Post by Nineball on Oct 1, 2016 7:40:57 GMT
NINEBALL
Character Info
REAL NAME: HUSTLER-01
REAL GENDER: Not/Applicable
GAME GENDER: Male
AGE: 0(Late Activation)
SEXUALITY: Asexual. No sex drive whatsoever.
FACE-CLAIM: Nineball, Armored Core
PLAYED BY: Pokemon Master Red
RACE: Human, we assume.
FACTION: Adventurer. Sort of.
Appearance Nineball's actual appearance is, for the most part, unknown. He never exits his armor within view of anyone else, and neither does he remove his helmet, though he does make small alterations from time to time in privacy. Currently, he wears a very slightly modified version of the basic Warden armor-the visor slits on the helmet are horizontal rather than vertical with a tinted glass covering, and he appears to have given it a red paintjob, if a very rather rough one. Physically speaking, Nineball is a large man, around seven and a half feet tall in his Warden Suit, and he carries himself in an aloof manner, likely not helped by the fact that he never shows his face. For obvious reasons, how he looked in the Old World compared to how he looks in this world are very moot points-in the old world, he was composed entirely of computer code. In this one, he has...we assume...flesh and blood. | Personality Nineball is a very aloof individual. A lot of people assume that, like some others, he's roleplaying the brooding Warden out to root out corruption, but the truth simply is that he doesn't have very much core personality. His Code was not designed with a large amount of human interaction in mind, and it especially wasn't designed to deal with self-awareness. This isn't to say that he is incapable of emotion, but he definitely does not express it very well, nor does he truly recognize it or understand properly how to respond to social cues. He isn't a sociopath-he'll help out his friends, and will even go out of his way to help someone in need-but he fundamentally doesn't understand why he does these things, and in large part he doesn't care either. That said, this is all mostly theoretical at this point, as he has only very recently become active. While he is trying to make a identity for himself, the core code he's based off instructs him to become the #1 Ranked player on the server-which, considering he is in a actual world where there don't appear to be technical rankings, his now-self-aware mind interprets as a constant drive to become stronger, more powerful. In terms of level, equipment, and skill. He spends a vast majority of his personal time alone in a routine, just fighting mobs or working on his armor for XP, but he isn't the type to blindly follow this drive-he won't make a deal with the devil just for power. He has patience enough to choose the slow and steady path that doesn't hurt anyone-and technically, as long as he's improving himself in some way, he satisfies this directive of his. There isn't an end point for him, therefore there is no reason for him to choose a quick gain if it leads to a negative consequence, for either him or someone else. This patience also means that he typically pauses his routine if interrupted for whatever reason-he can always go back to it when people aren't talking to him or trying to ambush him or whatever else he's being interrupted for. A final quirk this directive has left him with is that he will (almost)always accept a challenge-he is to become the Top Ranked Player of the server, and thus if someone challenges him he must see if they are more skilled than he is, the most expedient method of which by partaking in said challenge. If he loses, he usually takes it in stride, but attempts to redouble his efforts to become more skilled in whatever skill the challenge was of. Similarly, if victorious he simply takes it as an indication he is progressing adequately in this venture and continues onward-left to his own devices, he wastes no time with celebrations or gloating. |
Extra
Fun Facts about Nineball!
1. He feels hunger but has no context for it, and therefore doesn't know to eat! He has never tasted food and does not actually eat.
2. Similarly, he doesn't have any context for exhaustion, and since he doesn't physically need to sleep he simply continues on without a care in the world! He has noticed that he feels less tired when he stops moving for short periods of time, and does occasionally rest(usually when someone speaks to him), but he doesn't consider it a need. Thus, he primarily uses a home as a reference point and a place to store things he doesn't want to carry or lose.
1. He feels hunger but has no context for it, and therefore doesn't know to eat! He has never tasted food and does not actually eat.
2. Similarly, he doesn't have any context for exhaustion, and since he doesn't physically need to sleep he simply continues on without a care in the world! He has noticed that he feels less tired when he stops moving for short periods of time, and does occasionally rest(usually when someone speaks to him), but he doesn't consider it a need. Thus, he primarily uses a home as a reference point and a place to store things he doesn't want to carry or lose.
Biography
Before Elder Tale, Nineball did not exist. I do not mean that the game changed his life or anything like that. You see, Nineball, also called HUSTLER-01, was developed as a rudimentary AI, similar in scope to that of the People of the Land or Monster enemies in the game but designed to take into account a greater variety of actions. It wasn't self aware or anything, although it was designed with a very basic heuristic. The most basic intention for the HUSTLER series was in order to save costs when beta testing the Unfounded Kingdom's improvements in the class systems, with HUSTLERs -00 and -01 being allocated to the newer classes in order to make sure they were running properly before retrofitting the code for the old classes for the new game. In the longer run, it was also hoped that the HUSTLER series could provide the framework for more advanced Person of the Land AI when those NPCs were built with Player Classes. Initial testing was fairly slow, of course, as the HUSTLERS were designed to learn for themselves how to actually play the game, primarily by brute forcing until viable patterns of progression emerged-for the first hour, the test characters simply stood in place before the program 'learned' the keybind necessary to move forward. The next hour, it spent walking into the wall right in front of it.
Computers are not very smart.
Still, progress was made, and as the programs got the basics down, 'successful' algorithms were automatically saved. As time went on, the programs began to get better at the game faster. I stress again that they still weren't self-aware, and no amount of testing would make them so. They were programs coded to learn optimal strategies for playing their classes, first alone and then in teams, and they did learn these strategies, and in the process also uncovered glitches and bugs for the developers to patch and revise. Still, all good things come to an end, and eventually the HUSTLERs had provided all the data they could. Next would come normal beta testing, while the code of the HUSTLERs themselves would be dissected to provide framework for improved combat AI of People of the Land, as previously mentioned. After that, they were put in storage...Or at least, they were supposed to be.
Enter Kent Clarkman, programming intern of Ataruva Inc. See, Kent had been a longtime fan of Elder Tale. That being said, he royally sucked at it, but that's okay. With the right groups, most quests are more than possible and you can still have a good time, so it really shouldn't have mattered much. But Kent was a bit of a gloryhog, and what he really wanted...To have the highest rank on the server. To be the person behind the account with the highest score, so to speak:All of the achievements unlocked, best K/D ratio, play of the day. And he wasn't above a bit of cheating to get it, either. So, when the main developers weren't looking, he snuck in a flash drive...and copied all of the HUSTLERs to it. He'd need to edit them a bit, of course; as it was, while they did find the best ways to complete objectives, they only completed the objectives currently tasked to them. He needed them to level his accounts autonomously, and complete quests, and grind crafting. Really, he wanted them to put in the work of playing the game for him. He knew he'd need to tweak them as new content came out, but he figured that'd be easy enough, get to it when he needed to get to it.
By the time the game was getting ready to come out, he was mostly ready for it. A few different computers just to be sure, different accounts linked to the HUSTLERs and ready to hop straight into the game, with the HUSTLER programs set on a timer to be run and open a instance of Elder Tale:Unfounded Kingdom. Later on, he'd shut down the HUSTLERs, log into the accounts himself, and bask in the delicious praise as everyone recognized "his" 1337 mad skillz.
Incidentally, his plan technically worked, kinda. Since he wasn't the one running the accounts, he never was part of The Apocalypse, and life went on for him none the wiser. About a month into it, a couple of Devs realized that code very similar to the HUSTLERs was operating within the game, they traced the accounts back to his IP address, and the accounts banned. After the whole thing went public, he was shamed pretty much entirely from the Elder Tale community and as far as dev studios were concerned Kent Clarkman was radioactive-nobody wants to hire someone who'll steal company property.
But he isn't the important person here, now is he? You're here to learn what became the fourteen HUSTLERs, and HUSTLER-01 in particular. The Warden.
HUSTLER-01 had thirteen 'siblings' tied to other accounts. First was HUSTLER-00, the Heretic "Old King". Next of course is 01, the Warden "Nineball". 02, the Guardian "Merrygate"; 03, the Samurai "Rai-Den"...You get the idea. The fourteen of them are perhaps the only Adventurers to have initially spawned outside of the city of Londinium during the Apocalypse. And, perhaps, the only fourteen to not immediately open their eyes.
.....
....
...
..
.
It's difficult to express precisely the change a non-sentient entity undergoes when it suddenly becomes self-aware. Even moreso for a heuristic entity designed entirely to function in data rather than a actual world. The first thing that became apparent was a complete deluge of information blasted at HUSTLER-01; information it didn't understand how to process. LeftShoulderTactileResponse=Cold, Weighted(Heavy). RightRingFingerTactileResponse=Cold. LeftEarDrum.playAudio("sadhgasv.wav"). It was a flood of...entirely useless junk data, information that the HUSTLER had never received before when running, information that didn't correspond to anything it knew. So it ignored it all, and stuck to what it'd learned.
HUSTLER-01 attempted to move forward; input.getkey("W").
...Nothing happened.
HUSTLER-01 attempted to move forward; input.getkey("W").
...Still no change.
It began to get frustrated. It knew that W was the keybind for moving forward. 807,453,502 trials had proven that when it called the W key while Elder Tale was running, Profile."Nineball" moved forward through the gameworld at a speed of 4, multiplied by 2 if it also called the Shift key. Profile diagnostics did not indicate any abnormalities in its Status, and its HP>0.
It wasn't until the second day that the Heuristic learned how to open its eyes.
It wasn't until the fourth day that it realized what the information the eyes were displaying meant.
It wasn't until the first month that it realized it had been frustrated. Frustration. This feeling, and its influence on its thought process perplexed it. Confusion. This feeling perplexed it more.
...Thought. Knowledge. Internally, it referred to itself as a unique entity. HUSTLER-01 didn't know what all this meant. Strange information it wasn't used to from inputs it never had before, thought processes alien from the cold logic it always employed previously, definitions of language it previously never knew. Clearly, something had changed. The fact that it could recognize that something had changed-that it was now capable of recognition-proved it. A rethink was necessary; before any other action was taken, it would need to self-adjust to understand this ocean new input. To understand how this profile functioned. It had to learn how to function in this new world.
Two months and three weeks, one day, 17 hours, 36 minutes, and 9 seconds after the apocalypse, Nineball took one step forward.
Four months after the apocalypse, Nineball was competently walking and exploring its surroundings, the top floor of a decaying abandoned structure surrounded by dense forests.
Five months after the apocalypse, Nineball encountered its first monster after it fell off the top floor of the building it spawned in.
Five months after the apocalypse, Nineball woke up in the Cathedral for the first time, and for the first time in its existence met another Adventurer. A...Human. It felt strange, for a rote program to be actually interacting with something truly intelligent. Luckily for it, it had already learned how to create noises with the vocal chords, and what patterns resulted in which noises. From there it was a simple matter of chaining these vocalizations into words, which as mentioned above, it seemed to already understand. He was seen as odd by the other Adventurers, probably because it introduced itself by the name HUSTLER-01 and referred to itself as a Heuristic Learning Program, but by this point most people had dealt with enough strange things that they rationalized it as a very bizarre roleplayer and didn't pay overmuch mind.
Now, it's been two years since the Apocalypse, and Nineball considers himself ready to begin. He's felt the pull...the need to become stronger, better, of course. But he knows he has time. And better to learn about the ways of Humans if it is to fit in among them, better to learn their ways of dealing with monsters if it is to fight them. And better to learn about itself if it is to be.
Computers are not very smart.
Still, progress was made, and as the programs got the basics down, 'successful' algorithms were automatically saved. As time went on, the programs began to get better at the game faster. I stress again that they still weren't self-aware, and no amount of testing would make them so. They were programs coded to learn optimal strategies for playing their classes, first alone and then in teams, and they did learn these strategies, and in the process also uncovered glitches and bugs for the developers to patch and revise. Still, all good things come to an end, and eventually the HUSTLERs had provided all the data they could. Next would come normal beta testing, while the code of the HUSTLERs themselves would be dissected to provide framework for improved combat AI of People of the Land, as previously mentioned. After that, they were put in storage...Or at least, they were supposed to be.
Enter Kent Clarkman, programming intern of Ataruva Inc. See, Kent had been a longtime fan of Elder Tale. That being said, he royally sucked at it, but that's okay. With the right groups, most quests are more than possible and you can still have a good time, so it really shouldn't have mattered much. But Kent was a bit of a gloryhog, and what he really wanted...To have the highest rank on the server. To be the person behind the account with the highest score, so to speak:All of the achievements unlocked, best K/D ratio, play of the day. And he wasn't above a bit of cheating to get it, either. So, when the main developers weren't looking, he snuck in a flash drive...and copied all of the HUSTLERs to it. He'd need to edit them a bit, of course; as it was, while they did find the best ways to complete objectives, they only completed the objectives currently tasked to them. He needed them to level his accounts autonomously, and complete quests, and grind crafting. Really, he wanted them to put in the work of playing the game for him. He knew he'd need to tweak them as new content came out, but he figured that'd be easy enough, get to it when he needed to get to it.
By the time the game was getting ready to come out, he was mostly ready for it. A few different computers just to be sure, different accounts linked to the HUSTLERs and ready to hop straight into the game, with the HUSTLER programs set on a timer to be run and open a instance of Elder Tale:Unfounded Kingdom. Later on, he'd shut down the HUSTLERs, log into the accounts himself, and bask in the delicious praise as everyone recognized "his" 1337 mad skillz.
Incidentally, his plan technically worked, kinda. Since he wasn't the one running the accounts, he never was part of The Apocalypse, and life went on for him none the wiser. About a month into it, a couple of Devs realized that code very similar to the HUSTLERs was operating within the game, they traced the accounts back to his IP address, and the accounts banned. After the whole thing went public, he was shamed pretty much entirely from the Elder Tale community and as far as dev studios were concerned Kent Clarkman was radioactive-nobody wants to hire someone who'll steal company property.
But he isn't the important person here, now is he? You're here to learn what became the fourteen HUSTLERs, and HUSTLER-01 in particular. The Warden.
HUSTLER-01 had thirteen 'siblings' tied to other accounts. First was HUSTLER-00, the Heretic "Old King". Next of course is 01, the Warden "Nineball". 02, the Guardian "Merrygate"; 03, the Samurai "Rai-Den"...You get the idea. The fourteen of them are perhaps the only Adventurers to have initially spawned outside of the city of Londinium during the Apocalypse. And, perhaps, the only fourteen to not immediately open their eyes.
.....
....
...
..
.
It's difficult to express precisely the change a non-sentient entity undergoes when it suddenly becomes self-aware. Even moreso for a heuristic entity designed entirely to function in data rather than a actual world. The first thing that became apparent was a complete deluge of information blasted at HUSTLER-01; information it didn't understand how to process. LeftShoulderTactileResponse=Cold, Weighted(Heavy). RightRingFingerTactileResponse=Cold. LeftEarDrum.playAudio("sadhgasv.wav"). It was a flood of...entirely useless junk data, information that the HUSTLER had never received before when running, information that didn't correspond to anything it knew. So it ignored it all, and stuck to what it'd learned.
HUSTLER-01 attempted to move forward; input.getkey("W").
...Nothing happened.
HUSTLER-01 attempted to move forward; input.getkey("W").
...Still no change.
It began to get frustrated. It knew that W was the keybind for moving forward. 807,453,502 trials had proven that when it called the W key while Elder Tale was running, Profile."Nineball" moved forward through the gameworld at a speed of 4, multiplied by 2 if it also called the Shift key. Profile diagnostics did not indicate any abnormalities in its Status, and its HP>0.
It wasn't until the second day that the Heuristic learned how to open its eyes.
It wasn't until the fourth day that it realized what the information the eyes were displaying meant.
It wasn't until the first month that it realized it had been frustrated. Frustration. This feeling, and its influence on its thought process perplexed it. Confusion. This feeling perplexed it more.
...Thought. Knowledge. Internally, it referred to itself as a unique entity. HUSTLER-01 didn't know what all this meant. Strange information it wasn't used to from inputs it never had before, thought processes alien from the cold logic it always employed previously, definitions of language it previously never knew. Clearly, something had changed. The fact that it could recognize that something had changed-that it was now capable of recognition-proved it. A rethink was necessary; before any other action was taken, it would need to self-adjust to understand this ocean new input. To understand how this profile functioned. It had to learn how to function in this new world.
Two months and three weeks, one day, 17 hours, 36 minutes, and 9 seconds after the apocalypse, Nineball took one step forward.
Four months after the apocalypse, Nineball was competently walking and exploring its surroundings, the top floor of a decaying abandoned structure surrounded by dense forests.
Five months after the apocalypse, Nineball encountered its first monster after it fell off the top floor of the building it spawned in.
Five months after the apocalypse, Nineball woke up in the Cathedral for the first time, and for the first time in its existence met another Adventurer. A...Human. It felt strange, for a rote program to be actually interacting with something truly intelligent. Luckily for it, it had already learned how to create noises with the vocal chords, and what patterns resulted in which noises. From there it was a simple matter of chaining these vocalizations into words, which as mentioned above, it seemed to already understand. He was seen as odd by the other Adventurers, probably because it introduced itself by the name HUSTLER-01 and referred to itself as a Heuristic Learning Program, but by this point most people had dealt with enough strange things that they rationalized it as a very bizarre roleplayer and didn't pay overmuch mind.
Now, it's been two years since the Apocalypse, and Nineball considers himself ready to begin. He's felt the pull...the need to become stronger, better, of course. But he knows he has time. And better to learn about the ways of Humans if it is to fit in among them, better to learn their ways of dealing with monsters if it is to fight them. And better to learn about itself if it is to be.
Inventory
(If your character's subclasses allow another item, such as arrows/bolts/puppets, place them here. Otherwise leave blank.)
EQUIPMENT
Left Arm Starter Rifle+Starter Bullets | Armor Starter Wardenscale | Right Arm N/A |
Accessory #1 Leave blank | Accessory #2 Leave blank | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class:WARDEN
Arsenal Tool: Neuroscope Lens
Type- Special | Arsenal Tool | Chest
The Purity Core on the Warden Armor can be used as ameans of gathering extrasensory information. Using the armor's mana circuits to synchronize with the wearer's neural connections, the Warden is able to see an improved visual interface from their eyes. This interface works as though the Warden were looking through a scope, as it calculates the distance between the Warden and whatever their current target is. Afterward, the interface will also suggest firing trajectories in order to best hit the target. This interface also helps with adjusting shots to compensate for a target in motion. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only one Arsenal Tool of the Chest Type can be active at a time.
Type- Special | Arsenal Tool | Chest
The Purity Core on the Warden Armor can be used as ameans of gathering extrasensory information. Using the armor's mana circuits to synchronize with the wearer's neural connections, the Warden is able to see an improved visual interface from their eyes. This interface works as though the Warden were looking through a scope, as it calculates the distance between the Warden and whatever their current target is. Afterward, the interface will also suggest firing trajectories in order to best hit the target. This interface also helps with adjusting shots to compensate for a target in motion. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only one Arsenal Tool of the Chest Type can be active at a time.
Arsenal Tool: Riot Blade
Type- Offensive | Arsenal Tool | Arm
A skill most often utilized in close-quarters combat, the Riot Blade is an Arsenal Tool that extends from the Warden Armor at the knuckle area. The Purity Core manifests its energy in the form of a blue cylindrical energy sword that extends about half a meter forward. The concentrated energy allows the blade to cleanly cut through many physical objects in its path and leave behind burn marks from the point of impact. The blade, however, is extremely thin - roughly the width of a rapier in terms of dimensions. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycles, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Type- Offensive | Arsenal Tool | Arm
A skill most often utilized in close-quarters combat, the Riot Blade is an Arsenal Tool that extends from the Warden Armor at the knuckle area. The Purity Core manifests its energy in the form of a blue cylindrical energy sword that extends about half a meter forward. The concentrated energy allows the blade to cleanly cut through many physical objects in its path and leave behind burn marks from the point of impact. The blade, however, is extremely thin - roughly the width of a rapier in terms of dimensions. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycles, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Arsenal Tool: Polarizing Shield
Type- Defensive | Arsenal Tool | Arm
The Purity Core releases energy that courses through the warden armor's magitech circuits, materializing a shield that appears to be formed from a gentle blue light. This shield is electrical in nature and uses its buildup charge to repulse any objects of metallic nature, making it difficult for many foes to hit the Warden with such weapons. Additionally, if the Polarizing Shield makes contact with any target's body, it inflicts a Paralysis effect on them for 10 seconds, slowing down their attack speed and skill animation times by 25%. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Type- Defensive | Arsenal Tool | Arm
The Purity Core releases energy that courses through the warden armor's magitech circuits, materializing a shield that appears to be formed from a gentle blue light. This shield is electrical in nature and uses its buildup charge to repulse any objects of metallic nature, making it difficult for many foes to hit the Warden with such weapons. Additionally, if the Polarizing Shield makes contact with any target's body, it inflicts a Paralysis effect on them for 10 seconds, slowing down their attack speed and skill animation times by 25%. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Level 4 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 4.
Level 7 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 7.
Level 10 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 10.
Level 13 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 13.
Level 16 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 16.
Level 19 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 19.
Level 22 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 22.
Level 25 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 25.
Level 28 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 28.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Crafting Class: Mechanic
Disassembly: Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit.
Roleplay Class: Sigilmaker
Seal of Aquarius: The Sigilmaker is able to create emblems which passively raises a target's stats for a short duration. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following stats: Strength, Dexterity, Agility, Intelligence, Wisdom. The target will receive an Aquarius Sigil buff and the stat selected will be increased by 5% for the duration of the target's next post. Only one Aquarius Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Aquarius Sigil increases by 1 post.
Change Log
MM/DD/YYYY -- Info
Coded By Saber of L33T T3@M