{Name} The verbal and written identity that the Gamer socially identifies themselves as.
[Alias] Any false identities that the Gamer affiliates themselves with, such as unofficial names and titles granted to them by others, alterations to their given, middle, and/or last name, official titles given to them from a trusted source, etc.
[Gender] The biological gender that the Gamer is identified as, even if they themselves do not sexually identify as such.
[Age] The chronological and biological age of the Gamer, even if they possess memories of another, and/or previous incarnation.
[Race] The specific subspecies that the Gamer themselves are biologically part of.
[Species] The general category that the Gamer's race is part of.
[Karma] The alignment the Gamer has with both positive and negative karma, directly influencing how they are viewed throughout the world, unless certain actions are taken, and/or certain items effects are active.
[Affiliation] The faction(s) that the Gamer personally, and/or (un)officially aligns themselves with.
[Description]
A brief description of the Gamer, as well as a bit of miscellaneous information.
{Stats}
[Health] The numerical value of how much physical damage that the Gamer is able to sustain before perishing. Health can be increased by 50 points for each point invested in the (Vitality) attribute, and increase the numerical multiplier by 1 for each 10 points in the (Endurance) attribute. If the numerical percentage drops below 40%, health regeneration is temporarily doubled, and if it drops below 5%, health loss is locked for 5 seconds, granting a brief period of semi-immortality.
[Mana] The numerical value of how much magic is stored within the Gamer, and how they are able to use for their spells. Mana can be increased by 50 points for each point invested in the (Intelligence) attribute, and increase the numerical multiplier by 1 for each 10 points in the (Wisdom) attribute. If the numerical value drops below 20%, the Gamer begins to suffer from (Mana Exhaustion), halving its regeneration rate, and slowing their mental processing speed.
[Stamina] The numerical value of how much physical energy the Gamer is able to exert before collapsing from exhaustion. Stamina can be increased by 50 points for each point invested in the (Agility) attribute, and increase the numerical multiplier by 1 for every 10 points in the (Evasion) attribute. If the numerical value drops below 10%, the Gamer's movement speed is halved, and stamina-cost skills are doubled.
[Aura] The numerical value of how much damage is negated before the Gamer begins sustaining health loss from attacks. Aura can be increased by 50 points for each point invested in the (Willpower) attribute, and increase the numerical value by 1 for each 10 points in the (Potency) attribute. Aura is unavailable and locked to the Gamer until they reach the biological age of 5, and cannot be increased beyond the value of 100 until they become the age of 8. Aura attracts Grimm and can have a negative impact if the Gamer possesses (Aura) that is twice the value of their (Health).
[Fatigue] The numerical value of how much physical activity the Gamer is able to exert before falling unconscious from exhaustion. Fatigue cannot be directly increased, and will always be half the value of (Stamina).
[Satiety] The numerical value of the current hunger of the Gamer. Its total value cannot be reduced, nor increased, staying at a fixed value of 100. That said, it can be overfilled, granting a temporary increase in health regeneration. If the Gamer's Satiety drops to 20%, their (Health), (Stamina), and (Aura) no longer regenerates.
[Accuracy] The numerical value of how accurate the Gamer is with ranged weaponry, and throwing weapons. It directly influences the minimal chance of landing a hit with the weapon.
[Armor] The numerical value of how much damage is negated through the protection offered by armor, before (Aura) is used. The rating of armor can only be increased when equipment is worn. Each point in armor negates 10 points of damage.
[Damage] The numerical value of the overall damage inflicted by the Gamer. The rating of damage can only be increased through the usage of weapons, which deal a varying value of damage, and (Strength) which increases it by a solid 5 points.
[Lives] The numerical value of how many times a Gamer will resurrect after dying before permanently perishing. The maximum value of the total number of lives increases by 1 for every 10 levels, with a maximum value of 10 lives. A new life can be generated by slaying 9,999,999 Grimm. Resurrecting costs the Gamer 1 Level, potentially reducing the maximum number of lives, and completely resets the experience bar.
[Level] The numerical value of how powerful the Gamer is, and is used to categorize both the Gamer and others in order to show who is stronger and weaker to others. Every fifth level rewards the Gamer with a unique gift, and each tenth level is used as a milestone, allowing the Gamer one of three different rewards; 50% of the experience bar filled, 2x the value of their current funds, or 20 free attribute points to distribute.
[Experience] The numerical value of how experienced the Gamer is at their current level. Experience can be gained by completely mundane to epic events, quests, and missions.
[Points] The total number of unused attribute points available for the Gamer to freely distribute amongst their attributes. The points themselves can be primarily gained through leveling up, and by completing certain types of quests.
{Attributes}
[Endurance] The numerical value of how much physical damage the Gamer is able to sustain in battle. Acts as a multiplier for (Health), increasing the value by 1 for every 10 points invested into it.
[Strength] The numerical value of how physical damage the Gamer inflicts onto others, be it an inanimate object, or a powerful fighter. Each point invested into it increases the overall damage value by 5.
[Vitality] The numerical value of how healthy the Gamer is, and how much total damage he can sustain at a time in battle. Each point invested into it increases the Gamer's (Health) by 50.
[Agility] The numerical value of how quickly the Gamer is able to move, determining whether they are more successful at landing blows onto their adversaries. Each point invested into it increases the Gamer's (Stamina) by 50 points.
[Dexterity] The numerical value of how dexterous the Gamer is, influencing how accurate they are. Each point invested into it increases the Gamer's overall accuracy by 0.8%.
[Evasion] The numerical value of how evasive the Gamer is, determining the likelihood of them being able to successfully dodge attacks. Acts as a multiplier for (Stamina), increasing the value by 1 for every 10 points invested into it.
[Intelligence] The numerical value of how intellectually-sound the Gamer is, and whether or not they are smart enough to properly comprehend a topic, subject, or explanation. Each point invested into it increases Mana by 50 points.
[Willpower] The numerical value of how mentally-resolved the Gamer is, and how much will they possess. Increases (Aura) by 50 points for every point invested into the attribute.
[Wisdom] The numerical value of how wise the Gamer is, and whether they are able to compose a proper and correct decision in regard to a problem. Acts as a multiplier for (Mana), increasing the value by 1 for every 10 points invested into it.
[Control] The numerical value of how much control the Gamer possesses over their very being. Each point invested into the attribute reduces the cost of (Mana), (Stamina), and (Aura) by 0.5%.
[Focus] The numerical value of how focused the Gamer is, reducing the chances of them being distracted when in battle, or focusing on a task. Increases the damage of (Semblance), (Skills), and (Spells) by 0.5%.
[Potency] The numerical value of how potent the Gamer's skills are. Increases the value of (Aura) by 50 for every point invested into it.
[Charisma] The numerical value of how charismatic and physically appealing the Gamer is to others. Each point invested into the attribute increases the gains of (Relations) by 2, increases the minimum price of (Selling) by 10, and decreases the maximum price of (Buying) by 10.
[Fortune] The numerical value of how fortunate or unfortunate the Gamer is. Each point invested into the attribute raises the amount of (Experience) earned by 10 points, and increases the chances of obtaining a dropped item one grade higher by 1%, but increases the chances of encountering an enemy 10 levels higher than the Gamer by 1%, and increases the chance of obtaining a dropped item one grade lower by 1%.
[Resistance] The numerical value of how resilient the Gamer is. Each point in the attribute increases resistance to every element by 1% for every day exposed to the element, and increases their immunity to poison by 0.5% with every point.
{Example}
{Name} Anonymous
[Alias] Self Insert
[Gender] Male
[Age] 1 Year
[Race] Dust Human
[Species] Human
[Karma] 0 - Neutral
[Affiliation] None
[Description]
Anonymous is an example character created to serve as a template for this system.
{Stats}
[Health] (100)/(100)
[Mana] (50)/(50)
[Stamina] (50)/(50)
[Fatigue] (25)/(25)
[Satiety] (100)/(100)
[Accuracy] 0.8%
[Armor] 1
[Damage] 1
[Lives] 0
[Level] 1
[Experience] (0/10,000)
[Points] 5
{Attributes}
[Endurance] (1/100)
[Strength] (1/100)
[Vitality] (1/100)
[Agility] (1/100)
[Dexterity] (1/100)
[Evasion] (1/100)
[Intelligence] (1/100)
[Willpower] (1/100)
[Wisdom] (1/100)
[Control] (1/100)
[Focus] (1/100)
[Potency] (1/100)
[Charisma] (1/100)
[Fortune] (1/100)
[Resistance] (1/100)
{And}
{Name} Anonymous
[Alias] (Self-Insert) – (Alumni of Beacon) – (Huntsman of Team O.P.A.L.)
[Gender] Male
[Age] 31 Year
[Race] Dust Human
[Species] Human
[Karma] 450 – Great Good
[Affiliation] None
[Description]
Anonymous is an example character created to serve as a template for this system.
{Stats}
[Health] (2,200)/(2,200)
[Mana] (2,100)/(2,100)
[Stamina] (2,100)/(2,100)
[Fatigue] (1,050)/(1,050)
[Satiety] (100)/(100)
[Accuracy] 24.8%
[Armor] 0
[Damage] 105
[Level] 57
[Experience] (5,817/10,000)
[Points] 0
{Attributes}
[Endurance] (21/100)
[Strength] (21/100)
[Vitality] (21/100)
[Agility] (21/100)
[Dexterity] (31/100)
[Evasion] (21/100)
[Intelligence] (21/100)
[Willpower] (21/100)
[Wisdom] (21/100)
[Control] (11/100)
[Focus] (11/100)
[Potency] (21/100)
[Charisma] (11/100)
[Fortune] (6/100)
[Resistance] (31/100)
