{Name}
The verbal and/or written identity that the Gamer socially and personally identifies themselves as.
[Alias]
Any false identities that the Gamer may affiliate themselves with, willingly or unwillingly, such as unofficial nicknames and titles given to them by others, alterations to their given, middle, and/or last name, official titles granted to them by a third party, etc.
[Gender]
The biological gender that the Gamer is identified as, even if they themselves do not sexually and/or personally identify as such.
[Age]
The biological age of the Gamer. Should they possess memories of a previous incarnation, or the memories of another person, they gain a chronological age factor.
[Race]
The specific subspecies of the species that the Gamer themselves are biologically affiliated with, though this can change if they are artificially or naturally changed over the course of their life.
[Species]
The general category of creature that the race of the Gamer is categorized with.
[Karma]
The alignment the Gamer possesses with both positive and negative karma, directly influencing how they are viewed by others throughout the world, unless certain actions are taken, and/or certain item effects are active.
[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, as well as a bit of miscellaneous information.
{Stats}
[Health]
The numerical value of how much damage the Gamer is able to sustain before perishing. Health has an initial value of 100, which increases by 10 for each point in the (Biological Age) and 20 for each point in the (Chronological Age). Its value can be increased by 50 for each point invested in the (Vitality) attribute, and can increase the multiplier by 1 for each 10 points invested in the (Endurance) attribute.
-(80%) Negate next attack.
-(50%) +1% Hp Regen per/sec for 10 seconds.
-(30%) Absorb 100 total damage for 60 seconds.
-(5%) Health Loss is locked for 5 seconds. Once per battle.
[Mana]
The numerical value of how much magic is stored within the Gamer, and how much they have at their disposal for their spells. Mana has an initial value of 100, which only increases by 30 for each point in the (Chronological Age). Its value can be increased by 50 for each point invested in the (Intelligence) attribute, and can increase the multiplier by 1 for each 10 points in the (Wisdom) attribute.
-(80%) Next spell cost is halved.
-(50%) Locks Mana access for 8 seconds. For every second the Gamer is unharmed, they regain 100 Mana.
-(30%) Absorb up to 100 Mana from spells for 60 seconds.
-(5%) Spell cost drops to 0 for 6 seconds. Once per battle.
[Stamina]
The numerical value of how much physical energy the Gamer is able to exert before collapsing from exhaustion. Stamina has an initial value of 100, which only increases by 20 for each point in the (Biological Age). Its value can be increased by 50 for each point invested in the (Agility) attribute, and can increase the multiplier by 1 for each 10 points invested in the (Evasion) attribute.
-(80%) 100% Dodge Rate for next 3 seconds.
-(50%) 3 second Precognition for 10 seconds.
-(30%) Stamina Loss is locked for 10 seconds.
-(5%) Next physical attack deals 10x damage. Once per battle.
[Chakra]
The numerical value of how much chakra the Gamer possesses, and is able to use. Chakra has a base value of 1000, and can be increased by 100 for each 5 points all of the attributes. Chakra is initially locked to the Gamer, and can only be unlocked once they have either been exposed to the energy and absorbed it, learned the prerequisite requirements needed to learn to unlock it, they had chosen to reincarnate as a race that has access to it, or they have gained access to an item that permanently unlocks the energy.
[Demonic Power]
The numerical value of how much demonic power the Gamer possesses, and is able to use. Demonic Power has a base value of 1500, and can be increased by 100 for each 5 points in (Intelligence), (Willpower), (Wisdom), (Control), and (Potency) attributes. Demonic Power is locked to the Gamer, and can only be unlocked by attaining permanent access to an item that grants access to the energy, or they are reincarnated into a race of demonic origins.
[Holy Power]
The numerical value of how much holy power the Gamer possesses, and is able to use. Holy Power has a base value of 1500, and can be increased by 100 for each 5 points in (Intelligence), (Willpower), (Wisdom), (Control), and (Potency) attributes. Holy Power is locked to the Gamer, and can only be unlocked by attaining permanent access to an item that grants access to the energy, or they are reincarnated into a race of angelic origins.
[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), and (Stamina) no longer regenerates. It is possible to overcome this fixed value and increase it by obtaining unique perks.
[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. 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 enemies. 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 time the Gamer has increased their level by 5, they are granted a unique gift in the form of a useable item of a high quality or a new piece of equipment, and each increase of levels by 10, they are rewarded with a milestone, which allows them to attain either funds twice the value to the amount they currently possess, gain 20 attribute points for them to distribute as they please, or an accumulated total of half of the experience they needed to reach the current ten levels.
[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}
[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. Each point invested into it increases resistance to mental effects such as mind-control and mental illusions by 1%.
[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), and (Stamina) 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 (Skills), and (Spells) by 0.5%.
[Potency]
The numerical value of how potent the Gamer's skills are. Increases the magnitude of (Skills), and (Spells) by 0.5%.
[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} Hyoudou Issei
[Alias] The Horndog of Kuou
[Gender] Male
[Age] 16 Year
[Race] Human
[Species] Human
[Karma] -15 - Neutral|
[Affiliation] None
[Description]
Hyoudou Issei is a student of Kuou Academy and an infamous member of the Perverted Trio, a group composed of the top three perverts of the academy.
{Stats}
[Health] (250)/(250)
[Mana] (50)/(50)
[Stamina] (50)/(50)
[Fatigue] (25)/(25)
[Satiety] (100)/(100)
[Accuracy] 0.8%
[Armor] 1
[Damage] 5
[Lives] 0
[Level] 3
[Experience] (475,830/1,000,000)
[Points] 0
{Attributes}
[Endurance] (8/100)
[Strength] (1/100)
[Vitality] (4/100)
[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] (6/100)
[Resistance] (1/100)
{And}
{Name} Hyoudou Issei
[Alias] The Horndog of Kuou - The Red Dragon Emperor
[Gender] Male
[Age] 16 Year
[Race] Human
[Species] Human
[Karma] 105 - Neutral Good
[Affiliation] None
[Description]
Hyoudou Issei is a member of the High-Class Devil, Rias Gremory's Peerage, as her sole pawn. He is also the current generation, Red Dragon Emperor, and the eternal rival of the current generation White Dragon Emperor, Vali Lucifer.
{Stats} (w/out [Quest])
[Health] (1500)/(1500)
[Mana] (400)/(400)
[Stamina] (50)/(50)
[Fatigue] (25)/(25)
[Satiety] (100)/(100)
[Accuracy] 0.8%
[Armor] 1
[Damage] 105
[Lives] 0
[Level] 23
[Experience] (4,730/1,000,000)
[Points] 0
{Attributes}
[Endurance] (24/100)
[Strength] (21/100)
[Vitality] (29/100)
[Agility] (11/100)
[Dexterity] (1/100)
[Evasion] (11/100)
[Intelligence] (8/100)
[Willpower] (11/100)
[Wisdom] (4/100)
[Control] (1/100)
[Focus] (1/100)
[Potency] (1/100)
[Charisma] (1/100)
[Fortune] (6/100)
[Resistance] (1/100)
