Developed by Jirali.


{Name}
The written or verbal form of identification used for the Gamer to socially or personally identify themselves with to a third party.

[Title]
A unique or special alias used by third parties or acquaintances to identify the Gamer. Certain titles are capable of granting both beneficial and negative special effects.

[Gender]
The gender that the Gamer is biologically identified as, even if they themselves do not personally or sexually identify as such.

[Age]
The biological age of the Gamer. Should they retain a complete memory of their most recent incarnation, and the preceding memories the incarnations before the former, they gain a chronological factor.

[Species]
The specific category in which the race that the Gamer has been born as, is categorized with.

[Race]
The specific race of sub-species of a species as a whole, that the Gamer is biologically identified with. Should they consume a unique item, or undergo a certain ritual, it is possible for them to change their race as a whole, though their race may also be changed through artificial and natural means over the course of their life.

[Affiliation]
The faction(s) that the Gamer is personally, and/or (un)officially aligned with. This may include factions that are temporarily part with, and may include past relationships with factions the Gamer had left.

[Description]
A brief summary of who the Gamer is, their most known feats, and a bit of miscellaneous information.

{Stats}
[Health]
The numerical value of how much damage the Gamer is able to sustain before perishing in battle.
- (20%) Heart Attack
For each percentage below 20%, take 1% damage based on the value of the Health stat every 10 minutes. Certain personal skills and systems are able to ignore this effect.
- (5%) Excruciating Collapse
Mana and Stamina will no longer passively regenerate, with the latter being locked at the value of 1. Health and Aura regeneration are set at a rate of 1/200, and the effects will be dispelled once the value of Health is brought to 75% and above. Certain personal skills and systems are able to ignore this effect.

[Mana]
The numerical value of how much mana the Gamer has at their disposal, and how much they are able to spend before abilities, skills, and spells become inaccessible to them.
- (20%) Mana Poison
For each percentage below 20%, take 1% damage based on the value of the Mana stat whenever the Gamer casts a skill or ability. Certain personal skills and systems are able to ignore this effect.
- (5%) Mana Overdose
Health, Stamina, and Aura will no longer passively regenerate. Mana regeneration is set at a rate of 1/200, with the effects being dispelled once the value of Mana is brought up to 50% and above. Certain personal skills and systems are able to ignore this effect.

[Stamina]
The numerical value of how much energy the Gamer is able to exert before succumbing to exhaustion.
-(20%) Muscle Pain
For each percentage below 20%, reduce all Strength, Endurance, Reaction, Dexterity, and Wisdom stat by 5%. May be ignored by certain systems.
-(5%) Coma
Collapse in exhaustion, becoming unconscious immediately. Cannot be awakened until 18 hours have past, or magical methods are involved. Certain personal skills and systems are able to ignore this effect.

[Fatigue]
The numerical value of how much physical activity the Gamer is able to exert before falling unconscious from exhaustion. Measured by how many hours it can remain awake, hours it can remain awake without desiring sleep, or a percentage of either. Increasing one bar decreases the other, and vice-versa. Appears as such.
-(Rested) 12/24
-(Awake) 12/24

[Satiety]
The numerical value of the current hunger of the Gamer. Its total value cannot be reduced, nor increased, staying at an initial value of 0, with a maximum value of 200, increasing by a certain percentage when they have gone through a period of time without consuming a meal. When it has reached a certain percentage, a number of effects may occur.
- (200%) Overstuffed
Until the value drops below 190, all EXP gains are increased by 50%. | Agility, Reaction, and Speed attributes are temporarily halved.
- (180%) Well Fed
All attributes are temporarily increased by 4.
- (150%) Filled Belly
All attributes are temporarily increased by 1.
- (100%) Full
Negative effects via Food effects are reduced by 10%
- (75%) A Bit Peckish
All Effects of Food are increased by 20%.
- (50%) Hungry
Reduce all physical attributes by 5% & reduce all mental attributes by 5%.
- (25%) Starving
Reduce all physical attributes by 20% & reduce all mental attributes by 15%.
- (10%) Paralyzed By Hunger
Reduce Dexterity, Agility, and Reaction by 99%.
- (5%) Internal Cannibalization
Restores 1% Satiety every 10 seconds, and reduces Health by 1% every 10 seconds. Effect is dispelled at 25%.
- (0%) Systems Shutting Down
Reduces Health by 1% every second.

[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. Has a maximum value of 50, and can only be improved after reaching this value through certain techniques and equipment.

[Armor]
The numerical value of how much overall damage that is negated through the use of protection, offered by armor. The rating of armor can only be increased when equipment is worn, or a certain type of ability, spell, or skill is cast. Each point in armor granted, negates 10 points of damage. When in battle, the rating temporarily drops by the amount of damage is negated, but will be restored by 10% for every 30 seconds after being unharmed.

[Damage]
The numerical value of the overall damage that is inflicted by the Gamer. The rating of damage can only be increased through the usage of both weapons, which deal a varying value of damage, and the Strength attribute, which increases the overall value by 5 points. Has an initial value of 0, but can be naturally increased by 1 a total of five times by training.

[Lives]
The numerical value of how many times a Gamer will resurrect after dying before permanently perishing. The only possible way to obtain a new life is by completing a time-limited quest of the highest difficulty that appears once every 100 levels. Loss of a life will revert the Gamer back to their original level, prior to attaining the additional life. Additionally, losing a life will impose a heavy penalty on the player, but also cause an update to the system, possibly improving it, or increasing the overall difficulties.

[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. With an initial limit of 100, the maximum limit can be increased by completing the time-limited Life quest. Successful completion will result in the Gamers' level limit increase by 100 levels, allowing them to advance further. Once the Gamer has reached the level of 250, it is possible for them to advance their race, evolving into a more powerful form, allowing access to exclusive abilities to that race, though some possessing a heavy limit of reverting their level back to 1, and doubling the experience required.

[Experience]
The numerical value of how experienced the Gamer is, at their current level. Experience can be attained by completing events, quests, and missions of varying qualities, completing achievements, fulfilling certain criteria, and by becoming victorious in battle. Experience can be used to invest in levels, increasing the Gamer's general power, or in skills, allowing them to quickly master techniques and skills.

[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}
[Strength]
The physical might of a creature, directly influencing how much raw power they have at their disposal, and also influences how much weight they can lift without trouble, and the amount of force they are able to exert from pushing or pulling an object or entity.

[Endurance]
The natural resistance a creature has against physically stressful situations, such as lifting, pushing, or pulling objects, or traversing vast distances with a much greater mass and weight without succumbing to fatigue. It influences how much stamina is used in physical activity.

[Toughness]
The creature's natural ability to negate physical damage. Used as a factor in addition to the armor rating of any equipment, and is used to determine the total defense the creature has against physical attacks.

[Resilience]
The creature's natural resistance to physical trauma, such as a concussion, confusion, blood loss. Influences the likelihood of being inflicted with a physical debuff in battle, with higher levels granting the ability to possibly negate the effects should they be attained.

[Dexterity]
The motor skills of a creature, directly influencing how dexterous they are with their limbs, especially their fingers, if they have any. Influences the accuracy of their ranged attacks, and the likelihood of inflicting a successful critical blow to their adversary.

[Agility]
The flexibility and maneuverability of a creature, influencing how adept they are with successfully reacting to attacks. Influences the chances of them successfully dodging an attack, and increasing their natural speed.

[Reaction]
The creatures' physical ability to react to a sudden change to their environment. It also influences the likelihood that they're able to sense incoming attacks from unseen angles, and even react to them prior to being made, possibly granting them a few seconds of precognition.

[Speed]
The physical mobility of a creature, speed influences the average distance a creature is able to travel within a second, and also influences just how quickly they are able to attack others, and even influences whether or not they are able to react to an attack in time. (Average speed is denoted with two sets of numbers, one indicating the creatures' average speed, and the second their top speed. Ex. 2m/s | 12m/s)

[Intelligence]
The understanding that a creature has for their surroundings, intelligence represents whether or not a creature is able to comprehend a subject, or matter, and whether they are capable of understanding a situation. Their intelligence is also capable of being modified or increased with 'Perception'.

[Wisdom]
A creature's mental ability to formulate tactics and strategy, and their ability to compose answers and decisions. Wisdom represents the understanding the situation at hand, the choices they have available, possible solutions to problems, and the possible repercussions and consequences to each action they take.

[Knowledge]
The accumulated information attained by a creature, knowledge influences the amount of information the creature has to the world, including the common knowledge known of the land they currently live in, known languages and their proficiency in them, developed trade skills, and both formal and informal education. (Ex. Language: Draconic, Intermediate Stealth, Advance Pickpocket, Basic Carpentry, etc.)

[Fortitude]
The natural resistance a creature has to mental attacks. Representing how much willpower the creature has, it directly influences the likelihood of whether or not they are able to resist the effects of mental effects such as hypnosis, frenzy, and hysteria while also increasing the effects of positive effects such as rally, courage, etc.

[Luck]
The natural luck of a creature, directly influencing the possibility that they encounter a fortuitous event. Luck also influences whether or not they will have an eventful day, mediocre and lackluster experience in an area, or whether they will suffer for a period of time, with the chances for each increasing the higher their luck is.

[Perception]
The natural awareness to detail that a creature may possess, also representing whether or not a creature has the skill needed to pinpoint and discover details that are hidden in plain sight, obscured for a number of complications, and even used to discover information that has been hidden through deceit, or by another layer of dialogue.

[Magic]
The ancient primordial energy granted to all living creatures by the God of Darkness, or the Younger Brother. Represents the numerical value of how much of the ancient energy is present in the body, with a sufficient number being enough to amplify the effects of all known abilities, spells, and skills. Unlike Mana, it cannot be recovered, instead, it can only be produced through a method of magic collection, the attribute representing how much of the ancient energy that the body is able to carry at a time. Attempts to carry more than the body is capable, may result in the body disintegrating into magic particles.

[Mana]
The remnants of the ancient primordial energy granted to all living creatures by the God of Darkness, or the Younger Brother. Represents the numerical value of how much mana a creature has at their disposal, influencing how many abilities, spells, or skills a creature is able to cast per day, the duration of how long they are able to maintain a ritual, ward, or effect before suffering from mana exhaustion.

[Aura]
The manifestation of a creatures' soul and willpower, and a representation of how strong both are combined. The strength of an individuals' Aura is represented by the effects of each of the three stages known; all Aura's passively protecting the body from attacks, with active effort able to block the attacks of dust, stronger Auras able to utilize the effects of the remnants of the magic within the body, called a Semblance, and the final stage being able to master and evolve their semblance, transforming it into something beyond its initial abilities. However, those who possess a large quantity of Aura, without the willpower to repress it, becomes little more than a living beacon for the Grimm.

[Wavelength]
The natural synchronization between the lifeforce of the body of a creature, and its Aura. When both the Aura, and the Lifeforce of the body has become synchronized, the attributes related to the body are increased by half the total of each of its individual value, and the amount of Aura that they have at their disposal, becomes doubled.

[Persuasion]
The natural charisma of a creature, allowing them to charm, intimidate, and convince their targets into giving them what they wish, with information being the easiest, objects of high value being the hardest. This allows them to coerce others into becoming unknowing or willing informants, temporary or permanent allies, and can even allow for favorable prices to be made with merchants, purchasing wares for discounts, and selling products for higher sums of coin.

[Resistance]
A creatures' natural resilience against the effects of any contracted disease or illness, regardless of whether they've been infected or not, and whether they've carried it for a varying period of time. It also determines the creatures' natural resistance to poison, whether they are of natural or artificial origins, or if they originate from the effects of magic.

[Temperance]
A creatures' innate ability to stabilize and adapt to a non-moderate climate. Creatures who possess the ability to adapt to hot temperatures, such as (Extreme Humidity), and (Dry Heat) are able to adapt 50% faster than those who have not, but will adapt to cold temperatures, such as (Frigid Cold), and (Blistering Frost) 200% longer, and vice-versa.

[Survivability]
The innate ability of all creatures, giving them the ability to adapt and survive a new environment, staying alive without the trappings of civilization. Those who have lived in the wilderness for most of their lives will always have a perfect rating of 100, while those who have not, will at most, have a rating of an estimate of 70. Those who have lived sheltered lives will have a maximum rating of 50, and those who've been spoiled, will only have a maximum rating of 5.

[Instinct]
An innate ability possessed by all aware creatures, it acts as a special sixth sense, allowing a creature to sense the intentions of others, and even perceive the direction of attacks, as well as increasing their potential to survive and adapt to a new environment. Creatures lacking in self-awareness are incapable of this ability, but will attain it once they've reached self-awareness.