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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Kimi Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team
      Minecraft Development Team
      * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      Holiday Event   02/07/2018

      A Brand new holiday event is now live! Free for everyone to enjoy! <3 And a brand new, limited time only quest that pairs can take, and enjoy! <3 Wishing Everyone a very happy Valentines Day! xoxoxoxoxoxoxo~~~~~~~~~~~~
      -Staff
    • Cardinal

      Patch Notes: Crafting and Adventuring Update   02/19/2018

      <<Crafting and Adventuring Update>>
      SAO-RPG Patch 2.5.1 Timeline Update! Please note that the following is out of character knowledge.
      Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors. We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game. Site Changes: A post count feature has been added to the site. The number of each post (i.e. #1) now displays on the top-right, beside the "Link Post" feature. General Rule Changes: Word count requirement for posts in which a player is stunned or paralyzed has been reduced to 100 from 150. PvP and Player Killing Rules have been updated: No player can kill another without OOC permission. The rule for initiative rolls on Unauthorized Combat have been removed. The NPC Guard mechanic has been removed. Characters under Level 5 are eligible to claim a New Character Bundle, regardless of when their journal was created. Unidentified items, when obtained in a thread, no longer have to be declared until they are identified by a Merchant. For example, a weapon drop can be claimed from a locked thread as an Unidentified T1 Weapon, rather than an Unidentified T1 2H Assault Spear. When identifying an item, the Merchant should then specify the item type in their roll(s). To clarify, items leaving locked threads should be specified according to the loot tables as: Weapon, Shield, Armor, Consumable. The Loot Table has been slightly adjusted, mainly to increase the number of consumables dropped from monsters. Crafting Changes:
      A note to all crafters: Be sure you are transferring your materials (col for Merchants) to the @Banker account when crafting. The <<Earning a Living>> quest has been updated, and is now profession-specific. Three new crafting/gathering-based quests have been added: <<Nature's Treasure>>, <<Witch of the West>>, and <<Challenge of Olympus>>. +CD bonuses for crafting have been reintroduced. These can be obtained through the new quests <<Challenge of Olympus>> & <<Witch of the West>>. Merchants: The chance to successfully identify a unique enhancement now scales with Merchant Rank. The identification chart for Consumables has been reworked. The process of identifying consumables has changed. Identification prices have been reduced by 20%. General stock items have been adjusted. Blank Recording Crystals have been removed, and five new items have been added: Glow Stone, Single/Double Tents, Spyglass, and Water Canister. Alchemists/Cooks: Enhancement lists for both professions have been reworked. Successful crafts now have a chance to yield additional items. The Crafting Die Result charts have been updated. Performers: Song types have been adjusted. Enhancement list has been reworked. Successful crafts now have a chance to become 'Masterpieces'. This allows the craft to be submitted for evaluation with an additional effect. Skill Changes: Hiding Mod: Surprise Attack Has been split into two mods: Surprise Attack (Assassin) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +2 DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot posses both Surprise Attack (Assassin) and Surprise Attack (Trickster). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage. Surprise Attack (Trickster) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot posses both Surprise Attack (Trickster) and Surprise Attack (Assassin). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible. Mod: Vanish Cooldown reduced to 3 Turns, from 5 Turns. Energize Can only affect target party member. Mod: Hyperactive Increases energy regeneration of target player by 3 for three turns, up from 2 for two turns. Can only affect target party member. Cooldown reduced to 3 Turns, from 5 Turns. Energy cost increased to 5, from 3. First Aid Mod: Purify Cooldown reduced to 1 Turn from 2 rounds. Mod: Sharpness Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Mod: Barrier Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Effect now applies a Safeguard effect to target party member that lasts until the beginning of the user's next turn. Does not stack with the Safeguard enhancement. A player can only be targeted by Barrier once per combat. Mod: Field Medic Cooldown reduced to 3 Turns, down from 5 Turns. Fighting Spirit Now affects hate-generating abilities (Howl & Focused Howl) Enhancement Changes: Thorns: Damage increased to (9 per slot * Tier) from (7 per slot * Tier).  Effect has been updated to specify that only damage dealing, melee attacks trigger Thorns. [Performer] HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery has been removed. Monster Call has been reworked into two different enhancements: Monsters' Fortune Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed. Monsters' Favor Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed. Familiar Call Renamed to Familiar Sight. Grants +2 LD when searching for a familiar, up from +1. Incarceration Effect now applies to one target. Effect now lasts for one battle. New Enhancement: Perpetuate Cost: 3 Slots Cap: 1 Slot Effect: When played, doubles the length of damage over time effects (Bleed/Poison/Burn, etc.) on a single target. Effect lasts for one battle. Applicable to: Debuff Song Misperception Effect now applies to one target. Effect now lasts for one battle. Hypnosis Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Lullaby Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Mesmerism and Berceuse have been removed. [Alchemist] Damage No longer scales with Tier. Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery Reduced to (30 * Target's Tier), down from (45 * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Antidote Effect now grants immunity to negative status effects (Paralyze, Bleed, etc.) for a number of turns equal to the slots used. For example, if a player uses an Uncommon Antidote (1 slot), and is then affected by Burn for 2 turns, they would negate the damage from the first turn, and then take the appropriate damage on the second turn, as their protection from Antidote has run out. Toxic Venom Adjusted to (8 * Tier) damage over 3 turns, from (6 * Tier) damage over 4 turns. [Cook] New enhancement: Evasion Cost: 1 Slot Cap: 2 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Snacks, Desserts, Meals, Feasts Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Protein Cap reduced to 2, down from 3. Effect reduced to (1 per slot) base damage and -(5 per slot * Tier) mitigation, down from (1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation. Item Changes: <<Banner of Command>>, <<Banner of Leadership>>, <<Banner of Inspiration>>, <<Banner of Support>>, and <<Banner of Greater Support>> no longer have the ability to be recharged. Any players that have one of these items may continue to use them until their current number of charges have been depleted, after which they become vanity items. <<Name Tags>> now can not only change the name of an item, but the description/appearance as well. This includes any Name Tags received in the Fireworks Festival Raffle. Quest Changes: Quest Revamp: <<Earning a Living>> Whether you are looking to start crafting for the first time, or wish to change your current profession, the <<Earning a Living>> quest has been reworked and flavored for each profession. Materials gathered and a single item crafted in this quest are yours to keep, along with the ability to open a shop for your desired profession and some bonus materials to get you started. <<Earning a Living: Blacksmith>> <<Earning a Living: Tailor>> <<Earning a Living: Artisan>> <<Earning a Living: Alchemist>> <<Earning a Living: Cook>> <<Earning a Living: Performer>> <<Earning a Living: Merchant>> Quest Revamp: <<Witch of the West>> Witch of the West is a quest specifically for players who have a profession that takes place on floor fifteen.  By defeating the monsters and the boss players can receive a +CD consumable for their profession specifically.  By taking the quest again, you do not have to fight the boss but still must face the mobs in order to obtain the item. Quest Revamp <<The Iron Guardian> Loot drop changed from the <<Banner of Support>> to the <<Crystal of Support>> a mass healing crystal. New Quest: <<Nature's Treasure>> On each tier's first floor, players are able to take the quest.  The quest itself is designed to make material grinding easier whether you are actively searching for materials, fishing for materials, or fighting mobs for materials. New Quest: <<Challenge Of Olympus>> After reaching Rank 2 in a profession, players are eligible for a quest on the seventeenth floor in which they have a chance to accept a challenge from one of the Greek Gods/Goddesses in order to prove their worth as a crafter. This is an RP-focused quest for players who enjoy crafting, which awards a permanent +CD item to be used in a shop. <<Challenge Of Olympus: Blacksmith>> <<Challenge Of Olympus: Tailor>> <<Challenge Of Olympus: Artisan>> <<Challenge Of Olympus: Alchemist>> <<Challenge Of Olympus: Cook>> <<Challenge Of Olympus: Performer>> <<Challenge Of Olympus: Merchant>> New Quest: <<Trouble in The Mines>> Mining on Floor Twenty One has ceased to a halt with the appearance of Drakelings in the mines. The town has requested your help in clearing them out, so they can resume work. Of course, bringing back proof of your exploits will be rewarded handsomely.  New Quest: <<Betrayal of The King>> Rumors of an old king long forgotten have began to resurface, bringing about fear that he had been resurrected. It is up to the players to stop him, and return this dangerous King back to the land of the dead. Those who complete this task will be reward not only with Col and SP, but the chance to obtain T3 equipment.  New Quest: <<The Hidden Village>> Players have been tasked with finding out more about the town of Charko, which has remained shrouded in shadow. Though the trip through the tunnels does not prove to be simple, as powerful monsters stand in the way of the players' discovery. After bypassing these mobs through either combat or stealth, it will be up to them to determine whether Charko stays a secret, or is revealed.  New Quest: <<Burning Phoenix Feathers>> Rumors of a powerful item that can change the look or description of an item have surfaced, and that these Name Tags are dropped by a powerful phoenix.  New Quest: <<Bane of Blood>> Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive.  New Quest: <<The Swashbuckling Buccaneer>> Players will find themselves fighting against a crew of cunning pirates in the hopes of being rewarded handsomely with Col and other treasure.  New Quest: <<Keep Calm and Ki'Raion>> Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Those that hunt down this Field Boss will find that its patterns change depending on the time of day this boss is discovered. Players will be rewarded with Col, SP, and Equipment for the defeat of this boss.  New Quest: <<The King of Lakes>> At the bottom of the Lake of Reflections lurks a powerful aquatic monster that has evaded many fisherman's lines for months. However, one fisherman has revealed he may know the trick to fishing him up. He sends you out to retrieve the bait before giving you a shot at catching the powerful King of Lakes.  New Quest: <<What We Fight For>> Deep in the Forest of Memories lies a chamber that has been said to reveal to players what they miss most of their real world outside of SAO. Housing Changes: Guild Hall Costs have been reduced. Room upgrade cost lowered to 15,000 col. Players who have spent col to upgrade rooms since the initial housing update have been reimbursed. Living Room Effect changed to: “Increases HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts” Dining Room, Living Room, Master Bedroom, Master Bathroom, Extended Workshop, and Mega Slime Farm slot cost reduced to 1, down from 2. Dining Hall room slot cost reduced to 2, down from 4. Removed restriction for having both a Basic Kitchen and a Chef’s Kitchen. Basic Kitchen is now able to create Tier-specific food items. The material costs for using a Basic Kitchen has slightly increased. Limited the maximum number of items created per thread to 3. Dining Hall and Dining Room effects have been reworked. Basement buff increased to +2 from +1. Cooldown changed to once every 10 posts(total), from once per thread. Clarification added: Food items created with a Basic Kitchen may be traded to and used by other players, but still may not be used outside of the thread they are created. The ability to Upgrade/Downgrade Plots of Land has been added.

Gambit

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About Gambit

  • Birthday March 22

Profile Information

  • Gender
    Male
  • Location
    Probably a room somewhere.
  • Interests
    Reading, Storytelling, Video games

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  1. [SP-F2] <<Breaking the Unbreakable>>

    WHAM! Gambit's fist landed hard, producing a noise that worried Gambit more for his fist then for the rock's durability. "Jesus!" Gambit exclaims, checking his fist, finding tiny pixelated scratches on his knuckles. It hadn't effected his HP bar, so he assumed it was just what happens if you repeatedly slam your fist into a rock. Not too different from real life, except in reall life it would have hurt a lot worse. He took a step back from the rock, happy he was determined enough to keep going, and happy with his luck so far. Before going back to the rock for another swing, he stole a glance at the sun, which from the colors in the sky he guessed was setting. "One day I'll watch that sunset from a nicer view," he muttered, looking back to the rock. "Back to business!" ID#: 73747 Battle: 9 [Critical Success] (+1 DMG) Rock: 47/50 (-2)
  2. [SP-F2] <<Breaking the Unbreakable>>

    This time, Gambit's punch landed, doing damage to the rock. "Woohoo!" he yelled, throwing his fists in the air. There wasn't any noticeable damage done to the rock, and he certainly had his work cut out for him if he meant to break the rock, but he was excited nonetheless. He decided that after he got the Martial Arts skill he would try out fighting against a live opponent. It was a stretch from what he was used to, seeing as he had spent a considerable amount of time hiding in the starting city, but he felt it was necessary if he was going to grow as a player. "Alright, Johnny boy," he says, patting the rock, " let's do this one more time." He stepped back, fist raised, wondering if he'll be able to land another punch on the massive boulder. ID # 73746 Battle: 6 [Hit] Rock: 49/50 (-1)
  3. [SP-F2] <<Breaking the Unbreakable>>

    Gambit threw a punch at the Boulder, yelling "Mama rock me!" much louder then necessary for one in the mountains.. ID#: 73173 Battle: 2 (Fail) Rock: 50/50 (-0) And his fist slid off to the side of the rock, doing nothing to the rock itself but leaving Gambit embarrassed, despite nobody being around to witness his failure. He checks his fist for any marks, but finds none. He suddenly became interested if he could potentially hurt himself while punching the rock, and decided that he would probably find out soon enough. He stands straight and brushes his pants off, checking the area to make sure nobody was watching. After confirming that nobody was around, he turns back to the Boulder. "Our relationship isn't going to be a good one, is it?" He pats the rock before taking a step back, mentally preparing himself for another failure. "One more time," he says, and winds up another punch.
  4. Gambit had heard people talking about a quest that grants the Martial Arts skill for those who are able to break a boulder with their fists. He figured if he could destroy the boulder he would be getting both an extra skill and a better understanding of how the game's combat system functions. He hadn't fought any boars yet for fear of dying to one, and his greatest fear so far was being the guy that got killed by a mob the equivalent of a Slime in any other RPG. This fear held him back from leveling up, he knew, so he thought that a boulder would make the perfect opponent for him. Finding the rumored hut that the quest giver lived in was easy, though the climb up the mountain itself was tiring. An NPC jumped out and painted whiskers on his face, telling him he couldn't remove it until he destroyed the rock using his fists. "It's huge," Gambit said aloud, suddenly doubting his ability to even put a crack in the rock. He sighed, rolled his head, and stepped up to the rock, knowing he would have to get this done sooner or later if he didn't want to face actual enemies. "Let's get er done," he says, cracking his knuckles as he prepares to throw a punch.
  5. [F02] «Breaking the Unbreakable»

    Let's get er done! That was me accepting the quest. I don't have any clever rock puns.
  6. [OP-NK-F1] It's dangerous to go alone...

    Gambit nodded, acknowledging his stature. He didn't know much about guilds, but @Beatbox seemed to be quite experienced if he was that high up. He was also impressed by the confidence with which he spoke and held himself, a trait many aren't able to boast. He was surprised then when a fox poked it's head from around Beatbox's neck, sniffing at Gambit. Chuckling, he pointed at the fox and said "I don't know exactly what it's capable of, but I'm sure it could kill me if it felt like it." He looked back to Beatbox now, nervous laughter and all, not sure whether to be worried or interested in the small fox. "But yeah, I was just going to try to take out a few boars, preferably not dying in the process. Never going to catch up if I can't do that." He touched the pommel of his sword, looking warily upon the mobs wandering the fields.
  7. [OP-NK-F1] It's dangerous to go alone...

    He was walking through the fields, trying to decide which boar he was going to go after, when he heard a voice close by. Upon hearing the voice, Gambit wheeled around to face the source, his sword raised upwards quite awkwardly. Gambit quickly located the source, a blonde youth leaning on a tree behind him. He stared at the man for a few seconds, trying to get a quick read on him. He was briefly uncertain whether or not he could be trusted, but decided that he seemed friendly enough. Lowering his sword and breaking into a sheepish grin, he replied "Actually, I was one of those players for quite some time," He says, sheathing his sword. He wouldn't need it at the moment. "I have a bit of catching up to do, huh?". He glanced at the vast amount of boars roaming the fields, scratching the back of his head. Then, looking back at @Beatbox, he offers his hand. Smiling, he adds, "Name's Gambit, by the way."
  8. Gambit scrolled through his inventory, and equipped the starter sword he hadn't examined prior. Before he knew the game was a death trap, he had been very excited. In fact, as soon as he had joined, he had immediately started exploring the starting city. He was taken by the amazing features and graphics of the game. However, when the announcement was made, Gambit ended up letting himself aimlessly wander the starting city while others moved on to fighting, too afraid to take the risk of dying. For the longest time he didn't consider leaving the city, but when he started to see guilds of players determined to beat the game, he became aware of the cowardice in his decision. That brings him to the present, where he's now somewhat motivated to make something of himself. "And if you die, at least it can't be said you didn't try," he muttered to himself, before unsheathing his sword and stepping further into the fields of Floor 1.
  9. I had just gotten my journal accepted a few days ago, and now my main problem is finding a RP partner. I'm just starting out, so I would really appreciate it if someone would RP with me. Reply or message me if interested, thanks.
  10. Gambit's Journal

    Col and SP Transactions, Materials acquired SP: COL: Materials: Total: 0 Col 0 SP
  11. Gambit's Journal

    Profile Username: Gambit Real Name: Gambit Wilson Gender: Male Age: 14 Height: 5'11" Appearance: A lanky boy, with long, shaggy dark brown hair and green eyes. History Gambit Wilson was born in the USA, and moved to Japan at age 9 when his father got a great job offering. As you would guess, moving at such a young age to a foreign country wasn't exactly the best thing for a child. Young and without friends, partially due to the language differences, Gambit preferred to spend his time in books and video games, most of which were of the fantasy genre. He spent the next year trying to learn the country's language and making friends, but when his attempts at speaking the language were met with laughter, he stopped caring about what others thought. Even when he began to speak Japanese quite well (albeit with a really bad accent) around the age of 11, he was still quite lonely. He didn't mind much at this point, anyways. Who cares how you sound? Friends come and go anyways, who needs company when you have hundreds of different worlds in games and books? He found solace in online games, where he wasn't afraid of being himself because, honestly, people don't care how you act online, and for Gambit, that was the greatest thing in the world. This social isolation went on until his Freshmen year, when SAO was released. The idea of a strange, fantasy world where he could do the very things he's always dreamed about doing appealed to Gambit. That, and the idea of creating a new self, a kind of new start to his boring, lonely life. And so, Gambit saved up and camped out so he could have the privilege of having his own copy of Sword Art Online. Personality: This isn't much of a surprise, but Gambit is a bit of a loner if left to his self. Constant loneliness affected Gambit in a strange way. Instead of depression or self pity, Gambit finds humor in his situation; he finds it humorous how alone he is. He is prone to random outbursts of seemingly unintelligible phrases... to those who aren't truly listening. He uses humor to drop major hints about himself and his beliefs, his own form of self expression. However, that doesn't mean everything he says is either a joke or a veiled revelation. His sense of humor rapidly switches between sarcasm, randomness, and witty japes, most of which are aimed at himself, with the exception of a few. He does all of this, even when he doesn't have anybody listening. A real talker. He's not shy, just lonely. Virtues: Clever: While it's hard to tell through the occasional bouts of unintelligible gibberish, Gambit is actually very clever. His vocabulary and how he speaks is excellent for his age, he's a natural strategist, a creative thinker, and the occasional serious things he says hints at an unusually deep understanding of the subconscious mind. Sincere: Gambit is a sincere person. He hates to tell a lie, the only exception would be if he were sworn to secrecy, where he would keep his promise to the best of his ability. He's not the type to act like somethings okay when it's not, or telling a lie to avoid hurting someone's feelings, he much prefers staying true to both himself and others. Generous: While seemingly only caring for himself, Gambit is truly a generous person. He willingly lends a hand to other people, and then some. He doesn't have any hidden motives, he honestly enjoys helping people for the sake of helping them. Flaws: Reckless: Gambit's careless attitude usually ends up putting him in danger. Whether he upset the wrong person or carelessly put himself in danger, he usually finds himself dealing with the unexpected results of his actions. Uncivilized: Gambit's lack of a social life affected the way he acts currently for the worse. He never learned that some of his bad habits werent acceptable because he didn't have anyone to tell him they were bad habits in the first place. Low Self-Esteem: This is the problem most people like Gambit face. He believes he's never up to standard, underestimates himself, and judges himself more harshly then he would another person. He's somewhat aware of this fault, but tends to ignore it in hopes it's not too obvious to others. Profession: Skills Non-combat: - Passive: - Combat: - Weapon skills: - One Handed Straight Sword (Rank 1) Inventory Weapons/Tools: - Iron One Handed Straight Sword - Starter Cloth Armour Roleplays
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