25 Stat Points. May allow certain characters to start at a higher level (highest being 3) if they can convince me why.
Naturally to Level Up you need EXP. Here is how much EXP you need (total) to achieve each Level. Only have up to Level 10 for now, but notice the basic pattern for now (although it may change at Level 10)
Lv 2: 10
Lv 3: 25
Lv 4: 40
Lv 5: 60
Lv 6: 80
Lv 7: 105
LV 8: 130
LV 9: 160
LV 10: 190
LV 11: 225
LV 12: 260
LV 13: 300
LV 14: 340
LV 15: 385
LV 16: 430
LV 17: 480
LV 18: 530
LV 19: 585
LV 20: 640
LV 21: 695
LV 22: 765
LV 23: 825
LV 24: 890
Naturally Humans have many things that they can already do naturally. You do not need special powers or be a Game Character to do these things. These are your natural Talents, things you already have the inherent knowledge and ability to perform and use. This includes things from general knowledge to basic fighting skills.
Normally things like this take a long time to train, but as a Gamer you can open the "Talent Window" and put points into your Talents to become more proficient with them by putting Talent Points into them. Your Talents are enhanced by your Stats after that, as naturally certain Talents rely on certain natural traits, like Climbing relies on STR.
When making your Character you get a base of 20 Points. Also for every 3 points you have in INT you get an additional Talent Point. While it is good to have a focus on certain Talents you do not want to neglect your other Talents since they are all useful in different ways. Achieving certain Ranks in Talents may even be considered 'Special Actions' that net you cool Skills. You may even get Stat increases as well.
Note that at Character Creation no Talent can start off higher than 4. Every time you Level Up you can also only put one Talent Point into a Talent (so if you do start at a higher Level at Character Creation then you can put additional points into a Talent to Level Up).
Here is the list of Talents and what each one does and what Stat enhances it. Note that some Talents that you would usually find are not present here since the ones here are just basic ones that most people would possess since your characters will be mostly normal people or just things that wouldn't really be learned in these modern times (like Herbology or Animal Handling).
Acrobatics (DEX): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
Crafting (INT): The art of creating various objects. Not much use in modern times, but if you manage to get Rank 10 then that will be considered the Special Action to get the Crafting Skill (note that it is possible to perform the Special Action before then). Once this action is required, this Skill becomes pretty useful. Although this Skill can have uses on its own as well.
First Aid (INT): The art of healing or treated those who are wounded or sick. Includes treating Wounds and other such things. As Gamers healing affects you perform are immdiate, so any patients you treat will usually feel some immdiate affect, so this Skill does have good uses since Healing Items in modern times are incredibly rare.
Fisticuffs (DEX): The basics of brawling and unarmed combat are covered by this Talent. If you ever learn Martial Arts techniques then this Talent helps them too.
Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical ones, but also has use with other combat skills as well.
Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. For instance if your character is doing well in school they may have a higher chance to succeed on things involving History or other school subjects. If they game alot then they could have higher chances to succeed on Rolls related to gaming, the opposite is true if they don't game at all.
Manipulate Device (DEX): The knack for operating or interacting various forms of devices that require finesse and includes things like lockpicking as well, since locks are devices that require finesse (to open without Keys anyway).
Melee Weaponry (DEX): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them. Note that training with different forms of Melee Weapons unlocks special Skills for them.
Negotiation (INT): Talking is natural for humans and this Skill represents your aiblity to negotiate with people whether its persuading or bluffing them.
Observation (INT): The ability to observe the area around you or even other people to obtain information. Achieving Rank 6 in this Skill can be the Special Action for obtaining the Observe Skill, but a Special Action to obtain said Skill can be performed before then. Also shows your abilities of perception as well (including the senses).
Projectile Weaponry (DEX): The ability to aim and fire different forms of projectile weapons from guns to bows properly. Note that training with different forms of Ranged Weapons unlocks special Skills for them.
Sleight of Hand (DEX): Shows your ability to be quick and stealthy with your hands to do things from pickpocketing to basic "magic tricks". Not really too useful in modern times since pickpocketing is actually illegal.
Stealth (DEX): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage.
Thrown Weapons (DEX): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them. Note that training with different forms of Thrown Weapons can unlock special Skills.
Naturally as Game Characters you have the potential to learn special Skills that either grant you special abilities or techniques or enhance your current abilities. There are two forms of Skills, Passive and Active. Active Skills you have to use usually with voice commands (a.k.a. you say its name) and require MP, but are usually powerful and helpful abilities. Passive skills are always activated and usually enhance your abilities somehow.
Of course, as you use Skills they Level Up and grow stronger, each Skill usually leveling up differently. Some Skills simply level over repeated use while others may require special action to level up, if that is the case then the Skill will describe just exactly how it levels itself up when you get it (if it doesn't say anything special, then assume its levels up through repeated use).
Skills are learned through Special Actions. What you need to do to get them will not be known to your characters, so usually they will appear on random when you do different things. For instance training or attacking with a Blunt Weapon several times would grant you the Blunt Weapon Mastery Skill as you are training with Blunt Weapons is an easy example. If you want more examples, see the Manwha that this RP is based off of.
The success of most Actions is determined by Rolls. Here you Roll a % Dice and if the number is lower than the Success Chance for the task at hand then you succeed on the Roll. Get above said number and you fail the task. That is how Rolls work. There is more to them though than that. There are different rolls for different scenarios. Naturally any bonuses your Skills or other things grant you are applied to the number you subtract from the dice result as well.
Note that I will be performing all Rolls so when a Roll is made for your character i will either tell you the result in the OOC or PM it to you, allowing you to act and Roleplay according to the result appropriately. I think things work better this way.
Talent Rolls: Here you use one of your Talents to perform a Task, Rolling the % Dice and then subtracting the result by the Stat that goes with said Talent you are using plus the number of points you have in said Talent.
Stat Rolls: Here just straight Stat Scores are used, same as Talent Rolls only you use just Stat Scores.
Chance Rolls: Here you just roll a straight % and hope for the best, a Character's Luck subtracts from the result on the dice. These rolls are used in special situations and usually kept secret from the players, but I am putting this here just to let you know that they do exist.
Combat Rolls: In Combat, Rolls function a little differently. Success has different degrees, see Combat for more details.
Naturally when performing any task or action, there is a chance that you could either go beyond success or fail even harder than normal. These events are called Criticals and Fumbles and can make the results of your Roll either hurt you or help you more than normally.
You get a Critical by rolling a 0 to 4 on the actual dice itself (not after any scores are subtracted). It also has some additional benefits. Aside from an automatic success on the task no matter what, you also succeed beyond the normal, special and beneficial things happen to you during this. One of these things is that if you manage to get a Critical when making a Talent Roll (or any Roll that involves the usage of a Talent) then you get a free Talent Point put into that Talent.
You get a Fumble by rolling from a 95-99 on a Roll. A Fumble is a failure that is worse than normal. Aside from automatically failing the task, a result worse than the normal failure result happens. For instance if you are making an Attack you may slip and fall down or accidentally lose your weapon. There is one small benefit to this though, it is that you learn from your mistakes and if this was a Talent Roll you get a Talent Point put into that Talent used in the Roll.
Faith points, shields, destiny points. They have been called many things, but here we will just call them Epic Points (EP). You start off with 3 of them and they do not go up as you Level Up unless you are willing to sacrifice either a Talent Point or a Stat Point to give you one EP. You can only get one EP per level this way.
EP can be spent to do any of the following. Subtracting your Roll Result by 25, getting a re-roll on the Roll if I tell you the result and you don't like the result, saving you from death (gives you back 10% of your HP upon death, this costs 2 points), or perhaps even spending one to get better drops from an enemy.
While EP do not come back after you spend them, they can be earned through other means. Epic roleplaying in certain scenarios, doing special things beyond what I would have expected, and other such actions of character epicness can net you Epic Points. You also automatically get an Epic Point for every 10 points you have in Luck.
As you may have guessed, you may eventually find yourselves pitted against all different kinds of enemies. Regardless of the enemy, if you decide to not run away or try and talk it out (if said enemy is capable of such) then your only option left is to either die or fight, and dying doesn't sound like the best thing to do, so fighting is your best shot.
The first thing to determine is the Turn Order. This is where a new Stat, Initiative, comes in. This is equal to your WIS + DEX as it represents how quickly you react. It does not go up as you Level Up, it only increases as you increase your WIS and DEX. Everyone in the Combat will have Initiative Rolls made as Stat Rolls and the one with the highest roll goes first.
Usually groups of enemies will operate on the same Initiative. If there is a special enemy then they will get their own seperate Initiative. If you enter the Combat late then you are put to the back of the Turn Order. The same thing happens if you leave, then reenter. Also if you manage to ambush an Enemy, or they ambush you, then the first thing that happens is the Surprise Round.
In the Surprise Round those who are ambushed are considered Surprised (see Status Affects) and there is no Initiative rolled until the round after the Surprise Round. Of course if multiple characters are in the Surprise Round that are enemies to one another then Initative is rolled for them. After that they keep their own Initative results and everyone else rolls Initative when the real Combat begins.
Getting a Critical on any Initative Roll gives you an additional Action for the first Turn and getting a Fumble prevents you from acting on the first Turn (and depending upon the circumstances you may be considered Surprised as well).
Once its your Turn you get a single Action and a multitude of Free Actions. Every Round is five seconds long, so your own Turn is five seconds long. Your Action is what you spend the majority of those five seconds doing. Free Actions are other very small things you are doing in the Round.
Examples of Actions are Attacking, Using an Item, Using a Skill, Using certain Talents (like Climbing), and etcetera. Essentially anything that would take longer than just a moment.
Examples of Free Actions are Speaking briefly (no need for long speeches in the heat of battle), taking something from your Inventory Window, putting something in your Inventory Window, basic forms of movement, using certain Talents (like Observation), using some Skills (like the Observe Skill, it will say if using it is a Free Action in its description, if it doesn't say that then using it takes an Action).
When you Attack you have to make a Combat Roll to determine your chance to hit. This uses one of the Combat Talents (Fisticuffs, Melee Weaponry, Projectile Weaponry, or Thrown Weapons) based on your Attack and you can either make a regular attack with whatever weapon you have equipped (or with your fists/feet if you are unarmed) or you can use a Skill that constitutes as an Attack.
Regardless of which you do, the main point is your attack has to connect to work. The way to determine this is with the Combat Roll. All Combat Rolls have a base 50% Success Chance. This is decreased by the target's Defense Rating and it is increased, or decreased, by other factors.
The first is distance and type of attack. This is the biggest factor for determining your Attack's Success Chance. The following is a small chart showing different kinds of attack and their Success Chance increases and decreases. I will naturally be determining the Success Chance of your Attack and making the Roll using whatever Talent is applicable to what you are attacking with in the Roll.
Note that the Distance represents where your attack is taking place from. For instance if you are a bit further away and you want to make a Melee Attack you would have to run forward and then strike, which would give the opponent enough time to act depending upon how far you are running from.
For Projectile and Thrown if from Point Blank then your opponent could see you preparing your weapon and naturally throw you off, making it harder to get off your shot. In fact, if using Projectile or Thrown from Point Blank then your opponent actually gets a Free Attack against you (see Combat Situations).
Melee: +25% (Point Blank), +0% (Close), -25% (Medium), -50% (Long), -- (Distant)
Projectile: -25% (Point Blank), +25% (Close), +25% (Medium), +0% (Long), -25% (Distant)
Thrown: -25% (Point Blank), +25% (Close), +0% (Medium), -25% (Lomg), -50% (Distant)
When Defending against an Attack you have several options available to you. Your Defense Rating is what you possess to decrease the opponent's Success Chance and it is usually determined by Talents. There are three Talents that can be used as a Defense Rating for most Attacks, some Skills you may possess could give you new ways to defend yourself.
I will usually assume you want to use your highest Defense Rating against attacks and just go with that when determining the result of your Attack, but if you have special Skills that do special things when defending in certain ways or if you just want to give a a worse form of Defense a chance for some reason (either due to special Skills or perhaps you have something RP wise planned) then tell me as I will usually tell you how the enemy is attacking you before I post.
The first is Acrobatics. This is called Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating.
The second is Melee Weaponry. This is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry their Success Chance is increased by 50. Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons their Success Chance is increased by 10. This uses your Melee Weaponry score plus your Weapon's Parry Rating.
The third is also Melee Weaponry, but instead of Parrying this is Blocking. If you possess a Shield of some sort you can use that to block any form of attack with no penalties. This is determined by Melee Weaponry score plus your Shield's block rating. Just note that some shields are heavier and can slow you down.
If an attack connects it deals damage. All Weapons have a Damage statistic, where they deal a certain amount of Damage. This is usually determined by a Dice Roll as that determines how well your attack connected, the dice rolled and the amount being rolled being different for each weapon.
Note that there are ways to deal even more damage though. If you happen to get a result on your Attack Roll equal to or lower than half of the Success Chance then you actually deal the maximum amount of Damage that your Attack can deal automatically with no dice roll required. If you happen to get a Critical Strike (getting a Critical on the Attack Roll) then you deal double max damage and you ignore the opponent's Resistance.
A Lucky Strike also ignores the opponent's Resistance, but is different from a Critical Strike. A Lucky Strike occurrs whenever you get within the Critical Chance on the Dice by an amount equal to your 1/3rd your Luck. It does not double Damage, it just ignores Resistance. So if your Luck is 9 and you get a 7 on your Attack Roll since 7 is three (1/3rd of your Luck) within the Critical Chance then you would perform a Lucky Strike.
Yes, the way to Resist damage is with Resistance. Different forms of Attacks are resisted in different ways. Here are the different forms of Resistance.
Resilience: Physical resistance. Determined by 50% VIT + 25% STR (both rounded). Directly decreases Physical Damage.
Concentration: Magical resistance. Equal to 50% WIS + 25% INT (both rounded). Directly decreases Magical Damage.
Damage is increased in a different matter. Different forms of Attacks have their damage bolstered in different ways.
Attack: Physical Damage. Increases damage done with Melee Weapons or fists. Equal your STR.
Magic Attack: Magical Damage. Increases damage done with Magical Skills or Attacks or the power of different forms of Magic abilities. Depends on the magic Skill.
There are many various Status Affects, but I will tell the more important ones in a few examples here. As more come up ill add them, but for now im just giving a few samples. You will be able to find Items that can help with Status affects.
Bleeding Out: If your HP hits 0 then you are considered in danger of dying. You must either use 2 EP or wait for someone to come treat you using either Healing Items, the First Aid Talent, or Healing Skills. To treat using the First Aid Skill has a Success Chance of 50% plus 1/2 the target's VIT Score. For each turn you are bleeding out you lose 10 HP if you fail a VIT Roll (DL 50 - HP Below 0). Upon hitting -VIT% you are considered dead (and if you hit that when you fall, then you have died instantly). Being treated by the First Aid Skill gives you a little bit of your HP back if you are being treated from Bleeding Out.
Deadly: The human mind is capable of incredible things, even keeping the body alive when it should be dead. When you are sent below 0 HP you can make a Focus Roll that has a DL equal to 50 - the amount of HP you are below 0. If you succeed then you remain standing, but if you take one more attack then you fall down and are considered Bleeding Out. If you get a Critical on the Roll then you will be brought back to 1 HP.
Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.
Fatigued: You are tired from doing too much for too long. While Fatigued you have a -25% Success Chance to all actions that require either physical action or strenuous thinking or other such things. Some simple actions may still be able to be performed. MP Regen is reduced to 0 and all Skills have their effectiveness reduced by 25%.
Headache: You have a serious headache. Your MP Regeneration is reduced to 0 and all Skills that involve the mind have their Success Chance reduced by 25%.
Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks have a 100% Success Chance against you and Coup De Graces are possible if the foe spends their entire round performing it.
Poisoned: You have been poisoned and receive detrimental affects varying per poison. Some do damage, others have other special detrimental effects.
Prone: You have been knocked down and must spend your next Action standing up. While Prone the enemy has a 10% additional Success Chance to Attack you and you have a -10% to your Success Chance for any Attacks you perform (25% for some attacks, or some attacks may be exceptions, but these exceptions usually apply to Skills).
Sealed: Your powers have been sealed. Like Silence, only it is just Skills that are unusable, you can still speak and access your Windows, you just cannot use any Skills that use MP.
Silence: You have been silenced. You cannot speak and thus cannot use any Skills nor can you access any of your Windows which require you to Speak to open them up, which includes your Inventory.
Spirit Break: A very nasty ailment that usually occurs when one erroneously fails in controlling Spiritual Power, Ki, or Mana. The spirit is shattered. Your MP is reduced to 0 and you cannot recover MP at all or use any MP based abilities for a long period of time until the ailment is recovered. Resting in a bed or very special Skills or Items are the only ways for the Gamers to recover from this ailment. Also during this time the affected's Concentration is reduced to 0 and they suffer a +50% penalty to all Rolls.
Surprised: You are surprised and unable to act. While Surprised you cannot act and your Defense Rating is reduced by half since you are forced to react on a dime and thus cannot Defend yourself as quickly.
Undeath Plague: A strange plague affect that is caught from Zombies. Detriments the body physically, making it seem as if it is slowly dying. -25% to all Physical Stats (Dex, Vit, and Str)
These are special terms and situations that apply to Combat.
Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage (if they Fumble, then they hit you with a Critical Strike).
Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (100% Success Chance, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).
Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to 150% below its max value then you are dead. That’s it. Dead. No coming back. No extra lives. Game over. Only 2 EP can be used to cheat death and come back, but you have to use it right before you die.
Free Strike: Sometimes opportunity presents itself in the most unexpected of places. Combat is a more expected place. If you are in Point Blank Range from an opponent and have a Melee Weapon equipped, if they open themselves up for a Free Strike you will get a free Regular Attack against them (unless you have a Skill that can be used otherwise). Note that since this attack is spontaneous you suffer a -25% Attack Success Chance. If an opponent is opening themselves up in the post I am working on, I will PM you asking if you want to take a Free Strike, or you can just tell me that you want me to assume that you always will take Free Strikes to save yourself the trouble.
So here is how Combat is going to work. If you all have better ideas though, don't be afraid to tell them to me, but this is the best one I have. You will tell me what you wish to do on your Turn in the OOC and I will roll the result. I will then give you your result and then you can write up your post.
Then I will make a post for the enemies in the IC on their Turn, RPing what they do and then on your next Turn you can tell me what you wish to do game wise, I will roll it and give you the result, and then you will both respond to the enemy's action along with performing your own Action in your post.
Name:
Age: (Min 15 years)
Gender:
Appearance: (Description, Pic, or Both)
Personality: At least one paragraph long, show me some writing ability.
History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that if you go into good detail here your character could get some special Skills or other bonuses. I plan on giving these out anyway just to add some uniqueness to characters, but if you detail your History (and even Personality to some extent) more then I will be able to give you better and more character specific bonuses.
LV: (Starts at 1 unless I say otherwise)
Current EXP: (At 0 unless I say otherwise, IE I allow you to start at a higher level)
Epic Points: 3
Start off with 25 Points, can put no more than 11 into a single one at Character Creation. Also none of them can be at 0 either.
STR:
VIT:
DEX: (+1)
INT: (+1)
WIS:
LUK:
HP: (Ill calculate these two)
MP:
(Put how many points you would like in each Talent, Start off with 20 + 1/3rd INT Rounded up). Can put no more than 4 into one right now.
Acrobatics (DEX):
Appraisal (INT):
Climbing (STR):
Crafting (INT):
First Aid (INT):
Fisticuffs (DEX):
Focus (WIS):
Knowledge (INT):
Manipulate Device (DEX):
Melee Weaponry (DEX):
Negotiation (INT):
Observation (INT):
Projectile Weaponry (DEX):
Sleight of Hand (DEX):
Stealth (DEX):
Thrown Weapons (DEX):
Acrobatics (DEX):
Appraisal (INT):
Climbing (STR):
Crafting (INT):
First Aid (INT):
Fisticuffs (DEX):
Focus (WIS):
Knowledge (INT):
Manipulate Device (DEX):
Melee Weaponry (DEX):
Negotiation (INT):
Observation (INT):
Projectile Weaponry (DEX):
Sleight of Hand (DEX):
Stealth (DEX):
Thrown Weapons (DEX):
(No other Skills will be here unless I give you some special starting ones)
The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.
Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.
The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.
Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.
Nothing here yet.
Find the Cast of the Gamers here, on this Character sheet Thread.
Here ya go.
Strength is physical strength. Higher strength lets you deal more damage with melee attacks and lets you resist certain affects (like knockdowns or grapples). Certain weapons, armor, shields and other items require higher levels of Strength to use/wield them effectively as do certain Skills (even certain ranged weapons like composite bows or even regular bows require physical strength to wield). For instance combat Skills like Power Strike (makes your attack deal more damage) or Guard (if used on time reduces damage from any attack in the event that you don't dodge, quite useful actually) require more Strength as do many (if not all) martial arts or weapon techniques and other such melee oriented techniques. Even the Dexterity oriented melee techniques still require physical strength in order to be used and even some magical techniques require physical strength in order to handle them.
Strength also increases your Resilence by 1/4th of its value and your HP by twice its value and when performing physical oriented tasks prevents you from getting fatigued as quickly and makes some tasks easier for you. For instance some acrobatics rolls or other acrobatics oriented tasks (like jumping for instance) can actually be made easier if you have more Strength.
Dexterity, or DEX, represents speed, reflexes, and coordination. It is a heavy determinant on the effectiveness of melee attacks on whether or not they will hit. Speed oriented techniques require higher levels of DEX as do certain Ranged Weapons. It affects accuracy for all forms of ranged attacks including magic spells and other such things as well and your effectiveness in dodging them. Dex also affects certain coordination oriented tasks, like Slight of Hand or Manipulate Device (which is trap disarming and lock picking). Some other Skills or Techniques that aren't necessarily combat based may require Dex as well or even magic techniques may require a little Dex.
Vitality, or VIT, represents stamina, toughness, and health. It is a heavy determinant in HP as it increases your HP by not only twice its value, but also increases your HP by an amount equal to 1/2 of its value times the number that is your current level. It also determines defense, increasing Resilience by 1/2 of its value and resistance against many Status affects. Vitality is required for a wide array of Skills like some combat Skills, certain magic skills, and other such skills that use your body's inner or outer strength or energy. Its hard to define what Skills that Vitality is specifically meant for, but lets just say if you like living then putting points into VIT is a must (not a whole lot, but I recommend having AT LEAST Vit 10, VIT 8 if you really want to use your points in other stats)
Intelligence or INT determines knowledge, smarts, memory, brain power, and other such cognitive abilities. It helps with magical defense (not as much as Wis) and your current MP (also not as much as Wis), but it does grant more Talent Points for every 3 Points you have in it. For Magic spells and other such things Int is a large factor in their power and strength and Magic does require Int. Essentially if a mage through and through is what you are aiming for Int is your Stat. Some special techniques though may require Int though due to the knowledge needed, like some martial arts disciplines. Intelligence does help resist certain affects (mainly Illusion) and is used for many skills like Negotiation and other such things.
Wisdom or WIS determines willpower, focus, mental awareness, and concentration. It is the prime determinant in both MP and Concentration (magic defense) and also is used for resisting mind affecting abilities. Wisdom's purpose in terms of abilities is more focus or concentration oriented Skills rather than magic. This includes some martial arts techniques, energy manipulation or bending, or other such focus and concentration based abilities. For instance many of the mana base abilities right now since they are about energy manipulation actually use both Wis and Int rather than pure Wis (although those that have Energy abilities those use just Wis, see there is a difference).
So Wisdom is useful if you want to use energy or mana manipulation based abilities rather than magic (not that Wis isn't useful for magic) as some special magical abilities do require a bit of Wis (like if you want to be a mage a Wis of at least 10 is recommended).
Luck is as it sounds, it determines how lucky you are. It is used in random chance abilities or instances like determining the outcome of certain situations, getting Items from enemies, and can help some tasks be generally easier. While Luck doesn't have the biggest of uses, it isn't bad to have about 5 to 10 points in it.
Luck also has one other GIGANTIC use, but I actually can't spoil that for special plot or character reasons if the use is ever discovered. Hope you'll understand.
There is no actual Charisma Stat. Instead its just determined by how your character acts and yes their appearance. Certain attempts at Negotiation are easier if your character is just more likable or more attractive. Also how your character talks as well, like if your character acts like an idiot or is socially awkward (Mike for instance) then naturally people will find it harder to like you. As such the reason why there is no Charisma stat is that its always fluctuating and is really just a Role playing number that is determined by how you play your character (but act realistically as your character would, don't suddenly become some pretty perfect person).
Your characters will be getting alot of these and certain Skills will be obtained based upon how your character is. Of course in the beginning you might be getting similar Skills (like yes, Sasha could get Mana Focus if she puts a few more points into Int, Wis, and Focus and then experiments with Mana and gets a good result or maybe asks Ren to teach her), but as the game progresses you will either be getting special Skills from Skill Books or having people teach them to you or unlocking Skills that are special to your character.
Talents are important as well. And I didn't want to spoil this, but you can get NEW Talents. Certain books you stumble upon can grant you new Talents like a spell book would grant you a talent based on the magic you learned or learning a martial art discipline a Talent related to that. Of course there are plenty of Skills that can be used without these hidden Talents, like Sasha wanted Mana Blades you could get that with the Talents you have now. Of course for some Talents to be unlocked you need to have reached Ranks in certain Talents.
Like for Martial Arts disciplines or styles you might need certain levels in Fisticuffs or Melee Weaponry (or both) or for beginner magic talents you need Knowledge Rank 10 is one of the main requirements. For Gun Proficiency at least 10 in Projectile Weaponry is required (yes, Gun Proficiency is a Talent, you do need it to wield Guns).
Even things like Performance is achievable if your character ever picks up an instrument or Animal Handling if you bring around some form of pet or animal with you into battle and read up on how to train a pet.
Once a Talent gets to Level 10 it takes 2 Crits to increase it (or just a single Talent Point).
At Level 15 its 3 Crits and you can only use a Skill point to increase it at every OTHER level. So lets say you hit Level 9 and increase one of your Talents to 15. You need to wait until Level 11 to increase it to 16 or get 3 Criticals to increase it by one rank.
20 is the max any of your Talents can get to.
These changes are being made so that it takes a bit longer to get to max rank in a Talent as I feel it is way to quick to get to max Rank.
Alright, so here is how "Filler Days" Work. There are three phases to each day. Morning (which also melds into Noon as well), Afternoon, and Evening.
You get three Actions to do in the Morning. Three in the Afternoon. Then Two in the evening. This is for non school/work days. Mainly Saturday and Sunday. (As our characters do have school/work we have to worry about)
These are the 'Actions' you can do. Feel free to message anyone in the party to see if they will come help you out.
Fight a battle with some enemies to gain EXP, level skills, and obtain possible items (small fries will mainly drop small crafting items). Note that if you are in a party this is alot easier and faster. Grinding is done by rolling your attack and defense rolls (you telling me how you primarily want to attack and how you primarily want to defend and what Skills you are trying to level in the fight, up to 3). The enemies get their rolls (and bonuses depending upon how much they outnumber you by).
The better you do on your rolls than they do is how well you do in the battle (you will level your skills more and not get as hurt or tired, if you get a Critical then you get some additional bonuses). Note that you get up to three 'Grinding Chances'. If you do bad you lose one due to having to spend more time recuperating (unless you want to use Items to heal wounds and restore MP to bypass that). If you get a Fumble then you cannot grind any further and lose that action as you have to spend more time recuperating or use more items to heal yourself (if you are on your third chance and you fumble, then you lose half of your next action and can't do as much).
Note though when grinding you have the chance of encountering a Boss Mob (like the Big Imp from before). This fight will be played out and you CAN die during it, which is why I recommend being in a party of at least two if you decide to grind. If you decide to not fight the boss monster if you hide successfully for a while (this is a good use for Stealth) then the Boss Monster will eventually leave. You don't get any EXP or rare items from the monster that you would get if you killed it, but you won't die either. Note that when grinding at night you have a higher chance of running into some Boss Mobs.
[hider2=Skill Grinding]
Note that for Grinding you don't have to fight enemies either if you don't want to. You can instead just choose to grind a small set of skills outside of battle. This doesn't grant EXP from fighting enemies, but its a easier way to grind Skills safely without needing as much recuperation time (like using your combat skills on a tree or other such inanimate object or something, the Pseudospace prevents the tree from being affected in reality). This takes one action.
You can instead also do something like working out or studying. You have the chance of raising some of your stats and Talents this way. It takes all of the actions of the phase you are in and you must do it AT THE BEGINNING OF THE PHASE, but it is useful nonetheless to get stat and talent increases as well as a small bit of EXP.
You can decide to experiment instead. You can try to experiment with creating new skills or improving your current ones. Note though without proper 'Experimentation Skills' like basic martial arts techniques (like this Skill Rainer, an inactive character, had, see below*), Skills like Ren's Mana Focus, or other such skills that allow better experimentation then you will have a hard time doing so. Note that the Weapon Mastery Skills can make it easier to create special weapon techniques for instance.
[hider2=Basic Martial Arts Technique]
Basic Martial Arts Technique (MAX LV) (Passive): Fisticuffs +1. The basics of martial arts have been engraved within you through practice and hard effort. All Unarmed Strikes you perform deal more damage (1d8 instead of the base 1d6 (This cannot be seen in the skill window your character sees)). Through practice and diligence, you may be able to learn more powerful martial arts techniques as well.
You get three attempts per Experimentation Action. You tell me what you are trying to create/improve and how you want to go about doing so and I will make the appropriate roll(s) to see if you did create it. If you get a Critical then you will create something a little better. [/hider2]
There are numerous things you can do with Exploration. The first is exploring a district in hopes of finding something interesting (like Ability users) or getting to experience a cool event of some kind (you might even get a Quest of some kind) (what happens depends upon your Luck).
Next you can go shopping. You can either go to a common shop or explore around looking for a possible shop that would be willing to sell you special goods for Ability Users (although right now the chances of finding anything like that, or you all being able to afford anything) are low. You can also just go to stores to buy supplies (or to a sporting goods store to get some better basic weaponry) or even to a book store to maybe find some Skill Books (which you must buy before using). You can also try stealing like Sasha did (Val got REALLY lucky). I don't recommend it though as if you get caught a high chance of the Interference Law being invoked could happen (which means that you die) if they see you making stuff disappear.
The third is you can go visit any known NPCs that your character has encountered or knows about from the group (Right now you can visit either Saito Tatsumi (although you need to ask Ren or Lucian about where he can be found or just go look around yourself, they did meet him in the Business District) or Sumi Ban (you have to look up the address of the Ban family dojo first).
Exploration, regardless of what you do, consumes all of the actions in a phase of the day (unless its shopping. That only takes one IF You know where to go and shop for what you want. Otherwise it takes three if you are looking without knowing where to find it exactly or who to get it from exactly). Some special events can actually take the entirety of both the morning and afternoon.
Here are the special locations throughout the game.
The capital of Japerica. This very large city is divided into four main districts. The Business District, The Entertainment District, The Residential District, and the Port Island District.
The Entertainment District. Home to most entertainment businesses like clubs, malls (the main one being Septemberes) and is pretty much like Akihabara in a sense only it was more for all forms of entertainment rather than just otakus. In fact sometimes people call it Neo Akihabara, but that's just a nickname.
Septemberes: The largest super mall in all of Japerica and probably the world. Nearly everything and anything can be found in this very large place. All different kinds of stores, shops, and other things lie in this place.
The Port Island District was a combination of educational, residential, and businesses from just simple grocery stores or other small businesses to a few residential areas and the schools, Gekkoukan and Neo Tokyo U being two of the more prominent ones. To get to this district you need to either go across a bridge by car or bike or take a train as it is a very large island district.
Gekkoukan Gakuen: A high school, one of the more prominent ones in Neo Tokyo and in Japerica.
Neo Tokyo U: One of the more prominent universities in all of Japerica. This large university is home to many students with many different forms of majors.
The Ban Family Dojo: This large dojo belongs to the Ban Family.
The Business District was pretty much mostly shops and stores. Residential here and there with a few schools, but was mostly larger companies, stores, restaurants, and other forms of businesses.
Tatsumi Antiques: Ran and owned by Saito Tatsumi and formerly owned by his grandmother, this store sells very nice antiques.
This is where the bulk of the residence areas were with more grocery stores, restaurants, and other small shops mixed in. This district had a few places of entertainment like movie theaters or arcades, but those were rather small and people attended them for convenience rather than quality.
Totally forgot to add this.
MP and HP recovery.
It hasn't really been mentioned.
You have a base HP and MP regeneration equal to 1/4th of your Wis (for MP) and 1/4th Vit (for HP)
Every 5 Ranks in the Focus Talent gives you +1 more (note that this is all per minute)
plus certain Skills increase it as well.
If it ever gets to 10 you would essentially be able to recover 1 MP per round (which is nice)
i am currently adding how much MP and HP regeneration everyone has to their CS's
XD
Also decided on something special for the Auction (and making Luck have another use, although it already has some very special uses already).
You can either make standard purchases from the list, or you can opt to spend one action (like one part of your afternoon, part of your morning, or all of your evening) to get a Luck Roll made.
You score well enough on it, you may find what you are looking for at a reduced price, find a better item, and etcetera as it represents you searching around the entire site instead of just going to the tabs (as there is more than just the tabs on the side) and buying something standard fare to shop more quickly.
For a list of things to find on the Abyss Auction, check out this link. More will be added later as the game progresses and the characters become able to buy more with their money.