recursal/Fanatic-Fandom huggingface dataset:
Verne

## Biography

Equinox's 'sister' (actually a parallel mind from EQ), whom debuted as chaotic little (figurative) gremlin from a ball pit alongside EQ's exit from the party's first trip to McRimurus. She tended to come and go as she pleased, until aquiring a psedo-soul.

## Costs

For balancing purposes, the following restrictions are in place while Verne is present.

EQ MAX STAMINA: Reduced by 2? (maybe 3 or 4?) while Verne is active. Two pools of regenerating Stamina is hell on action economy, so there needs to be SOME drawback.

EQ MAX MR: Reduced by (100-LUCK) while Verne is active.

Certain [Sense] restrictions apply for both of the Leiphul.

## Stat Calculation (out-dated)

Again, for balancing purposes, Verne's stats are derived based on Equinox's LUCK stat [I assume this caps at 100 LUCK, but we'll see.]

Verne DOES NOT gain stats from Senses, nor EQ's active equipment.

She instead gains LUCK% of her chosen Class (Limited to whatever EQ has been already) and Equip. And LUCK% of EQ's Species, Levelup, Perk, Trait, and Capsule effects REMINDER: She still has EQ's perks and traits, including Good Natured.

[Upon Tam's Approval, more of a pre-pseudo-soul thing though: EQ and Verne share EQ's TO/turn turn slot, even if Verne has a different TO. And may perform their moves and actions in any order they wish including simultaneously, trying their best to remain within a reasonable closeness to eachother].

## Sense Calculation (outdated)

Verne always has [Magical Power], [Magical Talent], [Neutral Element Talent], and [Parallel Thinking] active and may pick 5 senses EQ 'owns but does not have equipped.' This paragraph may change slightly if EQ evolves any of the above senses.

Verne may choose whether or not to Apply [Neutral] against her number of equipped elements for a class, without spending one of her 5 Sense slots on it.  But IF she chooses to have it not count, most applications of Neutral not directly tied to a second element cannot be used.  i.e. If she goes Thief and picks water element instead, she could use Rev's water as a 'physical' illusion/actual attack, but not non-elemental illusions like invisibility or other non-water illusions.

[For now] Verne does not get +stats from senses (So Unarmed 30 would unlock unarmed for use, and any related techs.  But NOT give Verne any PATK stat gains).

## Skills and Abilities

For purposes of Holy magic if she gets it, Verne's faith will likely be attuned towards her "Sister Ekki" (i.e. Equinox).

## Traits and Perks

For simplicity's sake, same as EQ for now. Even though this noticeably weakens her planned build, especially as it stacks with the LUCK% based stat growth penalty.

## Trivia

Verne's name comes from the Vernal Equinox. OoCly this, plus Around with Around the World in 80 Days author Jules Verne, because Explore!

Ever since taking on her Pseudo-soul form, Verne is becoming less reliant/vulnerable to her Kind's unwitting self-effecting illusions (unlike Equinox who obtains the full effect).

Verne is very comfy in enclosed, warm places. Puts her to sleep very easily. Maybe it remind her of cuddling against Mama?
System: System Control Authority

System Control Authority, abbreviated as 【SC Authority】, or 【SCA】 is a parameter that determines what commands the user can enact.

## Usage

【SC Authority】is only accessible by people elevated to Demon Lord/Hero level, and reincarnators.

It can be used by someone of this level to edit other peoples stats, and often has an easier time generating Ultimate Senses. Some Weapons have a 【SC Authority】requirement to use, typically legend class equipment.

Some Senses can only be Obtained using 【SC Authority】as a currency, instead of SP.
Antique: Pendant of a Bygone Time

Pendant from a Bygone Time LV 1 ( P. ATK, ACC, MR, M ATK, DOD ≥ 10): If able to counter, you take no damage from the enemy if you choose to counter.

Pendant from a Bygone Time LV 2( P. ATK, ACC, MR, M ATK, DOD ≥ 30): Choose one stat. Remove the fluid bonus from the stat, and add 1/2th of that as a raw bonus.

When blocking, you must state you are blocking as your turn action, if you do not, you must dodge. If able to counter, you take no damage from the enemy if you choose to counter.

Pendant from a Bygone Time LV 3  ( P. ATK, ACC, MR, M ATK, DOD ≥ 50): Choose two stats.

Remove the fluid bonus from the stat, and add 1/2th of that as a raw bonus. When blocking, you must state you are blocking as your turn action, if you do not, you must dodge.  If able to counter, you take no damage from the enemy if you choose to counter.

Pendant from a Bygone Time LV 4   ( P. ATK, ACC, MR, M ATK, DOD ≥ 75): Choose two stats. Remove the half the fluid bonus from the stat, and add that as a raw bonus. When blocking, you must state you are blocking as your turn action, if you do not, you must dodge.  If able to counter, you take no damage from the enemy if you choose to counter.

Pendant from the Second Time ( P. ATK, ACC, MR, M ATK, DOD, BLK ≥ 60): Choose one stat. Remove the fluid bonus from the stat, and add 1/2th of that as a raw bonus. However, you cannot use any other Pendant of Bygones effects, and you roll your counter as your ATK roll.

Pendant from the Second Time LV 2  ( P. ATK, ACC, MR, M ATK, DOD, BLK ≥ 75): Choose two stats. Remove the half the fluid bonus from the stat, and add that as a raw bonus.. However, you cannot use any other Pendant of Bygones effects, and you roll your counter as your ATK roll.

Pendant from a Bygone Time EX: When you counter physical attacks, you take no damage from the enemy, and you do 1.5 times damage.

Pendant from a Bygone Time EX LV 2: When you counter physical attacks, you take no damage from the enemy, and you do 2 times damage.

Dragonhearted Pendant of the Future Age LV 1: When you counter an attack, you instead gain an auto-raise effect that activates after you die, but only once.

Concentrated Pendant of the Future Age LV 1: When you are a ranged class, and you counter an attack, the next turn, you have +20 Fluid Accuracy.

Countered Pendant of the Future Age LV 1: When you are attacked, even if the enemy misses, roll dodge, if you can counter, counter. You do 1.25 times their damage, if they miss, they have to roll damage, but you are not damaged.

Crushing Pendant of a Future Age LV 1: When you counter physical attacks, you take \*2 damage from the enemy, but you do 4.5 times damage. It does not matter what other Pendants you have, you take damage.

Reflexive Pendant of a Future Age LV 1: When you are attacked physically, you dodge on anything but the enemy critting.
Equipment: Operator's Bracelet

**Operator's Bracelet(s)** are replicas of Only Sense Online player's Operator Bracelets. They were initially developed in Arkite by the Concept Tower, which was run by a former player, but when the Free Guild came, they picked up permission to create and distribute the Bracelets to all registered adventurers.

## Origins

The Bracelets are inferior copies of Only Sense Online player's Operator's Bracelets. Player's bracelets have infinite storage space, and are treated as Divine Gifts from the Goddess of the Voice.

## Usage

By tapping on the Bracelet, it opens the Menu, and you have these options:

* Character
* Friends
* Map
* Item Box
* Options

#### Character

##### Equipment

A List of equipped and unequipped equipment, that can be changed from this menu easily.

##### Skills

A Full Techs and Arts list, organized by related Senses.

#### Friends

The Friends tab is list of friends you have, you can view, add, and remove friends from here.

#### Map

##### Map

If you have a Map or Atlas in your Item Box, you can use this tab to view that map.

##### Quests

The Map Screen also contains a quest list. with the map labeling the general location of the quest if one of you maps contains the area.

#### Item Box

See the specialized Item Box section further down.

#### Options

The Options here are UI Color, Bug Report, and Mute.

## Item Box

Replica Bracelets have an item box with 200 Slots, so they can carry many more items than any backpack.

There are various item sizes:

 Normal
 Large
 Extra Large
 Massive
Weapon: Bow

## Bow (Base sense)

Stat Bonus: Adds 2 to DEX. Grows by 1 each 2 level. Every tenth level +0.5 flat.

Stat Formula =2+TRUNC (0.5\*(***LEVEL***-1)) and manually add one flat every 20th level (21, 41, etc)

Sample Skills

Lv5 : 《Long Range Shooting》Costs 7 MR.

Lv10: 《Rapid Fire Bow - First Form》: When firing an arrow, the second arrow is also fired at the same time. 10 MR

Lv15:《Rapid Fire Bow - Second Form》 : When firing an arrow, if the arrow is alchemically fused, the arrow does damage to all arrows, less accuracy. 15 MR

Lv20: 《Bow Skill - Arrow Stitching》 : Arrow has piercing damage. 7 MR

## Short Bow (Requires Lv 10 Bow)

Stat Bonus: Adds 5 to DEX. Grows by 2 each 2 level. Every tenth level +0.5 flat.

Stat Formula (Dex): =if (isodd (***LEVEL***), 5+ ((***LEVEL***-1)), 5+ ((***LEVEL***-2)), manually add 1 flat every 20th level (21, 41, etc)

Sample Skills unavailable

## Great Bow (Requires Lv 15 Bow)

Stat Bonus: Adds 5 to Damage. Grows by 0.25 each level

Stat Formula= DAM unavailable

Sample Skills unavailable

## Long Bow (Requires 15 Bow)

Stat Bonus: Adds 5 to DEX. Grows by 1 each  2 level.

Stat Formula (Dex) =if (isodd (***LEVEL***), 5+TRUNC ((***LEVEL***-1)/2), 5+trunc ((***LEVEL***-2)/2)

Sample Skills

Lv5 : 《Bow Skill – Gust of Wind》 : make a strong wind follow the arrow, causing AoE damage. 20 MR.

Lv10

Lv15

## Compound Bow (Requires 20 Bow)

Stat Bonus: Adds 2 to DEX, Adds 3 to DAM. Grows by 1 each 2 level.

Stat Formula: TBD

No Sample Skills

## Magic Bow (Requires 20 Bow)

Stat Bonus: Adds 2 MR, 3 to DEX. Grows by 1 each 2 level.

Stat Formula 1 (MR) =if (isodd (***LEVEL***), 2+((***LEVEL***-1)/2), 2+((***LEVEL***-2)/2)

Stat Formula 2 (DEX) =if (isodd (***LEVEL***), 3+((***LEVEL***-1)/2), 3+((***LEVEL***-2)/2)
Magic: Recovery Magic

## Information

Recovery Magic allows the caster to use Recovery skills and heal their allies. Once Leveled to 20 can be Evolved into Recovery

The White Mage Class, Something that Heals, or Class Mastery Is necessary to use Recovery Magic and Leveling Recovery Magic unlocks more Recovery Spells.

### Recovery Magic Spells

Lv1 Cure: Eases pain and heals HP. Deals damage to zombies. Uses MR amount to heal. Costs 2 MR after cure is complete.

Lv5 Dispel: Cancels bad status. 7 MR

Lv10 Shell: Envelops target in holy veil. Decreases incoming magic damage. 10 MR.

Lv15 Protect: Enveloping holy cloud. Decrease incoming weapon damage. 10 MR.

Lv20 Cura: Eases pain and heals HP. Deals damage to zombies. Uses MR Roll to Heal + MR. Costs 30 MR after cure is complete.
Class: Puglist

NEED TO UPDATE

## Puglist

> Archers are essential for long-range combat.
>
> Class Description

Archers are known for their ranged combat via bow and arrows. The range of their attack depends on their bow.

When Two Archery abilities are mastered, you unlock Hunter. If 1 Archery ability is mastered, and two Thief abilities, Ranger is unlocked.
Trey Dallas Randall-Alistair

## Skills and Abilities

Level 1 Sensor: Detects one piece of equipment held by the enemy. Costs 2 MR. Range 8.
Level 2 First Aid <Self>: Disinfects wounds to heal HP and cure status effects, Heals MR+10, but costs 7 MR.
Level 3 Powerbreak <Weapon Range>: Strikes hand to weaken P. ATK by d5 for d3.
Level 4 Magicbreak <Weapon Range>: Uses Magic Power Strike (costs 5 MR) to weaken targets M. ATK by d5 for d3
Level 5 Mindbreak <Weapon Range>: Strikes enemy's soul to weaken MR by d5 for d3.
Level 6 Speedbreak <Weapon Range>: Lowers target DOD by d5 for d3.
Level 7 Mug <Weapon Range>: Damages target and steals VC. Level 8 Provoke: Taunts enemy into rage. Range 4 (normally).
《Sonic Edge》 : Ranged attack. You launch into the air, aiming both swords up, then landing on someone. Can be used by one or 2 swords simultaneously. (Range: 3) <20 MR>

## Equipped Items

### Trey's equipped Weapons

 2
when the runes are activated, lets off heat like nothing else and has the appearance of metal just removed from the Forge. +d30 BLK, +d35
P.ATK Additional Effect: Spirit of the Firelands: Increases Dealt Fire Damage by 1.5
Class: Ranger

Currently at Archer template

NEED TO UPDATE

## Ranger

> Archers are essential for long-range combat.
>
> Class Description

Archers are known for their ranged combat via bow and arrows. The range of their attack depends on their bow.

When Two Archery abilities are mastered, you unlock Hunter. If 1 Archery ability is mastered, and two Thief abilities, Ranger is unlocked.
Weapon: Sword

## Sword [Base sense]

Stat Bonus: P ATK +2 when using a sword. Grows by 1 each 2 level.

Stat formula (PATK): =if (isodd (*LEVEL*), 2 + (0.5\*(*LEVEL*-1)), (2+ 0.5\*(*LEVEL*-2))

Sample Skills

Lv5 : 《Delta Slash》 : three consecutive slashes

Unlock after 【Use Delta Slash 100 times】 : 《Fifth Breaker》

Unlock after 【Hit an enemy with high defense 100 times using magic】 : 《Shock Impact》

《Armor Break》

《Magic Sword》

## Dagger (Requires 5 Sword)

Stat bonus: +5 ACC when using a dagger. Grows by 1 each  2 level

Stat Formula (Acc) =(isodd (*LEVEL*), 5 + (0.5\*(*LEVEL*-1)), (5+ 0.5\*(*LEVEL*-2))

《Back-stab》

《Neck Hunt》

《Sword Dance》 (chain attacks) <10 MR>

《Heart Piercer》<30 MR>

## One Handed Sword (Requires 10 Sword)

Stat Bonus: +2 ACC. Grows by 1 each 2 levels. This also applies to Daggers.

Stat Formula (Acc): =(isodd (*LEVEL*), 2 + (0.5\*(*LEVEL*-1)), (2+ 0.5\*(*LEVEL*-2))

Sample Skills

《Power Wave》<15 MR>

《Power Buster》<30 MR>

## Dual Swords (Requires 20 One Hand Sword [and 10 Sword])

Allows you to use two swords at once. Your P ATK stat becomes 2dP ATK, and when you block, you keep the better of two, but you keep the worse of your two dodges.

Sample Skills

《Sonic Edge》 : Ranged attack. Can be used by one or 2 swords simultaneously. <20 MR>

## Long Sword/Bastard Sword (Requires 10 Sword])

Stat Bonus: +5 P ATK Bonus when using a Long Sword GB1E2 <1SP>

Stat Formula (PATK): =(isodd (*LEVEL*), 5 + 0.5\*(*LEVEL*-1), 5 + 0.5\*(*LEVEL*-2)

Sample Skills

《Grand Slash》<15 MR>

## Two-Handed Sword (Requires 10 Sword)

Stat Bonus: +5 P ATK when using a two handed sword. GB1E2

Stat Formula (PATK): =(isodd (*LEVEL*), 5 + 0.5\*(*LEVEL*-1), 5 + 0.5\*(*LEVEL*-2)

## Katana (Requires 10 Two-Handed Sword, [and 10 Sword]

Stat Bonus: +2 flat ACC Bonus when using a two handed sword.    GB1E2

Stat formula: TBD, due to flat
Antique: Deep Focus

Deep Focus (MR ≥ 30) When Charging Support Magic, Statuses or Healing, You gain various special effects. In all cases but Revival, you start with a free level of charge. For Revival Magic, it will take 2 turns to revive someone with HP equal to 1/4th of your MR. When casting magic at range, you can choose to use up twice as much MR to do 1.5 times damage. Does not apply with Magic Blast Array.

Deep Focus LV 2: (MR ≥ 60) When Charging Support Magic, Statuses or Healing, You gain various special effects. In all cases but Revival, you start with a free level of charge. For Revival Magic, it will take 2 turns to revive someone with HP equal to 1/2th of your MR. When casting magic at range, you can choose to use up twice as much MR to do 2 times damage. Does not apply with Magic Blast Array.
Magic: Dark Element Talent

## Information

Darkness Element Talent allows the use of Dark magic and Once Leveled to 20 can be Evolved into Shadow Element Talent.

Darkness, the power of Shadows, and the natural opposite of Light. Dark Magic users have the ability to fire bolts of shadow at foes, meld into their own shadow, and even grab hold of and control another's.

Certain levels of Darkness Element Talent Also allow access to set Dark Magic Skills.
Class: Thief

## Thief

The **Thief** is one of the most useful jobs because of its ability to steal any piece of equipment, or even JP and abilities. o take full advantage of this, players can examine every piece of equipment the opponents have before starting an engagement. Thieves are balanced with favorable stats, but it is best to do not rely on their growth too much. Ninjas and Hunters have better stat growth and can therefore benefit from the Thief's abilities.
Species: Ecumene

**Ecumene** or **Revenir** are a race of Demi-humans that are not ever tethered to one body.

### Description

Ecumene take the traits of whatever Species they are possessing at the time, while they possess that species, they cannot unpossess it without going through a specific ritual, if they are not in a body, their souls can actually last longer than average disconnected from any source, but they cannot perform magic, only able to attempt to find a new host.

### Status

#### Sense

* 【Possession】(if not possessing a body already)
* 【Vital Point Knowledge】
* 【Sensing】
* 【Alchemy】
* 【Animas Demon】

#### Weakness

Being a foreign entity to a body, they have all the weaknesses of what they possess, and have a large amount of time required for bodily integration, while they are integrating into a body, they can be easily removed.
Senses: The Eight Heavenly Virtues

The The Eight Heavenly Virtues are Senses added by the new Admins D & P. They consist of:

## Perseverance

Resolve: As long as MP, and STA are maintained, the user has a 50% chance to survive with 1 HP regardless of the amount of damage taken

Determination: As long as MP, and STA are maintained, the user will survive with 1 HP regardless of the amount of damage taken

Perseverance: As long as MP is maintained, the user will survive with 1 HP regardless of the amount of damage taken

## Charity

Goodwill: Grants HP recovery to allies.

Altruism: Grants high HP recovery to allies.

Charity: Extends the equivalent effect of rolling 1/4th MR +20 to the user and anyone recognized as the user's allies.

## Mercy

Pity: Heals an ally of the user by a fixed amount. Costs no MP.

Grace: Heals an ally of the user by a large amount. Costs no MP.

Mercy: Returns a recently deceased, mostly intact corpse to life. Consumes a large amount of MP.

## Humility

Modesty: Consumes energy from the soul to boost self's stats.

Humbleness: Consumes energy from the soul to boost self's stats by a large amount.

Humility: Consumes energy from the soul to grant power rivaling a Gods.

## Temperance

Abstention: Prevents killing of others.

Prohibition: Allows the User to aid others in their movement to the afterlife.

Temperance: Allows the user to reincarnate with their memories intact.

## Diligence

Zeal: The user negates 50% of damage.

Rigor: The user negates 90% of damage.

Diligence: The user cannot die.

## Wisdom

Wisdom: Enables acquisition of browsing level-1 information regarding anything in the user's range of perception
System: Sword Styles

Sword Styles methods of using a sword passed down throughout time, there are various dojos that teach sword styles, and while some Sword Techniques are the same across styles, the emotions and intentions behind the styles are different.

## Hazy-style

The **Hazy Style** is a family of sword skills intermingled with aura centric techniques. It was created by Byakuya Araki and passed down to his grandson Hakurou. This is the sword style used by most of Tempest characters including Rimuru Tempest and Benimaru.

## Aincrad-style

I said I would get a write up from all the other instructors, I did not say I would do one myself - Hiyuki
Weapon: Hammer

## Hammer

Stat Bonus: Adds 4 to PAtk. Grows by 1.5 each 2 level.

Stat Formula =TBD

Sample Skills

《Smash》

《Impact》 (simple physical attack, knock-back)

《Break Hammer》 (decrease enemy defense)

## Sledgehammer [Requires Lv 20 Hammer]

[Subject to change]

Attacks are twice as strong while using sledgehammers, but accuracy is lowered by 50% Every 10 levels, your accuracy is lowered by 5 less percent. No effect beyond level 50.

Stat Formula (PATK) = TBD

Stat Formula (Acc) = TBD

Sample Skills

《Wall Breaker》 《Grand Hammer》
Species: Beastmen

**Beastmen** are a race of Demi-humans that have partial human traits mixed with animal traits.

### Description

#### Types

Beastmen can broadly be classified into 7 different groups. Feline Types, Such as Lions, Tigers, and Panthers; Canine Types, Such as Wolves and Foxes; Primate Types; Bear Types; Serpent Types; Avian Types; And "Large" Types such as Elephants. Of these types Avian and Large types are considered the rarest with a minuscule population, while the 'Lion' of the feline tribe is considered the strongest overall. They are known as Lycanthronpes.

Various other Demi-Human races such as Orcs, Rabbitfolk, and Kobolds were originally Beastmen tribes who slowly lost the ability to transform from a human state to a beast state; resulting in a permanent mix between the two, however, they are still counted as Beastmen.

### Status

#### Sense

Normal Beastmen get 5 SP to buy any Sense they would like, and also gain:

* 【Release】
* 【Action Restriction Release】

Degenerated Beastmen get 7 SP to buy any Sense they would like.

#### Innate Skills

All non-degenerated Beastmen start with these abilities:

* Beast Transform: In addition to allowing the user to alter their form between that to be more humans or more beastial, the user can enter a temporary transformation that restores all their energy as well as heals all their wounds; while also doubling their physical capabilities.
System: Equipment Slots

I have an example list of slots a humanoid character would have:

(For a practical example, check Mira Ganadora)

### ACCESSORIES (9 total)

Players get 9 Accessory slots. This can be used for Badges, ribbons, rings, etc. Some of these were +stat equipment under the old system, others were under the overly broad (old days) artifacts moniker.
Species: Aggressor

****Aggressor**s** are a general name for races that originate from another plain of reality.

### Description

#### Insectar

**Insectars** are demi-spiritual Monsters with appearance of insects. They originate from another dimension like Cryptids and Phantoms. Insectars are a powerful race born for combat, especially when fully evolved into humanoid form. They have immense physical strength and speed, while their bodies are often clad in nigh-unbreakable exoskeletons. Their strong magic resistance and ability to harness the power of Elementals makes them the natural counter against Daemons.

#### Phantom

**Phantoms** are a kind of demi-spiritual Monsters. They are invaders from another world, able to possess living beings. They can naturally occur, or occur as a type of Undead.

Phantoms tend to be cruel; their goal is to invade and conquer other worlds, be it through brute force or trickery, but they tend to be cautious of not antagonizing the whole world at once, and instead try to divide and conquer and take their time with the conquest.

If they possess someone with too strong a will, they might risk losing themselves and taking up the host's personality and desires, which might be detrimental to their plans.

#### Cryptid

**Cryptids** are demi-spiritual Monsters, and tend to be a catch all term for **Aggressors** that do not fall under **Phantom** or **Insectars.**

### Status

#### Evolution

They each do not have evolutions currently.

#### Sense

##### Insectar

They naturally have at no cost:

* 【Unarmed】
* 【Bodily Resistance】
* 【Might】
* 【Heavy Armor】

##### Phantom

They naturally have at no cost:

* 【Possession】
* 【Spiritual Resistance】
* 【Intangibility】
* 【Soul Eyes】
* The abilities of whomever they are possessing.

##### Cryptid

They naturally have at no cost:

* 【Sorcery】
* 【Mental Resistance】
* 【Mind】
* 【Danger Perception】

#### Weakness

Insectar

* Fire
Class: Dancer

NEED TO UPDATE

## Dancer

> Archers are essential for long-range combat.
>
> Class Description

Archers are known for their ranged combat via bow and arrows. The range of their attack depends on their bow.

When Two Archery abilities are mastered, you unlock Hunter. If 1 Archery ability is mastered, and two Thief abilities, Ranger is unlocked.
Administrator

The Administrator is a Position that has been controlled by multiple people throughout history. The modern Administrators function is to monitor and work on the statuses of all in the world, and how the System itself functions to manage all resources, processes, and events within Cardinal.

## Game Management

Designed to not require outside maintenance, the Administrator autonomously manages the entirety of the System, including the balancing of items and currency, the monitoring of the mental state of inhabitants, new Sense, Art and Tech generation.
Syun (Hiro Noel Blake)

## Skills and Abilities

##### Buffing Arts:

* Sky Eyes <10 MR>: When this ability is activated, you have improved night visibility, and can see collection points. You can also target enemies with your eyes. hidden ability : slows time for the player during critical moments, giving them more time to take the best action. This will autoactivate with an MR cost of 25 MR when it is done so. In practice, it allows for a reroll, and is a LUCK roll.

* Enchant Arts: Costs  7 MR per stat. allows to cast a buffs on any player (inc. oneself) or mob up to 3.
* Zone:  Allows targeting multiple people with a single-targeting skill or art. The cost in MR is a lot higher than for the usual skill, but is fixed if it affects a maximum 6 people, making it MP-advantageous for party-wide use (for enchants for example). Above 6 people, the MR cost rises significantly. Expand the area effect of an enchant or other skill ; expand magic range. There is a long-ish delay between uses. Costs 25 MR per turn used (if 6 or below).

###### Bow Arts:

* 《Long Range Shooting》Costs 7 MR for 3 more range, and 5 more MR for each subsquent range. Lasts d5 turns.
* 《Rapid Fire Bow - First Form》: When firing an arrow, the second arrow is also fired at the same time. 10 MR
* 《Rapid Fire Bow - Second Form》 : When firing an arrow, if the arrow is alchemically fused, the arrow does damage to all arrows, less accuracy. 15 MR
* 《Bow Skill - Arrow Stitching》 : Arrow has piercing damage. 7 MR
* 《Magic Bow Skill – Phantom Arrow》 : Magic can be used instead of an arrow, up to 5 arrows can be shot by this skill, and they can all it, or track other enemies. 30 MR
* 《Bow Skill – Gust of Wind》 : make a strong wind follow the arrow, causing AoE damage. 20 MR.
* 《Flaming Arrow》: Fire Familiar can ignite an arrow. (edited)

###### Land Magic Talent:

* Rock Pull: Pulls rock towards you. <2 MR>
* Earth Bomb: Creates an earthen explosion at a targeted place. <7 MR>
* Clay Shield: Raises a column of clay to serve as shield <10 MR>
* Mudpool: Mud hinders movement <10 MR>
* Rock Burst: Target Rock, Rock explodes like Shotgun Pellets <15 MR>
* Earthquake: Makes earth shake and crack.<<15 MR>>
* Explosion: Stronger "Bomb"<<20 MR>
* Rock Shield: Stronger "Clay Shield", orbits. <<15 MR>>

## Unequipped

On him:

Wooden Mask: Effect: takes damage for armor

Not on him:

## Antiques

**Charm**
Antique: Quick Load

Quick Load: When reloading, you can reload, and perform another action.

Quick Load LV 2: When reloading, you can reload, and perform another action, but after firing, there is a 5% chance it will instantly reload.

Quick Load LV 3: When reloading, you can reload, and perform another action, but after firing, there is a 25% chance it will instantly reload.

Quick Load LV 4: When reloading, you can reload, and perform another action, but after firing, there is a 50% chance it will instantly reload.

Quick Load LV 5: When reloading, you can reload, and perform another action, but after firing, there is a 75% chance it will instantly reload.
Atelier Inventory

The Atelier is Hiro's shop, and has a vast array of items for sale, I intend to use this page for storage of said items, with update over time depending on increases in quality of items. All items have a Purchasing Cap of 5, meaning you can only purchase 5 of each from this shop. This is not the item Cap.

### Potion Adjacent

#### Medicine/Pills

##### MR Restoration

STA Restoration

( 20%-25%) HP

### Food

Currently, Atelier (Tempest) does not have the permits to serve food.

### Trivia

One of the many things that can be made with Dosing is stat raising potions, Hiro does not make these, because Enchant Rocks, but they are something he wishes to mess around with on a later date.
Senses: Identify

【Identify】 is a sense that gives the User a a Passive Skill. When used, the information is given by a window and read aloud in your head. The information given is dependent on the level of the Sense.

### Usage

After taking【Identify】, you utilize magic to connect to another person with something similar to a wire, once connected, you can use the context menu to utilize the【Identify】skill.

## Appraisal

【Appraisal】 is a sense that gives the User a a Passive Skill. When used, the information is given by a window and read aloud in your head. The information given is dependent on the level of the Sense. Appraisal gives more information by default than 【Identify】.

### Usage

After taking【Appraisal】, you can use the context menu to utilize the【Appraisal】skill on a target.

## Analyze

【Analyze】 is a sense that gives the User a a Passive Skill. When used, the information is given by a window and read aloud in your head. The information given is dependent on the level of the Sense. Analyze gives more information by default than 【Appraisal】.

### Usage

After taking【Analyze】, you can use the context menu to utilize the【Analyze】skill on a target.
Senses: Physical Increase

【Physical Increase】 is a passive Sense which evolves into 【Might】, and evolves from 【Physical Attack Increase】, and 【BLK Power Increase】.

#### Usage

【Physical Increase】 is an Sense that adds a second dice for each both your PATK and BLK which is 25% of each respective sense.

#### Usage

【Might】 is an Sense that adds a second dice for each both your PATK and BLK which is 25% of the two Stats added together.
Class: Archer

## Archer

> Archers are essential for long-range combat.
>
> Class Description

Archers are known for their ranged combat via bow and arrows. The range of their attack depends on their bow.

When Two Archery abilities are mastered, you unlock Hunter. If 1 Archery ability is mastered, and two Thief abilities, Ranger is unlocked.

### Known Action Abilities

`Boost: Focuses energy to increase damage on next attack..`

`Blackout: Launches smoke bomb to inflict blindness (for d7).`

`Take Aim: Braces for a shot guaranteed to hit, but its damage is only a d20, and cannot crit.`

`Aim: Legs: Aims at Legs to inflict paralysis.`

`Aim: Arm: Aims at arms to inflict disable.`

`Cupid: If hit lands, charms target, does not hit if blocked.`
System: Clan Privilege

A clan privilege usually affect the entire party and are selectable at the beginning of each battle that a Judge facilitates. If the Law is violated. as a Warning, the Privilege is removed from play. here are dozens of privileges available, and more are unlocked by increasing your Clans Rank.

Privileges' benefits include boosting of stats, strengthening of certain races, and increased rewards at the end of battle. Only one privilege can be in effect during each battle, and the Clan cannot switch privileges once the fight has commenced.
System: Derived Statistics

**Derived statistics** or **secondary statistics** in the strict sense are attributes which are based on a character's primary statistics, species, class, and other values.

## Overview

More commonly, the term refers to all character attributes which only exist as the byproduct of other values, i.e. attributes the player cannot determine or influence directly.
Class: Spellsword

NEED TO UPDATE

## Spellsword

> Archers are essential for long-range combat.
>
> Class Description

Archers are known for their ranged combat via bow and arrows. The range of their attack depends on their bow.

When Two Archery abilities are mastered, you unlock Hunter. If 1 Archery ability is mastered, and two Thief abilities, Ranger is unlocked.
Senses: Telekinesis

Telekinesis is a Ability Type Sense.

## Usage

Telekinesis' primary usage is to lift objects around you.

A secondary function has been documented known as <<Transfer>> which allows the user to give some of their own MR to another person, but at an increased use of MR compared to MR gained be recipient. This is only gained via leveling the Sense.
Senses: Hawk Eyes

【Hawk Eyes】(1 SP) and 【Sky Eyes】(3 SP) are Senses that confer an ability.

## Hawk Eyes

### Usage

【Hawk Eyes】is a Sense that applies long range vision, night vision, underwater sight, and targeting ability. The higher the Sense, the further you can see. Until recently, it was regarded as a very useless sense because it was thought it only let you look at distant objects, recently, there has been a spike of players using 【Hawk Eyes】due to its wide practicality.

While 【Hawk Eyes】 is active, it is a great support sense to pair with other senses. For every turn it is active, it costs 1 MR per turn used.

【Hawk Eyes】can be paired with a Senses like:

* 【Enchant】: increases enchanting range to anyone within field of view.
* 【Discovery】: increases range of which hidden places can be detected.
* 【[X] Element Talent】: Provides DEX correction while casting at long range.

### Sense Evolutions:

There is only one known Evolution of Hawk Eyes:

Sky Eyes

## Sky Eyes

### Usage

Once Hawk Eyes reaches Level 50, you can evolve it into 【Sky Eyes】at the cost of 3 SP. With this evolution, you can now target multiple targets within your visible range. This unlocks the Support Skill:

* Zone

Zone can be paired with other skills to expand their effect.

1. You can activate the same skill multiple times at the same time.
2. Casting delay doesn't increase with the number of skills used.
3. Base Skill's MR consumption increases 10 times.
4. Up to 6 castings of the skill, the MR consumption will remain static, but beyond 6, it increases.
5. There is a 3 turn delay between uses, and costs 25 MR flat if used.

In addition, Sky Eyes has a rare change to cause a Bullet Time effect, which allows for more actions in a small period of time. This is a Luck based effect, and allows you to reroll, and take the favorable of the two rolls.

## Users

* Hiro (Evolved into 【Huntress Queen Remiel】)
* Demon Lord Argent Vampir
* Vanny
* Red
* Pawn
Senses: Uriel, Governor of Vows

**Uriel** is Opal's Ultimate Sense.

## Abilities

### Skills

* *Unlimited Imprisonment*: Entombs the target in a complex number of spatial dimensions.
* *Law Manipulation*: The ability to manipulate Laws within Combat, and add or remove your own.
* *Spatial Domination*: A movement ability, allowing the user to freely switch between spaces for which they are aware of the coordinates.
* *Temperance*: Allows the user to reincarnate with their memories intact.
Senses: Naming

【Naming】 is a sense that gives the User an ability.

## Usage

【Naming】is an ability that is used for naming or nicknaming another character.

【Naming】shares a part of your own power with the recipient, potentially making a soul corridor between the two. This is a potentially dangerous thing to be recipient of, as the name they give you gives them sway upon you alongside the power boost.

【Naming】an object will give it random effects based upon the name.

## Users

* Hiro
* Camilia
Species: Kitsune

**Kitsunes** are a race of Spirit that take the form of a Fox.

#### Heavenly Fox

The most basic kind of Kitsune, looks like a fox but with multiple tails, it can go its entirely life without evolving, but it doesn't mean its weak, it's stats grow the more tails it gains, it has no inherent association with good or bad, it's just a mischievous child.

#### Novemara

The Beginning of what could be a called a 'neutral' path for a Heavenly Fox. Their appearance does not change much from their time as a Heavenly Fox, but they do gain a bit of power. No longer baby, want power.

#### Novemoea

Honestly, the entirely line doesn't change all that much from evolution to evolution.

#### Novemati

It's really because no aspect really materializes specifically, its just the default 'normal'. They get stronger, yes, but this is the safe line.

#### Nogitsune

When a Heavenly Fox's nature is more towards the Unholy than the Holy, they evolve into a Nogitsune, they are known to be mischievous, their colors in a darker tone than the other paths, this path is much more immediately powerful.

#### Yakotsuki

The greatly feared evolution of the Nogitsune, a known powerful demon spirit able to destroy on a whim, and can take a pseudohumanoid form.

#### Yokaisuki

The Type of Kitsune that put Nogitsune on the map, the species of the infamous Tamamo-no-Mae, able to go in any state of furry they want, no furry, part furry, anthro, actual fox? They can do it all. Mother is going to kill me for this Identify, but she will never see it if I never let her meet a Yokaisuki.

#### Inari

The holiest of fuckers who steal your lunch. The white, holy, godly, yeah, I don't want to write this, I need to make another sandwich.

#### Inariokami

yeah the other ones didnt steal my sandwich so why would I want to output effort

#### Kaminari

oh look its a god now, wooptie fucking doo, at least I don't live off of worship energy asshole

### Status

#### Sense

All types of Kitsune have intrinsic access to the following Senses, even if they have not been purchased, or they are not equipped.

* 【Telekinesis】
* 【Psychic】
* 【Sixth Sense】
* 【<Element> Element Talent】
* 【Sorcery】

Novemara have intrinsic access to the following Senses:

* 【Split】

Kaminari have intrinsic access to the following Senses:

* any sense i want bitch

#### Weakness

I don't think about what I am weak to too much.
Class: Fencer

NEED TO UPDATE

## Fencer

> Archers are essential for long-range combat.
>
> Class Description

Archers are known for their ranged combat via bow and arrows. The range of their attack depends on their bow.

When Two Archery abilities are mastered, you unlock Hunter. If 1 Archery ability is mastered, and two Thief abilities, Ranger is unlocked.
System: Outside System Skill

An Outside System Skill is an ability, usually referred to as a skill, that either involves unconventional use of system-controlled skills, the exploitation of loopholes in the system, or the use of the player's human abilities to enhance their gameplay. Although such abilities are referred to as "skills", none are regulated by the system, though some involve making use of system skills in ways that were not intended by the developers of the game.

These skills are developed through a player's capability in game and are acquired through experience and practice put in by the player themselves throughout playing time.
Iberu

## Biography

An ancient goddess, long since imprisoned and now free to cause chaos and destruction. Fortunately despite them still causing such mayhem they've calmed down considerably, having a fresh beginning in this new time and able to start a family and feel loved yet they still crave revenge for the isolation they had to endure for an untold expanse of time.

## Skills and Abilities

Portal creation; Able to travel via portals in other worlds/universes - disabled due to system

Various kinds of magic;(Fear, Death, Time, Space, Emotion, Order, Chaos, Forge, Nature, Mind, Creation, Storm, Music and Void magics) (restricted due to system

Shapeshifting: They can change their form as they see fit, mostly done in disturbing ways. (disabled due to system

Regeneration: Able to heal from most wounds. (Disabled due to system

soul sight: Can see the souls of living things. (Powered down due to system.

### Species Ability: Demon

Intuitive Replication: After having an ability used on them many times, they learn them easier.

### Class Passive Ability:

Holy Aura: Randomly recover HP at the start of a turn. Roll a d100. If you get your range of Luck below 100, ie if your Luck is 20, you need to get 80 or above,  you are fully healed.

### Unique Ability:

Fear Personified: As an ancient fear god you radiate fear, your mere presence can make mortals quiver and shake in paranoid unease. Anyone around you up to 120ft needs to make a d100 charisma roll, if they don’t get within their range of CHA they are frightened of you, can’t move towards you and have to roll twice and take the worse roll when trying to attack you (i.e. roll Accuracy twice and take the worst roll).

## Senses

Equipped senses
 MR Increase(lvl1)

Unequipped senses

## Traits and Perks

Ruthless: When others stand in your way, there’s no hesitation as you put them down. Your accuracy and damage are each increased by a flat 10, but your enemies now have 10% more dodge due to fear or anger.

Skilled: Twice Stat Growth on all Skills via both items and LVU, but you only get a perk every 4 levels.

## Misc

-a sweater from Shuna

-a frilly dress from Ciel (currently wearing)
Magic: Water Element Talent

## Information

Water Element Talent allows the use of Water magic and Once Leveled to 20 can be Evolved into Ice Element Talent

Water, the base of most, if not all, life. Water magic can be used to empower allies, summon torrents and waves to wash foes away, and even trap enemies in floaty bubbles.

Certain levels of Water Element Talent Also allow access to set Water Magic Skills.

### Water Magic Spells

Lv1 Aqua Bullet: <2 MR>

Lv5 Water Round: Create a circular shield of Water in front of the caster <10 MR>

Lv10 Maelstrom: create a rotating whirlpool of water that engulf enemies <20 MR>

Lv15 Aqua Wall: Create a defensive geyser of Water around the Caster <15 MR>
Senses: The Seven Deadly Sins

The Seven Deadly Sins are Senses added by the new Admins D & P. They consist of:

## Pride

Ego: Upon acquiring, Increases Sense Growth by a large amount as long as Sense is equipped.

Dignity: Upon acquiring, Increases Sense Growth by a large amount, and stat growth by a small amount.

Pride: Upon acquiring, experience points and proficiency will greatly increase, along with improved growth capacity for every sense.

## Sloth

Rest: Rest causes stats to raise by 0.5 for every hour slept.

Indolence: The longer you go abstaining from work, the more your stats raise.

Sloth: The longer you go abstaining from work, your stats raise an obscene amount.

## Gluttony

Overeating: Allows the user to ingest food beyond normal limitations. In addition, the resultant stamina can be stocked as surplus. However, the user will gain weight proportionate to this. The amount of stamina that can be stocked increases with higher skill levels.

Satiation: Allows the user to ingest food beyond normal limitations. HP, MP, and SP will recover accordingly. In addition, the excess can be stocked as surplus. Surplus is stored as pure energy, so the user will not gain weight. The amount that can be stocked increases with higher skill levels.

Gluttony: Allows the user to eat anything and stock it away as pure energy.

## Wrath

Anger: Massively increases physical stats. Inflicts the Madness status condition on the user.

Rage: Massively increases physical and magical stats. Inflicts the Madness status condition on the user.

Wrath: The user's stats go way up, without costing any MP or SP. However, the user loses their mind, gradually losing their self-awareness.

## Envy

Spite: Can steal and disable 1 of the Opponents Skill for a cost of 50 MR.

Jealousy: Can steal and disable 3 of the opponents Skill for a cost of 150 MR.

Envy: Can steal and disable all of the opponents Skill for the cost of 50 MR and 10 per turn disabled.

## Greed

Desire: Upon killing another being, you have a random chance to gain their SP levels.

Usurp: Upon killing another being, you have a random chance to gain their status buffs or SP Levels.

Greed: Upon killing another being, you have a random chance to gain their status buffs, Levels, or skills.

## Lust

Crude: Has a high chance to apply a temporary charm.

Depraved: Has a high chance to apply a lengthy charm.

Lust: Has a high chance to apply a charm that cannot be removed without death.
Senses: Armor

【Armor】 is a sense that gives the User a passive effect.

## Usage

【Armor】is an Sense that while any type of Armor is equipped, it will give +1 Flat BLK that grow by one every ten levels.

## Light Armour

【Light Armour】 is a passive Sense, it will give +3 BLK. These stats grow by one every two levels.

## Leather Armour

【Leather Armour】 is a passive Sense, it will give +5 DOD, and +2 BLK. These stats grow by one every two levels.

## Metal Armour

【Metal Armour】 is a passive Sense, it will give -3 DOD, and +5 Flat BLK. The BLK grows by one every ten levels. The DOD decreases by 1 for every 10 levels.

## Robe

【Robe】 is a passive Sense, it will give +5 MR. The MR grows by one every two levels.

## Cloth Garment

【Cloth Garment】 is a passive Sense, it will give -+1 Charisma and +1 PER. The PER grows by one every five levels.
Senses: Sensing

【Sensing】 is a sense that gives the User a a Passive Skill.

### Usage

After taking【Sensing】, you can sense another player's presence or even killing intent before seeing or hearing them if your perception roll is 5 under theirs.

## Appraisal

【Sixth Sense】 is a sense that gives the User a a Passive Skill.

### Usage

After taking【Sixth Sense】, you can sense another player's presence or even killing intent before seeing or hearing them if your perception roll is 10 under than theirs.
System: Primary Statistics

**Primary Statistics** are numerical representations of a character's inherent abilities. Within the System, there are 14 Statistics. Primary Statistics form the basis of Derived Statistics.

## Overview

Statistics are defined by your Species, and Class, they cannot go below zero, and cannot go above 999.

The format for writing out statistics is simple.

d
S
d
B
F

{\displaystyle dS+dB+F}

dS is your initial stat, while dB is any bonuses in the form of separate dice, while F is your Flat Bonuses.
Weapon: Shield

## Shield (Base Sense):

Stat Growth: +5 BLK. Grows by 1 every 2 levels.

Stat Formula [BLK]: =if (isodd (***LEVEL***), 5+ (.5\*(***LEVEL***-1)), 5+ (.5\*(***LEVEL***-2))

Sample Skills

《Fortress》

《Aggro Bind》 (taunt) <7 MR>

《Calling Shield》 : increase aggro value to the bearer <7 MR>

《Hate Action》 : increase aggro value to the bearer. <7 MR>

《Wind Guard》 : extends the whole party's defense. <20 MR>

## Tower Shield (Requires Lv 15 Shield)

Stat Growth: +10, Grows by 2 Every Other Level

Stat Formula [BLK]: =if (isodd (***LEVEL***), 10+ (***LEVEL***-1)), 10 + (***LEVEL***-2))