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LKZ

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Posts posted by LKZ

  1. Hushed and quiet hues of an evening blue trickled into the chamber through the frosted windows of the Black Iron Palace.

    The Monument of Life, as grand in stature as it was in sobriety, had always carried a certain reputation for grandiosity. It wasn't uncommon to hear of players reporting feelings of smallness while in its presence. A wall etched with thousands of names could certainly do that to a person—especially with the knowledge of what each inscription represented. The cost of such carvings tended to be an ample amount of blood, sweat and tears.

    But in a more literal sense, the wall was vast; there was plenty of space left for future additions. At the moment, the jet-black structure effortlessly dwarfed the meager frame of the lone girl standing before it.

    Pale light illuminated the room, draping its features and its sole occupant with an icy veil.

    A pair of tired amber eyes fixated themselves on a small section of the colossal tablet. LKZ’s smile was mirthless as she laid her palm flat against the cold stone surface. With the tip of her finger, she traced the crevices, ridges and curves of a name that’d been engraved upon it.

    “Sorry I’m late,” said LKZ eventually. Her voice reverberated between the barren walls of the mostly-empty room. She ran the flat of her hand over the length outfit, smoothing out wrinkles that may or may not have actually existed. With the silence finally broken, her expression gradually gave way to one more mild.

    ~

    “Yo, El,” called a voice. “You comin’?”

    The question barely registered with LKZ, eliciting little more than a dazed blink of her eyes, which until then had been focused mostly on the various sights and attractions of the night. Even now, those very same eyes refused to relent, drifting dreamily from one vibrant scene to another.

    LKZ watched with eyes wide open as a girl up ahead sifted through the waters of a fish-filled tank. It took the sudden sensation of a hand settling atop her shoulder to pull her from her trance. Casting her sights sidelong, she offered the owner of said hand a cheery smile. “Oh, hey Marina!” Noticing the other girl’s look of amusement, LKZ moved a hand to clasp the back of her own neck. “I got a little distracted again just now, didn’t I?”

    “Looked like a deer in headlights,” remarked Marina. “First time at one of these things, yeah?” She moved a couple paces closer towards the younger girl, and after getting a more careful glimpse of the younger girl’s face, figured there was little left to be said on the matter. “By the way,” Marina continued. “Me and the guys are making our way over to the Battle-Bot Arena. Word is that Coldsteel’s rearing to ‘prove himself’ again.” A playful roll of her eyes drew stifled laughter from the pair at the expense of their currently out-of-sight associate. “Anywho... you wanna come with?”

    Back over at the fish-scooping stall, the girl from before now stood proudly, a small water-filled plastic baggie cradled between her hands. Then, the girl exchanged a few words with the player beside her before cheerfully handing over the bag.

    “As much as I’d love to see Martin put in that sort of effort…” started LKZ. She eyed the fish-scooping stall, an infectious grin spreading across her lips as a space opened up upon the previous player’s departure. “...Would it be cool if I caught up with you guys a little later? I mean, if that's okay with you, of course.”

    Marina eyed the younger girl for a moment before nodding. She gave her usual spiel about staying out of trouble that most people probably would’ve grown tired of after about the second or third time around while LKZ obliged her with the same old upbeat promises; for Elia, the warmth behind the almost-maternal nature of Marina’s lectures would always be welcome.

    The girls waved goodbye, and off went Marina. LKZ took a deep breath, then ambled through the crowd—her heart set firmly on one attraction in particular.

  2. "Aoda..." repeated the girl. She squinted her eyes for a moment, owing partially to the evening sun and partially in consideration of the syllables which had just left her lips. In wait of the boy’s answer to her serve, LKZ gave a satisfied nod of her head as she traced the arc of his swing with her eyes. "Short, sweet and to the point," she remarked, taking off as the ball struck resoundingly against the face of Aoda’s racket. Bounding across the court, her shoes struck the ground in a rapid staccato succession, embedding a trail of fresh imprints into the soft clay surface. "Honestly, I really like it,” she managed between long strides, her eyes fixed steadily on the incoming ball.

    A few quick paces further served to close the distance nearly entirely, though the resulting swing and miss suggested that she’d fallen just a tiny bit short. She watched as the ball sped onward unimpeded, no more than an inch or two away from the end of her own racket. Touching down shortly after, it bounced out of play before disappearing in a pulse of white light.

    LKZ came to a stop, her eyes drifting back to the raven-haired boy as she straightened herself up. With both of the boy’s hands already occupied, she laughed as the ball reappeared somewhat precariously in the crook of his shoulder. “Hey Aoda, you sure this is your first time, buddy?” she asked with a smile.

    Off to the side, a virtual display serving as the scoreboard ticked upward to award Aoda the first point of the game. “Anyway, um,” started LKZ as she made her way back to the baseline. “I actually work here, believe it or not.” She gestured with an open hand to the mossy brick-and-stone building standing behind them; or rather, she pointed to the brick-and-stone building behind which they themselves happened to be standing. “So I’ve probably got a couple more hours logged on these courts than most.”

    Arriving at the baseline, she turned to face Aoda once again, bending her knees slightly at she readied herself for the coming serve. “‘Course, playing a lot doesn’t necessarily translate to being particularly good.” She paused to clear her throat, the familiar curve of her lips returning soon after. Her eyes shifted between Aoda and the system HUD, paying special attention to the energy reserves she’d managed to build. “So, what brings you to the DCC? You didn't happen to stop by for some strudel, didja? 'Cause if you did, then I totally get it.”

    --- 
    @Aoda

    ID: 78803 | CD: 10 | LD: 6

    [LKZ] | 16/20 EN (+10)(+1)

    Technique Racket | +1 EN

    [Aoda] | 2/20 EN

    Power/Control Rackets | +1 ATK, +2 DEF

    6 (LD) = 6 Defense < 7 Attack = Miss

    0 (LKZ) - 1 (Aoda)

    ---

    Sword Art Online Tennis

    Spoiler

    Sword Art Online Tennis

     

    Table of Contents

    I. Intro

    II. Stats and Dice

    1. Attack

    2. Defense

    3. Energy

    III. Flow of the Game

    1. Pre-game

    2. Serving

    3. Returning

    4. Post-game

    IV. Deciding Ties

    V. Racket Arts

    VI. Choosing a Racket

    VII. Standard Rules

    1. Singles

    2. Doubles

     

     

    I. Intro

    Tennis, as it’s played in the world of Sword Art Online, can be described as a comfortable adaptation of its real world counterpart. To describe both variations in a few words, tennis is a racket sport in which players positioned on opposite sides of a net will rally a ball until one side is unable to complete a return. When one side (either a single player or a team of two players) is unable to make a successful return, the opposing side will gain a point and the rally will come to an end. The game is decided once one side has reached a pre-specified number of points.

     

    While some of the differences between the two are on the more superficial side, SAO Tennis equipment typically being closer to medieval aesthetic than to modern constructions, SAO Tennis ultimately differentiates itself primarily through its numerically-based gaming mechanics.

     

    II. Stats and Dice

    SAO Tennis features three stats within its framework: Attack, Defense and Energy. Each of these stats is represented primarily by one of three corresponding dice: BD, LD and CD, respectively. MD, the most sparingly used of the dice, is reserved for deciding ties.

     

    1. Attack is the total between a player’s BD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Attack of a shot is higher than the Defense of a return, then the rally will end and a point will be awarded to the attacking player. An unmodified BD of 10 will result in a Critical Hit, which will award an automatic point unless countered by a Critical Return. The Attack stat represents a combination of placement, spin and power.

    2. Defense is the total between a player’s LD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Defense of a return is higher the Attack of a shot, then the returning player will respond with a counter shot with their own Attack and the rally will continue. An unmodified LD of 20 will result in a Critical Return, which will allow the returning player to automatically return any shot, including Critical Hits. The Defense stat represents a combination of agility, reach and reflex.

    3. Energy is a resource gained on a turn-by-turn basis, with the amount of Energy gained being equal to sum of a player’s CD roll and all relevant bonuses. Energy is gained only at the beginning of a player’s turn. It is both expendable and conservable, meaning that all unused Energy will be carried into following turns. Energy is capped to a maximum of 20 and a minimum of -1. If a player’s Energy is maxed prior to the start of their turn, they will receive passive bonuses to both Attack and Defense for the duration of that turn. Max Energy Bonus: +1 Attack, +1 Defense

     

     

    III. Flow of the Game

    1. All participants on both sides will first equip and declare their rackets of choice, with in-character declarations being unnecessary so as to allow surprise tactics. They may also choose to declare a specific number of points or games required for a win.

    In a departure from real world tennis, SAO Tennis automatically determines the initial server using RNG once all racket-equipped players have taken their positions on the court. Prior to the start of the match, all participants will roll for BD. The player will the highest BD will serve first. If this should result in a tie, substitute BD for MD in this check instead. If this should result in another tie, compare the sum total of each player’s BD and MD rolls. A ball will automatically spawn into the serving player’s free hand.

    1. Serves in SAO Tennis begin with the serving player rolling for and declaring their CD, BD and MD. The serving player will calculate their total Energy for the turn. From there, the serving player may use Energy in order to perform a Racket Art. Alternatively, they may also opt for an unassisted serve instead. In both cases, the Attack of the serve will be calculated and declared.

    2. Returns in SAO Tennis begin with the returning player rolling for and declaring their CD, LD and potentially, BD and MD. The returning player will calculate their total Energy for the turn. From there, the returning player will compare their Defense to the Attack of the shot being returned. If the Defense of the return exceeds the Attack of the shot, then the returning player will make a successful counter shot of their own. Counter shots make use of the returning player’s BD roll and may also be enhanced by Racket Arts using Energy. They may also be unassisted. In both cases, the Attack of the counter shot will be calculated and declared.

    3. The end of a rally will result in the system teleporting the ball to the next player in the serving rotation. The end of a game will trigger the ball’s shattering animation along with a declaration of victory above the head(s) of the winning player(s), much like in the case of a system-approved duel.

     

     

    IV. Deciding Ties

    If the Defense of a returning player is exactly equal to the Attack of an attacking player, substitute the attacking player’s BD roll for their MD roll and determine the new Attack of the shot. If this should result in another tie, then add the Defense of the returning player to the Attack of the attacking player. If this resulting sum should be even, then the shot is successfully returned and the rally is continued. If the sum should be odd, then a point is awarded to the attacker and the rally is ended.

     

     

    V. Racket Arts

    Racket Arts (RA’s) are system-assisted movements that allow players to maneuver at speeds which would otherwise be impossible. RA’s require Energy and are activated by the use of pre-motions. When an RA is activated, the player’s racket will glow a certain color for as long as the RA remains in effect.

     

    Tier 1 Racket Arts (4 Energy Cost)

    • Your Choice (Serve/Return)  | The attacking player receives a +2 Attack bonus for the duration of their turn.

     

    Tier 2 Racket Arts (8 Energy Cost)

    • Your Choice (Serve/Return) | The attacking player receives a +5 Attack bonus for the duration of their turn.

     

    Tier 3 Racket Arts (12 Energy Cost)

    • Slice (Serve) / Drop shot (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, the defending player’s Energy will be decreased by an amount equal to the attacking player’s CD roll.

     

    • Kick (Serve) / Lob (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, on their following turn, the attacking player’s CD roll will grant a doubled amount of Energy.

     

    • Flat (Serve) / Smash (Return) | The attacking player receives a +10 Attack bonus for the duration of their turn.

     

    VI. Choosing a Racket

    Corresponding to the three major stats in SAO Tennis, there are also three major types of rackets which players may equip. Each type complements a different playstyle, and consequently, grants its own unique stat bonus.

     

    • Power | A heavier frame lends this racket type a bit more impact. Grants a +1 Attack bonus to all shots.

     

    • Control | A lighter frame lends this racket type a bit more maneuverability. Grants a +2 Defense bonus to all returns.

     

    • Technique | Specialized strings lend this racket type a bit more spin. Grants a +1 Energy bonus each turn.

     

    Rackets are the sole type of equipment capable of granting stat bonuses in SAO Tennis. Much like with weapons, note that it’s entirely possible to equip a second racket in one’s off-hand. However, unless the player possesses the Dual Blades Unique Skill, dual wielding players are unable to activate Racket Arts. In addition, due to enhancement limits, dual wielding players may not double up on a single racket type. Dual wielding grants no special advantages outside of allowing an extra stat bonus.

     

    VII. Standard Rules

    1. Singles matches, by default, require four points for a win. If both players reach three points each, a deuce will be initiated. Once a deuce has begun, a lead of two points will be required in order to win. By default, singles matches consist of only a single game. Both the number of points and the number of games required for a win may be modified prior to the start of a match. If desired, players may also choose to play indefinitely.

    2. Doubles matches follow all the rules of singles matches, whenever possible.

    Pre-game, all four players will roll BD (as well as MD, if necessary,) in order to determine the initial server. The initial server will then determine the posting order for the game’s duration by serving at one of his two opponents. Once the serve is completed, the defending player will be given the opportunity to return the shot at the serving team’s other player (i.e., the player who did not serve).

    Essentially, a player may never make a return at the player that gave them the ball (or, in other words, no tag-backs). Once a game of doubles has begun, each player is locked into attacking the same opponent until the game’s conclusion. This ensures roughly even and consistent participation for all participants.

    Once a point has been scored, the player whom that point was scored upon will roll a second time and proceed with their own serve (using the same post), with respect to the established posting order.

  3. You acquire skills by spending SP (Skill Points), and you acquire SP by completing topics/threads. For the most part, you'll get 1 SP for each completed page that you've RP'd on, although that ratio will change if you're RP-ing with a large amount of people in one thread. If you complete things like quests, sub-dungeons, events or boss battles you'll also receive bonus SP in addition to the pagely amount of SP as well (although in the beginning, bonus SP rewards will mostly come from doing quests). You only gain SP once the thread has been completed and submitted to a PST (Player Support Team member).

    You also start off with 5 SP, which you're free to invest into any of the skills found here, provided that you meet any and all requirements. Good luck!

  4. You only need LD of 11 and up in order to harvest the materials needed for that specific quest. Normally, you would need a roll of 15+ for materials gathered outside of combat. This is basically why you're unable to hold onto any extra materials that you might've found using these altered LD requirements once the thread comes to a close. Happy gathering!

  5. Catching the boy’s questions on dual wielding, LKZ’s twitched with a mixture of amusement and mild interest. Her lips eased into a knowing smile as she watched him fiddle with the selection of rackets lined up in front of him. The wind began to come alive, sending her long brown hair into a flittering frenzy. She closed her eyes momentarily to shield them from the walnut locks, helping herself to a generous lungful of cool air in the meantime.

    Once it’d become apparent that the evening breeze intended to stick around, the girl’s eyes fluttered open and fell once more upon the dark-haired boy. “Guess it just wouldn’t feel right if that weren’t the first thing to pop into our heads around here,” said LKZ, her fingers weaved comfortably into the base of her wispy windswept strands.

    As the boy grasped his hands around one racket, followed by another, LKZ tossed her own racket skyward. Free from the girl’s hold, it spun on end in the air, though the girl herself would never see it. “Dual wielding, I mean,” she continued, her bright eyes fastened ahead on her would-be opponent. Her racket descending, she reached behind her back and caught it by the grip using her other hand. “Lucky for us, it’s a hundred percent kosher.” She stole a sidelong glance at the fence over which her previous opponent had performed his dramatic escape. “Actually, I’m pretty sure it’s half the reason why my friend ever picked up a racket in the first place, you know?” she added, laughing.

    Receiving the go-ahead, LKZ acknowledged the boy’s request with a gracious bow before zipping straight to the baseline. A ball flickered into existence between her fingertips, and she bounced it thrice against the ground before gripping it stilly in her palm. “Oh, almost forgot! Name’s LKZ,” said the girl cheerfully. Then, tossing the ball upward, she carved the air with an overhead swing of her emerald racket. Cleanly colliding with the head of her racket, she followed the ball with her eyes as it whooshed through the air with a respectable pace.

    Preparing herself for the all-but-inevitable return, she restrained herself to straddling the baseline. LKZ grinned. “Not too much trouble if I asked for yours, I hope?”

    ---

    ID: 78294 | CD: 4 | BD: 9 | MD: 9

    [LKZ] | 5/20 EN (+4)(+1)

    Technique Racket | +1 EN

    [Aoda] | 0/20 EN

    Power/Control Rackets | +1 ATK, +2 DEF

    « Unassisted Serve » = 9 (BD) = 9 Attack

    0 (LKZ) - 0 (Aoda)

    ---

    Sword Art Online Tennis

    Spoiler

    Sword Art Online Tennis

     

    Table of Contents

    I. Intro

    II. Stats and Dice

    1. Attack

    2. Defense

    3. Energy

    III. Flow of the Game

    1. Pre-game

    2. Serving

    3. Returning

    4. Post-game

    IV. Deciding Ties

    V. Racket Arts

    VI. Choosing a Racket

    VII. Standard Rules

    1. Singles

    2. Doubles

     

     

    I. Intro

    Tennis, as it’s played in the world of Sword Art Online, can be described as a comfortable adaptation of its real world counterpart. To describe both variations in a few words, tennis is a racket sport in which players positioned on opposite sides of a net will rally a ball until one side is unable to complete a return. When one side (either a single player or a team of two players) is unable to make a successful return, the opposing side will gain a point and the rally will come to an end. The game is decided once one side has reached a pre-specified number of points.

     

    While some of the differences between the two are on the more superficial side, SAO Tennis equipment typically being closer to medieval aesthetic than to modern constructions, SAO Tennis ultimately differentiates itself primarily through its numerically-based gaming mechanics.

     

    II. Stats and Dice

    SAO Tennis features three stats within its framework: Attack, Defense and Energy. Each of these stats is represented primarily by one of three corresponding dice: BD, LD and CD, respectively. MD, the most sparingly used of the dice, is reserved for deciding ties.

     

    1. Attack is the total between a player’s BD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Attack of a shot is higher than the Defense of a return, then the rally will end and a point will be awarded to the attacking player. An unmodified BD of 10 will result in a Critical Hit, which will award an automatic point unless countered by a Critical Return. The Attack stat represents a combination of placement, spin and power.

    2. Defense is the total between a player’s LD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Defense of a return is higher the Attack of a shot, then the returning player will respond with a counter shot with their own Attack and the rally will continue. An unmodified LD of 20 will result in a Critical Return, which will allow the returning player to automatically return any shot, including Critical Hits. The Defense stat represents a combination of agility, reach and reflex.

    3. Energy is a resource gained on a turn-by-turn basis, with the amount of Energy gained being equal to sum of a player’s CD roll and all relevant bonuses. Energy is gained only at the beginning of a player’s turn. It is both expendable and conservable, meaning that all unused Energy will be carried into following turns. Energy is capped to a maximum of 20 and a minimum of -1. If a player’s Energy is maxed prior to the start of their turn, they will receive passive bonuses to both Attack and Defense for the duration of that turn. Max Energy Bonus: +1 Attack, +1 Defense

     

     

    III. Flow of the Game

    1. All participants on both sides will first equip and declare their rackets of choice, with in-character declarations being unnecessary so as to allow surprise tactics. They may also choose to declare a specific number of points or games required for a win.

    In a departure from real world tennis, SAO Tennis automatically determines the initial server using RNG once all racket-equipped players have taken their positions on the court. Prior to the start of the match, all participants will roll for BD. The player will the highest BD will serve first. If this should result in a tie, substitute BD for MD in this check instead. If this should result in another tie, compare the sum total of each player’s BD and MD rolls. A ball will automatically spawn into the serving player’s free hand.

    1. Serves in SAO Tennis begin with the serving player rolling for and declaring their CD, BD and MD. The serving player will calculate their total Energy for the turn. From there, the serving player may use Energy in order to perform a Racket Art. Alternatively, they may also opt for an unassisted serve instead. In both cases, the Attack of the serve will be calculated and declared.

    2. Returns in SAO Tennis begin with the returning player rolling for and declaring their CD, LD and potentially, BD and MD. The returning player will calculate their total Energy for the turn. From there, the returning player will compare their Defense to the Attack of the shot being returned. If the Defense of the return exceeds the Attack of the shot, then the returning player will make a successful counter shot of their own. Counter shots make use of the returning player’s BD roll and may also be enhanced by Racket Arts using Energy. They may also be unassisted. In both cases, the Attack of the counter shot will be calculated and declared.

    3. The end of a rally will result in the system teleporting the ball to the next player in the serving rotation. The end of a game will trigger the ball’s shattering animation along with a declaration of victory above the head(s) of the winning player(s), much like in the case of a system-approved duel.

     

     

    IV. Deciding Ties

    If the Defense of a returning player is exactly equal to the Attack of an attacking player, substitute the attacking player’s BD roll for their MD roll and determine the new Attack of the shot. If this should result in another tie, then add the Defense of the returning player to the Attack of the attacking player. If this resulting sum should be even, then the shot is successfully returned and the rally is continued. If the sum should be odd, then a point is awarded to the attacker and the rally is ended.

     

     

    V. Racket Arts

    Racket Arts (RA’s) are system-assisted movements that allow players to maneuver at speeds which would otherwise be impossible. RA’s require Energy and are activated by the use of pre-motions. When an RA is activated, the player’s racket will glow a certain color for as long as the RA remains in effect.

     

    Tier 1 Racket Arts (4 Energy Cost)

    • Your Choice (Serve/Return)  | The attacking player receives a +2 Attack bonus for the duration of their turn.

     

    Tier 2 Racket Arts (8 Energy Cost)

    • Your Choice (Serve/Return) | The attacking player receives a +5 Attack bonus for the duration of their turn.

     

    Tier 3 Racket Arts (12 Energy Cost)

    • Slice (Serve) / Drop shot (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, the defending player’s Energy will be decreased by an amount equal to the attacking player’s CD roll.

     

    • Kick (Serve) / Lob (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, on their following turn, the attacking player’s CD roll will grant a doubled amount of Energy.

     

    • Flat (Serve) / Smash (Return) | The attacking player receives a +10 Attack bonus for the duration of their turn.

     

    VI. Choosing a Racket

    Corresponding to the three major stats in SAO Tennis, there are also three major types of rackets which players may equip. Each type complements a different playstyle, and consequently, grants its own unique stat bonus.

     

    • Power | A heavier frame lends this racket type a bit more impact. Grants a +1 Attack bonus to all shots.

     

    • Control | A lighter frame lends this racket type a bit more maneuverability. Grants a +2 Defense bonus to all returns.

     

    • Technique | Specialized strings lend this racket type a bit more spin. Grants a +1 Energy bonus each turn.

     

    Rackets are the sole type of equipment capable of granting stat bonuses in SAO Tennis. Much like with weapons, note that it’s entirely possible to equip a second racket in one’s off-hand. However, unless the player possesses the Dual Blades Unique Skill, dual wielding players are unable to activate Racket Arts. In addition, due to enhancement limits, dual wielding players may not double up on a single racket type. Dual wielding grants no special advantages outside of allowing an extra stat bonus.

     

    VII. Standard Rules

    1. Singles matches, by default, require four points for a win. If both players reach three points each, a deuce will be initiated. Once a deuce has begun, a lead of two points will be required in order to win. By default, singles matches consist of only a single game. Both the number of points and the number of games required for a win may be modified prior to the start of a match. If desired, players may also choose to play indefinitely.

    2. Doubles matches follow all the rules of singles matches, whenever possible.

    Pre-game, all four players will roll BD (as well as MD, if necessary,) in order to determine the initial server. The initial server will then determine the posting order for the game’s duration by serving at one of his two opponents. Once the serve is completed, the defending player will be given the opportunity to return the shot at the serving team’s other player (i.e., the player who did not serve).

    Essentially, a player may never make a return at the player that gave them the ball (or, in other words, no tag-backs). Once a game of doubles has begun, each player is locked into attacking the same opponent until the game’s conclusion. This ensures roughly even and consistent participation for all participants.

    Once a point has been scored, the player whom that point was scored upon will roll a second time and proceed with their own serve (using the same post), with respect to the established posting order.

  6. His ears twitched, catching the familiar pop of a clean return. Just the mere sound of it served to flatline the half-smirk on his lips. Coldsteel lifted his head, his narrowed eyes quickly catching sight of the airborne ball. A shift of his feet brought the boy’s momentum to a grinding halt, sending dust in every direction. With his aggressive positioning, there’d be no stopping a lob like that it it were to touch down. For a brief moment, the boy crouched down low. “No means no, kid,” said Coldsteel, before rocketing into the air.

    With the help of the Acrobatics skill, he found himself face to face with the ball just as it’d reached its apex. Both rackets in hand, his arms splayed out wide, Coldsteel spun in the air like a top on its side. Feeling the ball collide against his strings, Coldsteel’s eyes lit up, and he flashed a cool grin.

    A flash of orange light emitted from the girl’s racket as she drew back her arm. “You’re, like, two years older than me,” she answered, with a smile. Just moments after it'd cleared the net, LKZ's racket slammed into the ball resoundingly, catapulting it right past her opponent. She watched as it hit the ground and bounced out of play before shattering mid-air. As the orange light faded, a banner of congratulations appeared above her. She lifted a hand to catch the confetti as it fell- a few stray pieces settled about her palm as she looked back to Coldsteel.

    "C’mon, tell me that wasn’t fun just now,” said LKZ, waving her racket at the boy. “Besides,” she continued, lowering the racket to hang at her side. “Emerson gave you the day off, didn’t he?”

    Landing with a roll, Coldsteel lifted himself from the ground and dusted the shoulders of his coat. Frowning, he moved both rackets to a single hand before summoning the game’s interface using his free one. “Screw Emerson,” he said, tapping a finger against hovering panel before him. The two rackets glowed white before disappearing. He turned his back on the girl, offering a dismissive wave without looking back. “I’m outta here, kid.”

    Qcr8GXE.png

    Before LKZ could even get a word in, the boy darted off to a nearby fence. Making use of his Acrobatics skill once more, Coldsteel flipped high into the air, only to hit his back against the top of the chain mesh structure. He bit his tongue, holding back a few choice words as he scrambled to pull himself over to the other side. Eventually, the boy succeeded and peeked his head back over the top. Catching sight of a waving LKZ, he ducked and dropped to the ground before storming off into the distance.

    “Same time next week, okay?” yelled the girl, waving her racket in the air yet again. Clasping a hand against the back of her neck, she looked around idly for another practice partner. Pretty much everyone had gone home for the day and a quick scan of the courts only confirmed her suspicion.

    Just as she prepared to pack up for the day, she spied an unfamiliar face out of the corner of her eye. It was a dark-haired man, roughly Coldsteel’s age, albeit considerably loftier. From the wideness of his eyes, she gathered that he must’ve seen at least the final stretch of the match.

    To the man, LKZ waved both hands vigorously, a broad grin gracing her lips. “Hey!” she called, bouncing lightly up and down on the balls of her feet. “Playing’s a lot more fun than watching, I promise.” She pointed excitedly to the assortment of rackets hanging on the wall across from her. “If you see one that catches your eye, help yourself. I mean, as long as you come right on over,” she added, motioning to the now unoccupied end of the court.

    ---

    Sword Art Online Tennis

    Spoiler

    Sword Art Online Tennis

     

    Table of Contents

    I. Intro

    II. Stats and Dice

    1. Attack

    2. Defense

    3. Energy

    III. Flow of the Game

    1. Pre-game

    2. Serving

    3. Returning

    4. Post-game

    IV. Deciding Ties

    V. Racket Arts

    VI. Choosing a Racket

    VII. Standard Rules

    1. Singles

    2. Doubles

     

     

    I. Intro

    Tennis, as it’s played in the world of Sword Art Online, can be described as a comfortable adaptation of its real world counterpart. To describe both variations in a few words, tennis is a racket sport in which players positioned on opposite sides of a net will rally a ball until one side is unable to complete a return. When one side (either a single player or a team of two players) is unable to make a successful return, the opposing side will gain a point and the rally will come to an end. The game is decided once one side has reached a pre-specified number of points.

     

    While some of the differences between the two are on the more superficial side, SAO Tennis equipment typically being closer to medieval aesthetic than to modern constructions, SAO Tennis ultimately differentiates itself primarily through its numerically-based gaming mechanics.

     

    II. Stats and Dice

    SAO Tennis features three stats within its framework: Attack, Defense and Energy. Each of these stats is represented primarily by one of three corresponding dice: BD, LD and CD, respectively. MD, the most sparingly used of the dice, is reserved for deciding ties.

     

    1. Attack is the total between a player’s BD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Attack of a shot is higher than the Defense of a return, then the rally will end and a point will be awarded to the attacking player. An unmodified BD of 10 will result in a Critical Hit, which will award an automatic point unless countered by a Critical Return. The Attack stat represents a combination of placement, spin and power.

    2. Defense is the total between a player’s LD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Defense of a return is higher the Attack of a shot, then the returning player will respond with a counter shot with their own Attack and the rally will continue. An unmodified LD of 20 will result in a Critical Return, which will allow the returning player to automatically return any shot, including Critical Hits. The Defense stat represents a combination of agility, reach and reflex.

    3. Energy is a resource gained on a turn-by-turn basis, with the amount of Energy gained being equal to sum of a player’s CD roll and all relevant bonuses. Energy is gained only at the beginning of a player’s turn. It is both expendable and conservable, meaning that all unused Energy will be carried into following turns. Energy is capped to a maximum of 20 and a minimum of -1. If a player’s Energy is maxed prior to the start of their turn, they will receive passive bonuses to both Attack and Defense for the duration of that turn. Max Energy Bonus: +1 Attack, +1 Defense

     

     

    III. Flow of the Game

    1. All participants on both sides will first equip and declare their rackets of choice, with in-character declarations being unnecessary so as to allow surprise tactics. They may also choose to declare a specific number of points or games required for a win.

    In a departure from real world tennis, SAO Tennis automatically determines the initial server using RNG once all racket-equipped players have taken their positions on the court. Prior to the start of the match, all participants will roll for BD. The player will the highest BD will serve first. If this should result in a tie, substitute BD for MD in this check instead. If this should result in another tie, compare the sum total of each player’s BD and MD rolls. A ball will automatically spawn into the serving player’s free hand.

    1. Serves in SAO Tennis begin with the serving player rolling for and declaring their CD, BD and MD. The serving player will calculate their total Energy for the turn. From there, the serving player may use Energy in order to perform a Racket Art. Alternatively, they may also opt for an unassisted serve instead. In both cases, the Attack of the serve will be calculated and declared.

    2. Returns in SAO Tennis begin with the returning player rolling for and declaring their CD, LD and potentially, BD and MD. The returning player will calculate their total Energy for the turn. From there, the returning player will compare their Defense to the Attack of the shot being returned. If the Defense of the return exceeds the Attack of the shot, then the returning player will make a successful counter shot of their own. Counter shots make use of the returning player’s BD roll and may also be enhanced by Racket Arts using Energy. They may also be unassisted. In both cases, the Attack of the counter shot will be calculated and declared.

    3. The end of a rally will result in the system teleporting the ball to the next player in the serving rotation. The end of a game will trigger the ball’s shattering animation along with a declaration of victory above the head(s) of the winning player(s), much like in the case of a system-approved duel.

     

     

    IV. Deciding Ties

    If the Defense of a returning player is exactly equal to the Attack of an attacking player, substitute the attacking player’s BD roll for their MD roll and determine the new Attack of the shot. If this should result in another tie, then add the Defense of the returning player to the Attack of the attacking player. If this resulting sum should be even, then the shot is successfully returned and the rally is continued. If the sum should be odd, then a point is awarded to the attacker and the rally is ended.

     

     

    V. Racket Arts

    Racket Arts (RA’s) are system-assisted movements that allow players to maneuver at speeds which would otherwise be impossible. RA’s require Energy and are activated by the use of pre-motions. When an RA is activated, the player’s racket will glow a certain color for as long as the RA remains in effect.

     

    Tier 1 Racket Arts (4 Energy Cost)

    • Your Choice (Serve/Return)  | The attacking player receives a +2 Attack bonus for the duration of their turn.

     

    Tier 2 Racket Arts (8 Energy Cost)

    • Your Choice (Serve/Return) | The attacking player receives a +5 Attack bonus for the duration of their turn.

     

    Tier 3 Racket Arts (12 Energy Cost)

    • Slice (Serve) / Drop shot (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, the defending player’s Energy will be decreased by an amount equal to the attacking player’s CD roll.

     

    • Kick (Serve) / Lob (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, on their following turn, the attacking player’s CD roll will grant a doubled amount of Energy.

     

    • Flat (Serve) / Smash (Return) | The attacking player receives a +10 Attack bonus for the duration of their turn.

     

    VI. Choosing a Racket

    Corresponding to the three major stats in SAO Tennis, there are also three major types of rackets which players may equip. Each type complements a different playstyle, and consequently, grants its own unique stat bonus.

     

    • Power | A heavier frame lends this racket type a bit more impact. Grants a +1 Attack bonus to all shots.

     

    • Control | A lighter frame lends this racket type a bit more maneuverability. Grants a +2 Defense bonus to all returns.

     

    • Technique | Specialized strings lend this racket type a bit more spin. Grants a +1 Energy bonus each turn.

     

    Rackets are the sole type of equipment capable of granting stat bonuses in SAO Tennis. Much like with weapons, note that it’s entirely possible to equip a second racket in one’s off-hand. However, unless the player possesses the Dual Blades Unique Skill, dual wielding players are unable to activate Racket Arts. In addition, due to enhancement limits, dual wielding players may not double up on a single racket type. Dual wielding grants no special advantages outside of allowing an extra stat bonus.

     

    VII. Standard Rules

    1. Singles matches, by default, require four points for a win. If both players reach three points each, a deuce will be initiated. Once a deuce has begun, a lead of two points will be required in order to win. By default, singles matches consist of only a single game. Both the number of points and the number of games required for a win may be modified prior to the start of a match. If desired, players may also choose to play indefinitely.

    2. Doubles matches follow all the rules of singles matches, whenever possible.

    Pre-game, all four players will roll BD (as well as MD, if necessary,) in order to determine the initial server. The initial server will then determine the posting order for the game’s duration by serving at one of his two opponents. Once the serve is completed, the defending player will be given the opportunity to return the shot at the serving team’s other player (i.e., the player who did not serve).

    Essentially, a player may never make a return at the player that gave them the ball (or, in other words, no tag-backs). Once a game of doubles has begun, each player is locked into attacking the same opponent until the game’s conclusion. This ensures roughly even and consistent participation for all participants.

    Once a point has been scored, the player whom that point was scored upon will roll a second time and proceed with their own serve (using the same post), with respect to the established posting order.

     

  7. Hey guys! 

    I know this bulletin's usually used for quests, trades and other super serious front-liner stuff. This isn't really any of that, so bare with me!

    I just wanted to give you guys a heads up about the Delilah Community Center on the 3rd floor.

    We've got lots of neat stuff here! Classes... a library, counseling (including yours truly), and a lovely little cafe with pretty much the best strudel you'll find anywhere.

    But the main thing I wanted to plug was the tennis courts right out back.

    I guess most of you guys probably didn't pick up this game for virtual tennis, but just in case... now you know where to find it.

    Oh, and I should probably mention that there are other courts out there too, if you ask around.

    But the DCC's courts are clay, so you won't even have to wear shoes if you don't wanna. So come there first.

     

    Love,

    LKZ

     

    P.S. If you've never played before, getting started's really easy!

    Sword Art Online Tennis Rundown

  8. p95SIgq.png

    The young man clenched his jaw. “Forget it, kid,” he growled. Around the leather-bound handles of his rackets, Coldsteel’s fingers further tightened their grips. Both of his arms trailed behind him as he bolted ahead, his eyes fast on the prize and his whole body leaning precariously forward.  

    With the ball quickly closing in on the ground, Coldsteel sprang forward. Shifting himself mid-air, he landed with one foot ahead of the other and his shoulder facing the net. Evoking a surfer’s stance, he bent his knees and shifted his weight to his trailing leg. Coldsteel dipped down low as he slid brazenly across the surface of the court. With a sweep of his arm, he caught the rebounding ball cleanly against the face of his racket and sent it hurtling over the net.

    LKZ couldn’t help but give an appreciative whistle as the ball came sailing over to her side of the court. From the brief glimpse of his face she’d gotten in the moments that followed his little stunt, the boy seemed to be rather content with himself.

    With Coldsteel’s return looking to be a deep one, LKZ fell back and managed to meet the ball just a couple of steps ahead of the baseline. She shifted her feet and dropped her racket to a familiar angle, causing the strings and wooden frame to take on a verdant glow. With the system taking the wheel, a clean swing of her arm lifted the ball high into the sky. “C’mon, just one more!” said the girl as she rushed toward the net. "I know you're having fun over there!" she added, her hand cupped against her mouth.

  9. “Hey, kid!” called the man. His voice resounded through the empty building in all of its gravelly glory. “You just ‘bout finished yet?” he asked, jangling a ring of keys in his hand.

    LKZ downed about half a cup of tea, which had evidently gone cold at least a couple of hours ago. She wiped her lips with the back of her hand. “Just about!”

    Bouncing every which way around the room, she tapped her fingers against seemingly every surface in sight. Before long, her stuff had been packed, the chairs had been tucked neatly away, the blinds closed and the lights switched off. With the office looking prim and proper, she closed the door lightly behind herself before scurrying down the hallway.

    “Sorry!” said LKZ. She bounded through the open double doors before spinning around to address the older man. “That last client was a real doozy, you know? I mean, my hands are kinda tied by the whole ‘confidentiality’ thing, but I may have asked him how something made him feel and he might have felt a whole lotta things. I mean, he seemed like a lovely guy, and I really love people in general- don’t get me wrong, but sometimes they can just be a wee bit of a handful.” She paused, taking in a deep breath before going any further. “But, um, like I said- those last couple of parts are just hypothetical.”

    The man grunted as he raised a brow, but he neither smiled nor frowned. “Naturally.” He wrapped his fingers around the frame of his glasses, adjusting them slightly as he glanced down at the smiling girl. The man’s eyes drifted steadily between the girl and the digital clock which hovered at the corner of his peripheral vision. “Y’know… I figure you really oughta learn to start thinkin’ on your feet. ‘Cause next time around, I’m thinkin’ I’m liable to locking this place up right on the dot.”

    LKZ nodded, looking as if she were without a drop of irony in her entire body. “I’ll start practicing right away.” She folded her arms across her chest and, for a moment, rubbed her chin. It wasn’t long before the gears in her head apparently clicked, and she signaled the occasion with a snap of her fingers.

    “Okay, how’s this? Next time someone goes overtime, I’ll tell ‘em the building’s on fire- they’ve gotta get out right away, before the whole place goes up in flames!” She threw both of her hands high into the air. “And once they’ve scrambled on out, I’ll slam the door shut behind ‘em and call it a day,” she added, demonstrating her suggestion with the help of a make-believe door.

    A click came from the door as the man turned his key. He gave a little twirl of the loop which housed it, before slipping the whole assortment into his pocket. “Kid, you ever considered talking to one of the other counselors around here?”

    “I guess I should probably dial it back a bit,” said LKZ with a laugh. She opened her lips, intending to carry on, but closed them as a message casually blinked into being in front of her face. The first thing to catch her eye was the name of its sender, followed shortly thereafter by the current time.

    “Looks to me like you’re itchin’ to leave right ‘bout now,” observed the man.

    “It’s a little scary, sometimes, how good you are at that,” said LKZ, clasping the back of her neck.

    “Yeah?” The man snorted. “I’ve got a daughter on the other side and let me tell you,” he started, the corner of his lip inching upward ever-so-slightly. “You teenagers aren’t exactly all that hard to figure out.” The man rolled his shoulders and glanced back at the time. “Anyway, I think it’s ‘bout time you got a move on.”

    “I’d love to stay and chat, but-”

    “Yeah, yeah. I know,” said the man, his open hand held out in the universal gesture for ‘stop’. He motioned for her to shoo with a few sweeps of his fingers before crossing together his arms. “Run along now, ya little rascal.”

    Having been rocking back and forth on the balls of her feet, LKZ steadied her feet firmly against the ground before giving a cheerful nod. “I’ll catch you guys again real soon!” she said, spinning herself around. Taking off shortly afterward, she looked back over her shoulder and waved. “‘Later!"

  10. “Hope?” repeated the girl. LKZ paused for a moment before ambling down the cobbled steps. Her smile, a not-so unfamiliar sight for those who’d known her, was a gracious one as she came to a rolling halt before the meager woman who’d addressed her from the crowd. Her umber eyes gazing curiously into those of the woman, LKZ took the lady’s hands gingerly into her own.

    “Please, don’t take this the wrong way,” said LKZ. Noticing that they were cold, she gave the woman’s hands a gentle squeeze. The moment itself was a short one, no longer than a handful of seconds at most. But in that brief span, the woman had nodded and returned the gesture in kind. Feeling satisfied, LKZ paced backward a step-and-a-half, allowing her hands to slip free once more.

    She clasped them together, so that they hung loosely in front of her waist. LKZ swept the square with her eyes, looking fondly at each of the men and women that had gathered here in Urbus to hear her speak. “To be honest, it’s not something I’ve got the patience for,” she continued. From the subtle tilts and turns of their heads, it was obvious to her that this audience was curious as to where she was going with this. That in itself was not so hard to understand.

    LKZ shook her head softly. “Hope… is a fragile thing. Fickle, too.” A cool breeze rolled down the street and rustled her hair, but it roused no reaction from her. “I remember the stories my mom and dad used to read to me every night. Stories with princes and princesses, woodsmen and wolves, knights and dragons, fairies and magic- they were all so good. And for the longest time, I’d find myself drifting off with a big old grin on my face.” She paused, her eyes twinkling clearly.

    “Of course, that was before my sister convinced me that spiders were crawling into my mouth while I slept. You can imagine how long I was sleeping under the covers after that.” She scratched lightly at her cheek, laughing. “Anyway,” she continued. “I loved those stories. I loved them because, as a little girl stuck in a hospital bed, they always left me feeling just a tiny bit hopeful.”

    She laughed again, more quietly this time. More to herself. “It probably sounds silly, but in the back of my mind, I think I was always waiting for my turn. Deep down, maybe I’d really thought that a prince or a dashing knight might show up at my doorstep and whisk me off to somewhere far away. Or maybe my fairy godmother would show up with three wishes in hand, maybe a little late, but no less appreciated. So, no matter what anyone said, I knew in my heart that I was always just another day away from getting better.” LKZ held her hand to her chest.

    Clouds shifted high above, so that the light of the sun now fell upon the girl more fully. The smile had never abandoned the girl’s lips, though it had slightened somewhat. What remained was softer, and more pensive. “At some point, I guess I sort of put two-and-two together. Even if a charming prince were to come vaulting through my window, or if a knight came bursting through my door, where was I supposed to go from there? Even the wisest doctors I'd spoken to could never really say.”

    “It was hard. It really was- no doubt about it,” said LKZ. Her audience was all but silent around her, and she was grateful for their respect. “When the endgame is death, what’s a girl supposed to hope for?” She blinked, just a bit dazzled by the sunlight. “It took me a while to answer that one, but the answer itself turned out to be simple—nothing.” She unfurled her hand and held her open palm to the crowd. “The day you learn to let go—I think that's when you truly learn to live for the moment. No more waiting. No more anxiety, no more desperation. No more princes, princesses, dragons or knights.”

    Steadily, LKZ turned her attention back to the woman from before. A small bird zoomed right over the crowd, restoring the girl’s eyes to their former liveliness. In wide, sweeping arcs, LKZ motioned to the sprawling world around them. “Just living—that’s all that’s left.”

    The girl bowed slightly, her eyes darting to the edges of her vision for a glimpse at the time. Those who’d gathered offered a generous round of applause. One might’ve been able to deem it a standing ovation if it weren’t for the minor detail that they’d been upright the whole time. But she accepted it just as happily.

  11. » Inventory

    Weapons:

    » Iron One-Handed Straight Sword

    Armor:

    » Cloth Armor

    Accessories:

    »

    Consumables:

    »


    » Roleplay Log

    Complete

    » 

    Incomplete

    » 

  12. « LKZ »  

    1G9tQ3l.png

    » Username: LKZ
    » Real name: Elia K. Zadeh
    » Age: 14
    » Gender: Female
    » Height: 5'0"

    » History

    Outside

    Spoiler

    Growing up, Elia had picked up on the fact that most of the other children had held no particular fondness in their hearts for hospitals. Many of them, in fact, seemed to be even a bit afraid of the sterile facilities. As for the girl herself, she supposed that it was only natural that she’d come to regard them as something of a home away from home. Short, yet somewhat frequent visits had slowly given way to longer, more frequent stays. At some point, it’d become the trips home which she’d found herself marking on her calendar.

    Heartbroken over their daughter’s increasingly bedridden condition, Elia’s parents sought to provide her a means to interact with the outside world. For her birthday, they gifted her a copy of Sword Art Online alongside the NerveGear equipment required to run it. Unbeknownst to either Elia or her parents, Elia’s sister had planned for the very same idea, spending a non-insignificant portion of the money she’d squirreled away over the years as a present for her younger sibling. Though the two sisters shared a good laugh over the coincidence, Elia would go on to convince her sister to keep the duplicate package- so that the two of them might spend more time together.

    Inside

    Spoiler

    Thousands would infamously go on to perish in Aincrad, their names etched solemnly into the Monument of Life. Most players can be expected to identify at least a few of the names inscribed on stone marker. Many could do one better and describe the faces which had once accompanied those monikers. For a world which placed survival on the highest of pedestals, there was something to be said about how the dead were hardly lacking in either tales or tears.

    For a time, Elia had considered herself fortunate to possess neither faces nor feelings for any of the names recorded. However, as with all good things, those times eventually came to an end.

    With one thing leading to another, Elia found herself cast into the unenviable role of playing an unwilling executioner. Clinging to her sister’s final, empty, assurance that Sword Art Online's death game remained unproven- Elia resolved to live on.

    Recognizing that her sister’s parting words had left her an out, Elia quickly adopted their implication as her mantra. To put it simply, there existed no real evidence that any players had actually died in the real world. She hadn’t actually claimed her sister’s life; she’d freed her from a cruel experiment. And to prove the depth of her faith- there were still many more left to be freed before all was said and done.

    » Virtues

    || Warm ||

    Elia is, by nature, a gentle soul. Every man, woman and child that she comes across, she greets as though they were a dear old friend. For those still unacquainted with her perpetual cheer, her tendency to seemingly go out of her way in order to interact with the people around her (accepting of her attention or otherwise) may come off as a bit odd.

    || Perceptive ||

    For a fourteen-year-old girl, Elia’s mind is decidedly sharp, shrewd and discerning. With a healthy amount of casual observation, a touch of introspection and a hint of intuition, Elia is prone to assessing the state of both situations and people alike. The most powerful aspect of her mind lies not especially in depth of knowledge, but in her insight and depth of consideration.  

    || Loyal ||

    For those who’ve truly earned her trust and admiration, the ferocity of Elia’s loyalty is matched in degree only by its own relentlessness. And although she accepts the tautological cliche that 'words are just words', promises made in the heart are ones to live by. To betray another in her heart of heart would be no different from stabbing them in the back outright.

    » Flaws
    || Rationalizing ||

    A testament to her stubbornness, Elia’s habit of retroactively rationalizing her actions stems more so from a need to remain true to her own world view, rather than from an excess of pride. To the amusement of others, this quirk often appears even in completely trivial matters. After all, if she were to be wrong about something simple, then would it not suggest that she might be wrong in other areas as well?

    || Dwelling ||

    Despite being seemingly incompatible with her chipper demeanor, Elia has been known to dwell at length on the past, albeit always away from prying eyes. Gifted with a long memory like her mother’s, she never forgets, even when she’s perfectly willing to forgive. Snubs, mistakes and wrongdoings alike are replayed in her mind during moments of quiet- little distinction is made between those committed toward her or by her.

    || Stubborn ||

    While Elia herself might frame herself as dedicated or committed, it wouldn’t be much of a stretch to just call her stubborn. Once she’s set her mind on something, it can be difficult to convince her to do otherwise. But after managing to do even that, the resulting reluctant smile on her face will make it obvious that she’s really only going through the motions. Her trademark stubbornness can be traced to a desire not to waste time to hesitation.

    » Profession

    - None -

    » Skills
    Non-combat:

    »

    Passive:

    »

    Combat:

    »

    Weapons:

    »

    Total:

    » 5 Unspent | 5 Total

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