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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 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 * - 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

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Aereth

      2.5.2 New Mechanic: Thread Invasion/Protected Threads   11/08/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK  

Gambit

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About Gambit

  • Birthday March 22

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  • 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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