K
Kestrel
Guest
.
The Depth Online is an RP about a group of players becoming trapped in the beta-test of an online virtual reality game, where they explore a science fantasy world where sword and sorcery co-exist alongside flying hovercrafts, guns and fancy long coats. Given no explanation about why they can't seem to log out, players must learn to fend for their selves in this dangerous and ever-changing world.
Welcome to The Depth Online. I'm Kestrel, and I'll be your host. This RP sets in a Virtual Reality Massively Multiplayer Online, or vrmmo for short. It is a virtual game world, where you control your avatar as you would control your own body. We'll both be exploring a world full of sights this, this, this, this, this, this, this, this and this. Want to know more? Well, step right up!
While TDO has been designed to feel life-like and interact with all of the player's senses, not everything is the same in the game as the real world. For those unfamiliar with MMO's, here will follow a couple differences you might wanna look out for.
Unlike your petty and weak human body, you have no need for nourishment or rest to stay fit even though the game allows you to eat and sleep. Instead, eating and sleeping will recover HP and MP. And yes, this also means you don't have to break RP-taboo by going to the toilet. Also, outside of status effects and special events, your virtual body won't get sick. Hell, you can't even die permanently. Unless there's a bug of some sort involved, which by pure coincidence manifests when players are expelled from the RP. Instead, when you die you can either be revived by other players (if they have the skills or items to do so), or respawn in the nearest town. There are no penalties for death, unless it's in a player versus player situation (see: PVP).
Take note though, that players can still feel pain. Many environmental hazards will sap HP, so running around in a hailstorm or diving into lava is still a bad idea.
A convenience in VRMMO's is that you have a handy menu that pops up in front of you to take care of almost anything. Like a floating touch screen, menu's pop up everywhere. They can also be controlled by voice. They're pretty nifty and have a multitude of functions, like managing your inventory, organising parties and in-game skype-calls and guilds, or setting the terms for a trade or duel.
One of the most prominent menu features is the inventory. Rather than carrying a backpack full of items, you have something akin a pocket dimension that is called your inventory. You can select and organise your items by menu.
However, you only have limited space in your inventory. When your inventory fills out, you must store your items at a bank. Banks are ran by NPC's and players alike, although most will ask for a fee for storing your items. Banks require physical space, so unlike the inventory, you can't take items from them whenever you please.
Parties, or groups, can be joined, left and organised within a menu. One person creates the party and then invites other players to jon them to work towards a particular goal. It's a lot like forming your own fellowship. Parties are beneficial because they allow you to chat telepathically on a private channel, monitor each other's HP, MP and status, and share the XP gained from killing monsters. Some support skills even require you to be in a party to work.
A guild is a more permanent party. Players can also join long-term groups called guilds. Guilds are usually groups of people who are working toward a common goal in a game. A guild may focus on many different things, like clearing dungeons, crafting and trading or try their hand at controlling an area. But guilds can also simply be a group of friends.
Benefits of a guild include a chat channel, which allows you to talk to all your guild members anywhere any time, and the ability to summon guild members near you when not in battle. Most importantly however, is the right to a guild hall.
A guild hall is like collaborative housing for the entire guild. It can include it's own resting area (to recover HP & MP) and guild bank (storing items free of charge). A guild hall can also serve as a base of operations as the guild leader can set permission to enter and leave the building. It can also be fortified to serve as a fortress in battle.
A guild hall costs a large amount of credit to build from scratch, but is cheaper when compared to an individual player's housing (which is a thing). It's also possible to turn conquered dungeons or discovered settlements into guild halls, although this tends to be on the pricey side also.
PVP stands for player versus player. Like in good old times, disagreements can be solved with a blade between the ribs or a bullet between the eyes. Depending on the area they are in (see: Territory) players can challenge one another to a duel. There's voluntary and involuntary duels, again depending on the area the players find their selves in.
So basically, a gentleman's disagreement versus plain robbery. It's also possible to have PVP situations with multiple people. In voluntary duels, you get to select the participants when deciding terms, whereas involuntary fights everyone can join in.
In TDO, there is a political system. Rather than NPC's ruling the world; areas are controlled by guilds (or in rare cases, incredibly OP or rich solo players.) There are a lot of advantages to controlling an area, both in terms of finances as plain power. Players can fight for control of an area, or trade rights. A list of benefits is as following;
The ruling class can also be initiated by outside parties. This is called a faction war. If you think another area would be a great location for your new trading center, you can declare war on the rulers of the area you want. Perhaps the ruling class treats it's players unfairly and they enlist your help. Or maybe you are just bored and out for a fight.
During a faction war or coup d'etat, regardless of normal rules, the warzone becomes an open PK-zone. Even unaffiliated players can (or are forced) to join the fight. This can be a blessing, if they like you enough they come to help, or a curse if they agree it's time for a new rule.
In addition to battling, characters may also choose to pick up another type of job; called professions. Professions focus on resource gathering and item creation, ranging from food to recover HP and MP, to crafting weapons and armour, to taming monsters and using them as mounts! To learn a profession, talk to a crafting master NPC. Be careful though, you only get to learn one!
There are eight professions; Smithing, Tinkering, Mining, Construction, Infusion, Clothwork, Foresting and Shepherding. Each character gets to pick one which they'll be keeping for the rest of the game. Each profession brings something different to the table. One can gather resources another might use to refine items or materials for yet another to use. The details will be in the recipe list.
It's important to note that to use your profession (specifically item creation or material processing) you will need to be at a corresponding crafting station. These are present on the Landing Site, but will be need to be built in new settlements. As a part of learning a profession, you will also gain an item used to craft (smith's hammer, for smithing for example). These are needed to craft as well.
Professions like characters can be levelled up. There are five ranks; Novice, Adept, Expert, Master and Ascendant. Everyone starts off as a novice and, given time and resources, will eventually become an Ascendant. However, this isn't done by plain and simple monster killing. Instead, ranks are gained by fulfilling special quest conditions. Quests proc through special events which will be put up as we progress through the story.
Like most MMO's, TDO has a combat engine. Each character has a set of abilities based on their class that they will be taking into combat. There are twenty available classes in TDO, divided in four archetypes. Players get to mix and match by multi-classing, and our beta-testers can pick two classes to start out with as long as they're within the same archetype. All classes have their own strengths, and TDO recognises five roles;
| TECHNICIAN |The science part of science-fantasy, the technicians rely on... Well, technology. Bringing with them a variety of tools, they can turn the tide of battle. Technicians wear heavy armour.
In this RP, your characters will become more powerful over time. You can do this simply by posting, or by defeating enemies or by earning achievements. These actions will award you experience points, often shortened to EXP or XP. Experience points determine your progression towards your next level. For every 10 XP you gain a level and with this level you gain 5 points to distribute amongst STR, VIT, INT and WIS. Alongside your stat bonus, you get a new skill for each job you have every 5 levels, so level 5, level 10, level 15, etc. The values of XP you're awarded differ.
Enemies in TDO are conveniently ranked by power level. Starting at ★☆☆☆☆, all the way up to ★★★★★ . Each have an amount of base XP, which will increase or decrease depending on the difference between enemy and player level. So for example; when base XP = 10 and there is no level difference, the full 10 XP will be awarded. However, 20% is added or subtracted, depending on the level difference, up to 5 times. So if you are 4 levels higher than this enemy, you'll only gain 2 XP. If the enemy is 2 levels higher, you are awarded with 14 XP for defeating them.
As for enemy ranks; here's what you can expect;
I don't know if any of you own an xbox or playstation, but if you do you might be familiar with the system. Upon playing a game, you unlock certain achievements for doing certain actions. Likewise, achievements in this RP are rewards for good and varied play. Saved your friend from trouble? Have some XP. Died in battle for the first time? Have some XP. etc. Good, varied play will get rewarded, whereas bad or one-dimensional play will have you lag behind your co-players.
You can only earn one achievement per post, even if meet the qualifications for two different ones. I'll roll a dice or something to tell you which you earned. Achievements can also only be earned once, so keep track of them! The requirements for an achievement will initially be hidden, but they will be revealed to everyone if a player earns it.
You can almost get started. Just check these notes and let them cogs turn;
If you have any questions or comments about the RP, don't be afraid to post. I'll do my best to answer them. As for now, have fun posting!
Q: How do I calculate damage?
A: Base damage is (STR - VIT) + (P.ATK - P.DEF) where the minimum value in either is 0 (so you can't do negative damage or use VIT to absorb P.ATK.) Skill multipliers are based of off base damage unless stated otherwise. Obviously, magic deals with magical stats.
Q: How do criticals work?
A: Critical is determined by as CRIT - Target level = Crit chance. A critical attack does three times the damage of a non-critical hit, but is calculated individually per hit.
Q: Do I have to make all calculations by hand?
A: No you don't. I've made a handy Damage Calculator and an XP calculator. You need a spreadsheet program like Microsoft Excel, but it also works with OpenOffice Calc which you can download for free.
OVERVIEW
SUMMARY
The Depth Online is an RP about a group of players becoming trapped in the beta-test of an online virtual reality game, where they explore a science fantasy world where sword and sorcery co-exist alongside flying hovercrafts, guns and fancy long coats. Given no explanation about why they can't seem to log out, players must learn to fend for their selves in this dangerous and ever-changing world.
WHAT TO EXPECT
- Collaborative world-building, character actions will shape the world and players are encouraged to contribute.
- Delve into the lore of this ghost town of a planet. What once roamed these lands and why does it roam no more...
- Action & Adventure, explore dangerous catacombs and overgrown temples where threats are always lurking...
- Build factions, be a part of the new world order!
WELCOME
Welcome to The Depth Online. I'm Kestrel, and I'll be your host. This RP sets in a Virtual Reality Massively Multiplayer Online, or vrmmo for short. It is a virtual game world, where you control your avatar as you would control your own body. We'll both be exploring a world full of sights this, this, this, this, this, this, this, this and this. Want to know more? Well, step right up!
GAME INFORMATION
VIRTUAL LIFE
While TDO has been designed to feel life-like and interact with all of the player's senses, not everything is the same in the game as the real world. For those unfamiliar with MMO's, here will follow a couple differences you might wanna look out for.
THE BODY
Unlike your petty and weak human body, you have no need for nourishment or rest to stay fit even though the game allows you to eat and sleep. Instead, eating and sleeping will recover HP and MP. And yes, this also means you don't have to break RP-taboo by going to the toilet. Also, outside of status effects and special events, your virtual body won't get sick. Hell, you can't even die permanently. Unless there's a bug of some sort involved, which by pure coincidence manifests when players are expelled from the RP. Instead, when you die you can either be revived by other players (if they have the skills or items to do so), or respawn in the nearest town. There are no penalties for death, unless it's in a player versus player situation (see: PVP).
Take note though, that players can still feel pain. Many environmental hazards will sap HP, so running around in a hailstorm or diving into lava is still a bad idea.
MENU
A convenience in VRMMO's is that you have a handy menu that pops up in front of you to take care of almost anything. Like a floating touch screen, menu's pop up everywhere. They can also be controlled by voice. They're pretty nifty and have a multitude of functions, like managing your inventory, organising parties and in-game skype-calls and guilds, or setting the terms for a trade or duel.
INVENTORY
One of the most prominent menu features is the inventory. Rather than carrying a backpack full of items, you have something akin a pocket dimension that is called your inventory. You can select and organise your items by menu.
However, you only have limited space in your inventory. When your inventory fills out, you must store your items at a bank. Banks are ran by NPC's and players alike, although most will ask for a fee for storing your items. Banks require physical space, so unlike the inventory, you can't take items from them whenever you please.
PARTY
Parties, or groups, can be joined, left and organised within a menu. One person creates the party and then invites other players to jon them to work towards a particular goal. It's a lot like forming your own fellowship. Parties are beneficial because they allow you to chat telepathically on a private channel, monitor each other's HP, MP and status, and share the XP gained from killing monsters. Some support skills even require you to be in a party to work.
GUILD
A guild is a more permanent party. Players can also join long-term groups called guilds. Guilds are usually groups of people who are working toward a common goal in a game. A guild may focus on many different things, like clearing dungeons, crafting and trading or try their hand at controlling an area. But guilds can also simply be a group of friends.
Benefits of a guild include a chat channel, which allows you to talk to all your guild members anywhere any time, and the ability to summon guild members near you when not in battle. Most importantly however, is the right to a guild hall.
A guild hall is like collaborative housing for the entire guild. It can include it's own resting area (to recover HP & MP) and guild bank (storing items free of charge). A guild hall can also serve as a base of operations as the guild leader can set permission to enter and leave the building. It can also be fortified to serve as a fortress in battle.
A guild hall costs a large amount of credit to build from scratch, but is cheaper when compared to an individual player's housing (which is a thing). It's also possible to turn conquered dungeons or discovered settlements into guild halls, although this tends to be on the pricey side also.
PVP
PVP stands for player versus player. Like in good old times, disagreements can be solved with a blade between the ribs or a bullet between the eyes. Depending on the area they are in (see: Territory) players can challenge one another to a duel. There's voluntary and involuntary duels, again depending on the area the players find their selves in.
- In a voluntary duel, players can make a wager, betting items, equipment or credit (money) of any amount where the winner takes all. You can also choose to bet nothing and have a friendly spar. All terms are to be discussed before the fight starts.
- In an involuntary duel, the winner chooses to either take 25% of the loser's credit, an item or piece of equipment of the winner's choice. They happen spontaneously and can be joined in at every time.
So basically, a gentleman's disagreement versus plain robbery. It's also possible to have PVP situations with multiple people. In voluntary duels, you get to select the participants when deciding terms, whereas involuntary fights everyone can join in.
As the RP goes on, we'll be keeping track of a map. There's only one tile so far, but it'll expand as we explore more...
Link
LOCATIONS
LANDING SITE
-
The starting area of the game. Currently the Landing Site is a small camp in the grasslands ran by NPC's. Surrounding the camp are monsters ranging from level 1 to 5. The area hasn't yet been claimed by anyone.
Owned by: -
PvP: Invite-only -
Doctor Marius Vinkelberg, but a simple rocket scientist. A jumpy man who wants to know what happened to a missing ship...
Bonnie McClyde, depressed captain of the missing ship. Has lost the courage and ability to command her crew.
Neil Opal, a moustached man supposed to take care of the supplies at the Landing Site.
Professor Samuel Crow, a somewhat scatterbrained man who has lost his shiny things.
-
Harenn - Dog-sized jackrabbits with large ears.
Level 1 - 5 STR - 2 VIT - 2 INT - 2 WIS - 9 HP - 3 MP
Level-up: 2/1/1/1
Claws - 2 physical damage (+2 per level)
Distress Call - 4 MP
Drops:- Raw Harenn Meat 1-4
- Harenn Fur 1-4
- Lucky Harenn Foot 1/6 chance
Nexit - Large, two-tailed foxes that bark sonic-booms.
Level 1 - 8 STR - 5 VIT - 5 INT - 5 WIS - 18 HP - 7 MP
Level-up: 1/1/2/1
Claws - 2 physical damage (+2 per level)
Sonic Bark - 2 magical damage (+2 per level)
Drops:- Nexit Fur 1-4
- Broken Nexit Fang 1-4
- Severed Nexit Tail 1/6 chance
Forunn - Small, nomadic goat-men.
Level 1 - 5 STR - 2 VIT - 2 INT - 5 WIS - 9 HP - 6 MP
Level-up: 2/1/1/1
Headbutt - 3 physical damage (+2 per level)
Drops:- Broken Forunn Horn 1-4
- Forunn Milk 1-4
- Perfect Forunn Horn 1/6 chance
Tryma - Large, flightless birds that kill with beak and talon.
Level 1 - 9 STR - 4 VIT - 4 INT - 4 WIS - 17 HP - 6 MP
Level-up: 2/1/1/1
Talons - 2 physical damage (+2 per level)
Beak - 3 physical damage (+2 per level)
Drops:- Tryma Feather 1-4
- Raw Tryma Leg 1-4
- Razorbeak ⅙ chance
WHISPERING WOODS
-
A small patch of forest to the north-east of the landing site; home to many dangerous creatures. It grows thicker as you go in deeper and sometimes voices can be heard... Especially at night...
Owned by: -
PvP: Invite-only - -
-
Aenara – Spiders at the size of horses. They have thick fur and use their webs to scale vertical surfaces.
Level 5 - 15 STR - 9 VIT - 12 INT - 10 WIS - 33 HP - 16 MP
Level-up: 2/0.5/2/1
Fangs - 10 physical damage (+2 per level)
Legs – 5 physical damage (+1 per level)
Web Shot - 4 MP : A medium-ranged web-attack that covers ground in a cone-shape. When hit, applies a slow that lasts for 5 posts, unless attacked. The slow can be stacked up to three times; at which point the victim can no longer move.
Poison Fang – 3 MP: Does 50% damage on the bite, but deals another 100% spread over 3 posts as a DoT.
Stealth – At the cost of 50% movement speed, Aenara can remain nearly invisible until they attack or get hit.
Drops:- Aenara Silk 1-4
- Carapace 1-4
- Aenara Leg 1-8
- Venom Sac ⅙ chance
TERRITORY
In TDO, there is a political system. Rather than NPC's ruling the world; areas are controlled by guilds (or in rare cases, incredibly OP or rich solo players.) There are a lot of advantages to controlling an area, both in terms of finances as plain power. Players can fight for control of an area, or trade rights. A list of benefits is as following;
FINANCIAL
- Ruling players can put a tax all trades. Between players, this means the rulers will take away a certain percent of the gold paid, whereas NPC stores will raise or lower their prices depending on the set taxes. This also applies to inns.
- When players or guilds use housing (build or purchase their own house) they need to buy the ground to do so from the ruling class.
- Ruling players can force entry fees for their areas. Maybe it costs gold to go to the best hunting grounds, or setting up shop in the market place will cost you a couple credits.
ACCESS
- Ruling players can forbid certain players or even entire guilds to access the town; allowing them to control an area without outside influences.
- They can also do this on a smaller scale, preventing rival guilds to spy on one another, or organising the market place by level, price and quality of items. Hell. Ruling players can set privileges, such as only allowing their friends to visit the spa's and inns that yield the best rested XP bonus.
- For the right price, ruling classes can lure NPC's to their areas to set up shops. A medical tent far out in a training field? An extra weapon store in town? You name it.
PLAYER KILLING
- Ruling classes can either make their towns safe havens, or lawless PK-zones. This requires a full day to change, however, giving players a chance to get out or get in before such a change happens.
- They can also set privileges to players that allow them to initiate duels; allowing for either police forces removing bad influences, or bullying anyone they like, depending on whether the ruling class in benevolent or malevolent.
- Ruling classes can set bounties, allowing all players to initiate fights with those with a bounty on their heads. This requires a reward, though.
EVENTS
- Ruling classes can set up events, like fighting tournaments or cooking contests or a hide and seek game. This requires a reward like bounties, but the cost can be mitigated by asking for entry fees.
- Ruling classes get to alter the area for these events and temporarily force NPC co-operation. Maybe you want to have a gladiator match in a bath house? A foot race through the market place? Hide and seek in the dojo? Go for it.
| POLITICS |
As you can imagine, having all these rights gives ruling classes a big advantage. However, they need to use their privileges wisely. If a big enough group of players (20% of the 'population') decides to band together; they can attempt a coup d'etat. They may siege the ruler's palace, guild hall, or whatever base they operate from, and if they kill the ruling class, they can form their own. This means that the ruling class either has to keep their population happy, or rule with iron fist (read: PK-galore).The ruling class can also be initiated by outside parties. This is called a faction war. If you think another area would be a great location for your new trading center, you can declare war on the rulers of the area you want. Perhaps the ruling class treats it's players unfairly and they enlist your help. Or maybe you are just bored and out for a fight.
During a faction war or coup d'etat, regardless of normal rules, the warzone becomes an open PK-zone. Even unaffiliated players can (or are forced) to join the fight. This can be a blessing, if they like you enough they come to help, or a curse if they agree it's time for a new rule.
| RELATIONS |
Although not a system, forming relations is most important in the political realm. Forging strong bonds may allow allied factions to come to your aid, or give certain trading guilds more favourable tax rates (every area has exclusive materials). Or you can organise inter-faction tournaments to promote your friendship or train your best fighters. Or... Maybe you have a common enemy you want to attack together! Should the game venture into the political; relations will play a crucial part in your success...PROFESSION SYSTEM
In addition to battling, characters may also choose to pick up another type of job; called professions. Professions focus on resource gathering and item creation, ranging from food to recover HP and MP, to crafting weapons and armour, to taming monsters and using them as mounts! To learn a profession, talk to a crafting master NPC. Be careful though, you only get to learn one!
There are eight professions; Smithing, Tinkering, Mining, Construction, Infusion, Clothwork, Foresting and Shepherding. Each character gets to pick one which they'll be keeping for the rest of the game. Each profession brings something different to the table. One can gather resources another might use to refine items or materials for yet another to use. The details will be in the recipe list.
It's important to note that to use your profession (specifically item creation or material processing) you will need to be at a corresponding crafting station. These are present on the Landing Site, but will be need to be built in new settlements. As a part of learning a profession, you will also gain an item used to craft (smith's hammer, for smithing for example). These are needed to craft as well.
Professions like characters can be levelled up. There are five ranks; Novice, Adept, Expert, Master and Ascendant. Everyone starts off as a novice and, given time and resources, will eventually become an Ascendant. However, this isn't done by plain and simple monster killing. Instead, ranks are gained by fulfilling special quest conditions. Quests proc through special events which will be put up as we progress through the story.
CLASSES
Like most MMO's, TDO has a combat engine. Each character has a set of abilities based on their class that they will be taking into combat. There are twenty available classes in TDO, divided in four archetypes. Players get to mix and match by multi-classing, and our beta-testers can pick two classes to start out with as long as they're within the same archetype. All classes have their own strengths, and TDO recognises five roles;
- Damage Dealer – These classes deal damage, and lots of it. They possess the strongest attacks and are needed to take down enemies fast
- Tank – Tanks are those who stand between the onslaught of bosses and the health bars of their party members. They can force enemies to focus on them and absorb or avoid damage better than other classes.
- Support – Support is varied in that there are two kinds. One is focused on making the party stronger, by either healing or increasing their abilities, the other on lowering the stats and abilities of enemies.
- Crowd Control – Stuns, snares, silencing; anything that (temporarily) prevents an enemy from acting is considered crowd control.
- Utility – Everything that is not directly combat-related falls under utility. This role rarely contributes to making fights easier, but have their own unique strengths to make up for it.
| WARRIOR |
The up close and personal bruiser. The warrior archetype excels at melee range and deals physical damage. Warriors can wear heavy armour.| Class Name |
Berserker
| Class Equip |
Sword, Axe, Mace
| Class Role |
Damage Dealer, Crowd Control
| Class Special |
Dual wield (attack speed buff) or two-handed wielding (damage and range buff)
| Class Description |
The pinnacle of strength, berserkers are fell warriors that dual wield for a blinding flurry of attacks, or wield massive two-handed weapons that can knock any lesser being off their feet. Brute force is the name of their game and their skills focus on dealing damage and breaking through defences with interrupts and knockdowns. Their own defence however, is rather lacking...
Berserker
| Class Equip |
Sword, Axe, Mace
| Class Role |
Damage Dealer, Crowd Control
| Class Special |
Dual wield (attack speed buff) or two-handed wielding (damage and range buff)
| Class Description |
The pinnacle of strength, berserkers are fell warriors that dual wield for a blinding flurry of attacks, or wield massive two-handed weapons that can knock any lesser being off their feet. Brute force is the name of their game and their skills focus on dealing damage and breaking through defences with interrupts and knockdowns. Their own defence however, is rather lacking...
| Class Name |
Knight
| Class Equip |
Sword, Polearm, Shield
| Class Role |
Tank, Support
| Class Special |
Aegis (Increases nearby ally's VIT and WIS by 10% of the knight's)
| Class Description |
The defensive behemoth, taunting death itself with their high survivability. Knights provoke enemies into targeting them and keeping them busy. Knights can keep their allies safe with a multitude of skills and are the only class able to use the shield offensively, but give up damage potential in the process.
Knight
| Class Equip |
Sword, Polearm, Shield
| Class Role |
Tank, Support
| Class Special |
Aegis (Increases nearby ally's VIT and WIS by 10% of the knight's)
| Class Description |
The defensive behemoth, taunting death itself with their high survivability. Knights provoke enemies into targeting them and keeping them busy. Knights can keep their allies safe with a multitude of skills and are the only class able to use the shield offensively, but give up damage potential in the process.
| Class Name |
Monk
| Class Equip |
Knuckle, Staff
| Class Role |
Crowd Control, Damage Dealer
| Class Special |
Qi (increases P.CRIT, M.CRIT and resistance by 10.)
| Class Description |
Monks are extremely close-range fighters, but masters of pressure points. Their skills deal damage while debuffing their enemies abilities, or even paralysing parts of their body. Their Qi enhances a monk's resistance to status effects and critical hits, while increasing their own critical chance.
Monk
| Class Equip |
Knuckle, Staff
| Class Role |
Crowd Control, Damage Dealer
| Class Special |
Qi (increases P.CRIT, M.CRIT and resistance by 10.)
| Class Description |
Monks are extremely close-range fighters, but masters of pressure points. Their skills deal damage while debuffing their enemies abilities, or even paralysing parts of their body. Their Qi enhances a monk's resistance to status effects and critical hits, while increasing their own critical chance.
| Class Name |
Templar
| Class Equip |
Sword, Dagger, Shield
| Class Role |
Crowd Control, Support
| Class Special |
Rune Blade (depletes 25% of HP damage as MP when an attack connects)
| Class Description |
Where traditional warriors are weak versus mages, the templar turns the table. Templars are capable of splitting spells in two, reflecting magic or using silencing debuffs. They are also an excellent sub-job to prevent others from using skills, thanks to their special ability. However, they lack both the offence and defence to go toe-to-toe with the other warrior classes.
Templar
| Class Equip |
Sword, Dagger, Shield
| Class Role |
Crowd Control, Support
| Class Special |
Rune Blade (depletes 25% of HP damage as MP when an attack connects)
| Class Description |
Where traditional warriors are weak versus mages, the templar turns the table. Templars are capable of splitting spells in two, reflecting magic or using silencing debuffs. They are also an excellent sub-job to prevent others from using skills, thanks to their special ability. However, they lack both the offence and defence to go toe-to-toe with the other warrior classes.
| Class Name |
Soldier
| Class Equip |
Pole-arm, Shield
| Class Role |
Support, Tank
| Class Special |
Morale (increases effect of buffs when allies are close)
| Class Description |
The whole is greater than the sum of it's parts. The soldier finds his place on the front-line by increasing their own stats as well as those of their allies by giving orders and creating formations. They are also able to manage aggro this way, by quickly switching positions with their allies and taking the heat off of them, but soldiers are not as sturdy as knights...
Soldier
| Class Equip |
Pole-arm, Shield
| Class Role |
Support, Tank
| Class Special |
Morale (increases effect of buffs when allies are close)
| Class Description |
The whole is greater than the sum of it's parts. The soldier finds his place on the front-line by increasing their own stats as well as those of their allies by giving orders and creating formations. They are also able to manage aggro this way, by quickly switching positions with their allies and taking the heat off of them, but soldiers are not as sturdy as knights...
| ROGUE |
Slippery and quick, that's the rogue's bread and butter. They are more opportunistic than other archetypes, but also most versatile. Rogues wear leather armour.| Class Name |
Assassin
| Class Equip |
Dagger, Throwing Weapons, Short Bow
| Class Role |
Damage Dealer, Support
| Class Special |
Stealth (ability to temporarily turn nearly invisible at the cost of 50% movement speed, up until attacking, using a skill or getting hit)
| Class Description |
Burst damage at it's finest; assassins deal powerful single hits before vanishing into the shadows. They are the go-to class when it comes to quickly killing or weakening single targets with deadly blows and poisons. Although assassins have high damage potential, an assassin is best played with great care as their skills cannot be thrown out carelessly.
Assassin
| Class Equip |
Dagger, Throwing Weapons, Short Bow
| Class Role |
Damage Dealer, Support
| Class Special |
Stealth (ability to temporarily turn nearly invisible at the cost of 50% movement speed, up until attacking, using a skill or getting hit)
| Class Description |
Burst damage at it's finest; assassins deal powerful single hits before vanishing into the shadows. They are the go-to class when it comes to quickly killing or weakening single targets with deadly blows and poisons. Although assassins have high damage potential, an assassin is best played with great care as their skills cannot be thrown out carelessly.
| Class Name |
Thief
| Class Equip |
Sword, Dagger, Shield
| Class Role |
Tank, Utility
| Class Special |
Lockpick (able to open all chests and doors)
| Class Description |
Thieves might not be dealing much damage, but make up for it with crazy mobility skills and the ability to rob enemies blind. Their dodging ability is on par with a knight's ability to parry, giving them great survivability in the hands of a skilled player. Heck, the way thieves can dance around enemies is a taunt in and of itself. In the hands of a lesser one however... They're quite fragile, so watch your step!
Thief
| Class Equip |
Sword, Dagger, Shield
| Class Role |
Tank, Utility
| Class Special |
Lockpick (able to open all chests and doors)
| Class Description |
Thieves might not be dealing much damage, but make up for it with crazy mobility skills and the ability to rob enemies blind. Their dodging ability is on par with a knight's ability to parry, giving them great survivability in the hands of a skilled player. Heck, the way thieves can dance around enemies is a taunt in and of itself. In the hands of a lesser one however... They're quite fragile, so watch your step!
| Class Name |
Ranger
| Class Equip |
Longbow, Gun
| Class Role |
Damage Dealer, Crowd Control
| Class Special |
Detect (can see through stealth and discover traps)
| Class Description |
Possessing pinpoint accuracy and powerful ranged attacks make the ranger a deadly adversary. However, their skills root them in place, trading mobility for sheer power. Besides arrow and bullet volleys, a prepared ranger can use traps to slow an opponent's advance and can train avian pets to fight besides them. A ranger's narrow range has them at a severe disadvantage against melee classes.
Ranger
| Class Equip |
Longbow, Gun
| Class Role |
Damage Dealer, Crowd Control
| Class Special |
Detect (can see through stealth and discover traps)
| Class Description |
Possessing pinpoint accuracy and powerful ranged attacks make the ranger a deadly adversary. However, their skills root them in place, trading mobility for sheer power. Besides arrow and bullet volleys, a prepared ranger can use traps to slow an opponent's advance and can train avian pets to fight besides them. A ranger's narrow range has them at a severe disadvantage against melee classes.
| Class Name |
Bard
| Class Equip |
Dagger, Lute
| Class Role |
Support, Utility
| Class Special |
Catchy Songs (buffs and debuffs inflicted by bards cannot be dispelled)
| Class Description |
Like the soldier, the bard boosts the morale of the party, but can also lower that of the enemy. They have unique buffs and debuffs and can even heal with their skills. To do so, they sing songs, but only one song can be active at a time. Additionally, bards can have out-of-the-box abilities, such as soothing enemies to prevent encounters.
Bard
| Class Equip |
Dagger, Lute
| Class Role |
Support, Utility
| Class Special |
Catchy Songs (buffs and debuffs inflicted by bards cannot be dispelled)
| Class Description |
Like the soldier, the bard boosts the morale of the party, but can also lower that of the enemy. They have unique buffs and debuffs and can even heal with their skills. To do so, they sing songs, but only one song can be active at a time. Additionally, bards can have out-of-the-box abilities, such as soothing enemies to prevent encounters.
| Class Name |
Scout
| Class Equip |
Dagger, Shortbow
| Class Role |
Crowd Control, Damage Dealer
| Class Special |
Scan (Allows the user to see an enemy's stats)
| Class Description |
Meet your kiting class; scouts are able deliver rapid ranged attacks while mobile. Scouts augment their arrows and blades with poisons, and are well equipped to scout ahead and test the strength of enemies. Scouts can also hold their own with good damage dealing potential and access to pets like wolves and cats, but lack the range and power of a ranger.
Scout
| Class Equip |
Dagger, Shortbow
| Class Role |
Crowd Control, Damage Dealer
| Class Special |
Scan (Allows the user to see an enemy's stats)
| Class Description |
Meet your kiting class; scouts are able deliver rapid ranged attacks while mobile. Scouts augment their arrows and blades with poisons, and are well equipped to scout ahead and test the strength of enemies. Scouts can also hold their own with good damage dealing potential and access to pets like wolves and cats, but lack the range and power of a ranger.
| MAGE |
Masters of the arcane, mages tab into an otherworldly realm to deal magical damage or support their allies. Except for clerics, all mages wear robes for armour.| Class Name |
Cleric
| Class Equip |
Mace, Staff, Shield
| Class Role |
Support, Tank
| Class Special |
Prayer (nearby allies recover 5% health per post) and heavy armour equip.
| Class Description |
Your bread and butter healer with some nice defensive capabilities. They restore health, cure status and provide defensive buffs. Unlike other mages, clerics are not fragile; capable of equipping heavy armour and shields. They can absorb physical and magical damage alike, but have poor movement and little control over other monsters, so are better off as off-tanks.
Cleric
| Class Equip |
Mace, Staff, Shield
| Class Role |
Support, Tank
| Class Special |
Prayer (nearby allies recover 5% health per post) and heavy armour equip.
| Class Description |
Your bread and butter healer with some nice defensive capabilities. They restore health, cure status and provide defensive buffs. Unlike other mages, clerics are not fragile; capable of equipping heavy armour and shields. They can absorb physical and magical damage alike, but have poor movement and little control over other monsters, so are better off as off-tanks.
| Class Name |
Elementalist
| Class Equip |
Tome, Staff
| Class Role |
Damage Dealer, Support
| Class Special |
Spellforge (spells can double as enhancements to weapons or armours of other classes)
| Class Description |
Sling fireballs, rain down thunderstorms, tear apart the ground itself and crush foolish foes under avalanches. Elementalists use magical attacks from mid-range to great effect, but can also use their magic to improve the elemental offences and defences of their allies. While Elementalists wield large and devastating AoE spells, they are slow to cast, flimsy and lack mobility, making them a poor solo-class. Also knowing enemy weaknesses is crucial to playing them well.
Elementalist
| Class Equip |
Tome, Staff
| Class Role |
Damage Dealer, Support
| Class Special |
Spellforge (spells can double as enhancements to weapons or armours of other classes)
| Class Description |
Sling fireballs, rain down thunderstorms, tear apart the ground itself and crush foolish foes under avalanches. Elementalists use magical attacks from mid-range to great effect, but can also use their magic to improve the elemental offences and defences of their allies. While Elementalists wield large and devastating AoE spells, they are slow to cast, flimsy and lack mobility, making them a poor solo-class. Also knowing enemy weaknesses is crucial to playing them well.
| Class Name |
Warlock
| Class Equip |
Axe, Throwing Weapons
| Class Role |
Crowd Control, Damage Dealer
| Class Special |
Decay (Increases the effect of debuffs)
| Class Description |
Warlocks rely on the dark arts to keep them alive on the front lines. They are able to lay down devastating magic circles that drain or weaken enemies, or disable their escape. They can even summon undead minions. They are also able to deal magical damage with melee weapons, but more importantly; stack devastating damage over time effects. Unlike other mages though, they can't cast from afar...
Warlock
| Class Equip |
Axe, Throwing Weapons
| Class Role |
Crowd Control, Damage Dealer
| Class Special |
Decay (Increases the effect of debuffs)
| Class Description |
Warlocks rely on the dark arts to keep them alive on the front lines. They are able to lay down devastating magic circles that drain or weaken enemies, or disable their escape. They can even summon undead minions. They are also able to deal magical damage with melee weapons, but more importantly; stack devastating damage over time effects. Unlike other mages though, they can't cast from afar...
| Class Name |
Weaver
| Class Equip |
Dagger, Tome
| Class Role |
Support, Utility
| Class Special |
Good touch (regenerates 5% health per post when linked with allies) or Bad touch (slows the movement of enemies when linked by 20%)
| Class Description |
An unusual mage class that links threads of mana between allies or enemies, allowing them to temporarily exchange abilities, transfer buffs and debuffs, or even trade places. The weaver doesn't create anything new, but relocates existing traits, making them the most versatile of all classes.
Weaver
| Class Equip |
Dagger, Tome
| Class Role |
Support, Utility
| Class Special |
Good touch (regenerates 5% health per post when linked with allies) or Bad touch (slows the movement of enemies when linked by 20%)
| Class Description |
An unusual mage class that links threads of mana between allies or enemies, allowing them to temporarily exchange abilities, transfer buffs and debuffs, or even trade places. The weaver doesn't create anything new, but relocates existing traits, making them the most versatile of all classes.
| Class Name |
Sage
| Class Equip |
Throwing Weapons, Tome, Staff, Shield
| Class Role |
Tank, Crowd Control
| Class Special |
Analyse (When hit by the same spell twice or more in succession, take 25% less damage)
| Class Description |
Able to use pure forms of magic, the sage channels their power into physical manifestations. They can chain enemies to them or one another, defend their selves with barriers or blast them with shock-waves. They can keep opponents at a distance with high knockback skills, harass them from afar and are extremely resistant to magical damage. When caught into a scrap though, the sage's physical defence can prove somewhat disappointing...
Sage
| Class Equip |
Throwing Weapons, Tome, Staff, Shield
| Class Role |
Tank, Crowd Control
| Class Special |
Analyse (When hit by the same spell twice or more in succession, take 25% less damage)
| Class Description |
Able to use pure forms of magic, the sage channels their power into physical manifestations. They can chain enemies to them or one another, defend their selves with barriers or blast them with shock-waves. They can keep opponents at a distance with high knockback skills, harass them from afar and are extremely resistant to magical damage. When caught into a scrap though, the sage's physical defence can prove somewhat disappointing...
| Class Name |
Desperado
| Class Equip |
Gun, Dagger, Polearm
| Class Role |
Damage Dealer, Utility
| Class Special |
Cavalry (Able to fight while riding a mount)
| Class Description |
The desperado is the closest thing you'll get to a space cowboy. On the offensive side, their skills focus on quick drawing and expert gunslinging, using rapid salvo's rather than nuking abilites to deal damage. They're also masters of mounted combat, able to use their skills while riding their hover-bikes. Desperado's are also the go-to class when your party needs to travel from A to B fast; hover bikes for everyone! However, as they rely on speed and distance or party members to keep them safe, a cornered desperado is a dead desperado.
Desperado
| Class Equip |
Gun, Dagger, Polearm
| Class Role |
Damage Dealer, Utility
| Class Special |
Cavalry (Able to fight while riding a mount)
| Class Description |
The desperado is the closest thing you'll get to a space cowboy. On the offensive side, their skills focus on quick drawing and expert gunslinging, using rapid salvo's rather than nuking abilites to deal damage. They're also masters of mounted combat, able to use their skills while riding their hover-bikes. Desperado's are also the go-to class when your party needs to travel from A to B fast; hover bikes for everyone! However, as they rely on speed and distance or party members to keep them safe, a cornered desperado is a dead desperado.
| Class Name |
Engineer
| Class Equip |
Gun, Mace
| Class Role |
Jack of All Trades
| Class Special |
Frankenstein (Able to fuse creations with allied players)
| Class Description |
Although unable to perform as well in a particular role as other classes, the engineer is highly versatile in that it can play every role decently. Engineers build robot pets, turrets and medic drones to do their dirty work for them and can have up to three of them summoned at once. They can even sacrifice one of their creations to fuse it with an allied player! However, being a jack of all trades means being a master of none, and an engineer can't do anything without it's toys. Toys that are unaffected by heals except the engineer's repairs... Which are exclusively close-range and cannot heal players.
Engineer
| Class Equip |
Gun, Mace
| Class Role |
Jack of All Trades
| Class Special |
Frankenstein (Able to fuse creations with allied players)
| Class Description |
Although unable to perform as well in a particular role as other classes, the engineer is highly versatile in that it can play every role decently. Engineers build robot pets, turrets and medic drones to do their dirty work for them and can have up to three of them summoned at once. They can even sacrifice one of their creations to fuse it with an allied player! However, being a jack of all trades means being a master of none, and an engineer can't do anything without it's toys. Toys that are unaffected by heals except the engineer's repairs... Which are exclusively close-range and cannot heal players.
| Class Name |
Medic
| Class Equip |
Throwing Weapons, Knuckle, Shield
| Class Role |
Support, Crowd Control
| Class Special |
Anti-bodies (Curing a status effect will grant temporary immunity for 3 posts)
| Class Description |
The medic is your close-range healer. They're particularly quick, requiring no casting times, but need to be in the thick of combat to be effective. Fortunately, the same technology they use to heal can be used to inflict a high amount of status effects on their enemies...
Medic
| Class Equip |
Throwing Weapons, Knuckle, Shield
| Class Role |
Support, Crowd Control
| Class Special |
Anti-bodies (Curing a status effect will grant temporary immunity for 3 posts)
| Class Description |
The medic is your close-range healer. They're particularly quick, requiring no casting times, but need to be in the thick of combat to be effective. Fortunately, the same technology they use to heal can be used to inflict a high amount of status effects on their enemies...
| Class Name |
Cyborg
| Class Equip |
Knuckle
| Class Role |
Tank, Damage Dealer
| Class Special |
Weight-increase (twice as heavy as other classes) Wind Resistance -20.
| Class Description |
Combining advanced technology with the human body, the cyborg is the next step in evolution. With skills to withstand a lot of damage and repair it's cybernetic parts and hide weaponry like tazers and flamethrowers in it's body, the cyborg is kind of a super-soldier. Though often a lot stronger than their flesh and blood counter-part, the cyborg sports a weakness to electricity (wind-elemental) attacks.
Cyborg
| Class Equip |
Knuckle
| Class Role |
Tank, Damage Dealer
| Class Special |
Weight-increase (twice as heavy as other classes) Wind Resistance -20.
| Class Description |
Combining advanced technology with the human body, the cyborg is the next step in evolution. With skills to withstand a lot of damage and repair it's cybernetic parts and hide weaponry like tazers and flamethrowers in it's body, the cyborg is kind of a super-soldier. Though often a lot stronger than their flesh and blood counter-part, the cyborg sports a weakness to electricity (wind-elemental) attacks.
| Class Name |
Agent
| Class Equip |
Mace, Gun, Shield
| Class Role |
Crowd Control, Tank
| Class Special |
Sharing is Caring (Allows allies limited use of the Agent's grenade-skills by giving them one)
| Class Description |
Armed with tear gas grenades, flash-bangs and shields, Agents are at their best when they need to subdue crowds and can withstand and deflect decent amounts of damage, courtesy of their protective gear. However, Agents aren't too good at sealing the deal, as they're trained to discourage rather than to kill.
Agent
| Class Equip |
Mace, Gun, Shield
| Class Role |
Crowd Control, Tank
| Class Special |
Sharing is Caring (Allows allies limited use of the Agent's grenade-skills by giving them one)
| Class Description |
Armed with tear gas grenades, flash-bangs and shields, Agents are at their best when they need to subdue crowds and can withstand and deflect decent amounts of damage, courtesy of their protective gear. However, Agents aren't too good at sealing the deal, as they're trained to discourage rather than to kill.
LEVELING & EXPERIENCE
In this RP, your characters will become more powerful over time. You can do this simply by posting, or by defeating enemies or by earning achievements. These actions will award you experience points, often shortened to EXP or XP. Experience points determine your progression towards your next level. For every 10 XP you gain a level and with this level you gain 5 points to distribute amongst STR, VIT, INT and WIS. Alongside your stat bonus, you get a new skill for each job you have every 5 levels, so level 5, level 10, level 15, etc. The values of XP you're awarded differ.
- Normal posts gain you 1 XP each.
- Battle posts gain you 2 XP each.
- Defeating an enemy gains the entire party XP at the end of the battle. The amount of XP is determined by the enemy in question.
- Clearing a story arc awards everyone involved with a whopping 50 XP. That's right; 5 whole levels right there, I just guaranteed you a new skill.
- Achievements may award you with anywhere from 2 up to 10 XP.
ENEMY RANKS
Enemies in TDO are conveniently ranked by power level. Starting at ★☆☆☆☆, all the way up to ★★★★★ . Each have an amount of base XP, which will increase or decrease depending on the difference between enemy and player level. So for example; when base XP = 10 and there is no level difference, the full 10 XP will be awarded. However, 20% is added or subtracted, depending on the level difference, up to 5 times. So if you are 4 levels higher than this enemy, you'll only gain 2 XP. If the enemy is 2 levels higher, you are awarded with 14 XP for defeating them.
As for enemy ranks; here's what you can expect;
- ★☆☆☆☆ A weak enemy with stats much lower than yours. It can be one or two-shot by most characters, but often comes in hordes. Their base XP is 0.1, meaning you'll have to defeat a lot of them to gain XP.
- ★★☆☆☆ This is an enemy that may be weaker than you, but can scratch off a good chunk of HP if you're not careful. Some of them possess special skills and most come in small groups. Their base XP is 0.5
- ★★★☆☆ These are enemies are your equals in stats and often have special skills of their own, meaning that you can't simply mash attack and expect to win. Use your skills wisely. Their base XP is 1.
- ★★★★☆ This rank poses a threat, as they are stronger in stats than your characters, but also possesses various special skills. These take teamwork to take down efficiently, but can technically be solo'd be a skilled player. Their base XP is 3.
- ★★★★★ The mightiest of the mightiest, reserved for only special and boss class enemies. Gear up, party up and strategise for these guys, because without it your chances of winning are extremely slim. Their base XP is 10.
ACHIEVEMENTS
I don't know if any of you own an xbox or playstation, but if you do you might be familiar with the system. Upon playing a game, you unlock certain achievements for doing certain actions. Likewise, achievements in this RP are rewards for good and varied play. Saved your friend from trouble? Have some XP. Died in battle for the first time? Have some XP. etc. Good, varied play will get rewarded, whereas bad or one-dimensional play will have you lag behind your co-players.
You can only earn one achievement per post, even if meet the qualifications for two different ones. I'll roll a dice or something to tell you which you earned. Achievements can also only be earned once, so keep track of them! The requirements for an achievement will initially be hidden, but they will be revealed to everyone if a player earns it.
CHARACTER SHEET
You can almost get started. Just check these notes and let them cogs turn;
- NEW: Write a decently-sized bio. I want to get a basic idea of who your character is and where they came from. Two to three paragraphs should suffice, but I'll be judging it based on content.
- All stats start at 5. You get 15 points to distribute to your liking amongst STR, VIT, INT and WIS, giving you a total of 35 points.
- HP is VIT*2 + STR*1. Therefore your minimum value will be 5*2 + 5*1 = 15.
- Similarly MP is WIS*1 + INT*0.5. If you end on a decimal; round it down.
- P.CRIT is INT*0.5. If you end on a decimal; round it down.
- M.CRIT is STR*0.5. If you end on a decimal; round it down.
- Critical resist = level, in case you were wondering.
- Don't fill in the elemental resistances, I'll PM them to you. Same goes for achievements.
- You can dual-class, but only under the same archetype. No Ranger/Cleric for you (just yet)!
- You get a skill every 5 levels. You can fill them out in advance, but take note you won't have them until you get there.
- Try to make your skills correspond with your class description. I don't want a knight/monk that flings fireballs.
- Skills for primary roles are stronger than those for secondary roles.
- As a rule, active skills are more powerful than passive ones.
- Pets for rangers, engineers and scouts cost a skill-slot each.
- Starting weapons and armours have no special abilities or stats, but you can make them look as fancy as you want.
- You're free to edit fonts, colours, and positioning to your liking, or even add sections like personality, quirks and fears. As long as you fill out the default.
-
THE PLAYER
FULL NAME:
APPEARANCE: (Either picture or description is fine)
BIRTHDAY & AGE: (Date at the start of the RP is July 31st, 2034)
OCCUPATION: (Job, student, housewife, etc.)
NATIONALITY:
BIO: Quick summary of your character's life up till now. -
THE CHARACTER
USERNAME:
APPEARANCE: (Either picture or description is fine)
RACE: (Purely cosmetic. Has to be humanoid)
CLASSES:
LEVEL: 1
EXP: 0
CREDIT: 0
HP: STR: 5 MP: VIT: 5 P.CRIT: INT: 5 M.CRIT: WIS: 5 Fire: Earth: Light: Water: Air: Darkness: -
ABILITIES
-
EQUIPMENT
WEAPON NAME Type: Stats: Description: ARMOUR NAME Type: Stats: Description:
- Coming soon tm
-
YOU
EXPECTATIONS: What do you expect from the RP? What do you expect from your co-players and me as a GM?
ROMANCE: Are you (potentially) interested in having your character enter a romantic relationship or not?
OTHER: Anything else you want to share with your fellow RP'rs about yourself?
SIGNATURE: Write down your username here as a token you read all the rules.
[tabs][tab=Player][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]THE PLAYER[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[b][font=Courier New][COLOR=#a6ff4d]FULL NAME:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]APPEARANCE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Either picture or description is fine)
[b][font=Courier New][COLOR=#a6ff4d]BIRTHDAY & AGE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Date at the start of the RP is July 31st, 2034)
[b][font=Courier New][COLOR=#a6ff4d]OCCUPATION:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Job, student, housewife, etc.)
[b][font=Courier New][COLOR=#a6ff4d]NATIONALITY:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]BIO:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] Quick summary of your character's life up till now. [/tab]
[tab=Character][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]THE CHARACTER[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[b][font=Courier New][COLOR=#a6ff4d]USERNAME:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]APPEARANCE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Either picture or description is fine)
[b][font=Courier New][COLOR=#a6ff4d]RACE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Purely cosmetic. Has to be humanoid)
[b][font=Courier New][COLOR=#a6ff4d]CLASSES:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]LEVEL:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 1
[b][font=Courier New][COLOR=#a6ff4d]EXP:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 0
[b][font=Courier New][COLOR=#a6ff4d]CREDIT:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 0
[table][tr][td]HP:[/td][td][/td][td]STR:[/td][td]5[/td][/tr][tr][td]MP:[/td][td][/td][td]VIT:[/td][td]5[/td][/tr][tr][td]P.CRIT:[/td][td][/td][td]INT:[/td][td]5[/td][/tr][tr][td]M.CRIT:[/td][td][/td][td]WIS:[/td][td]5[/td][/tr][/table]
[b][font=Courier New][COLOR=#a6ff4d]RESISTANCES:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] [table][tr][td]Fire:[/td][td][/td][td]Earth:[/td][td][/td][td]Light:[/td][td][/td][/tr][tr][td]Water:[/td][td][/td][td]Air:[/td][td][/td][td]Darkness:[/td][td][/td][/tr][/table][/tab]
[tab=Abilities][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]ABILITIES[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[tabs][tab=Class 1]
[table][tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Cost[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][/table]
[/tab][tab=Class 2]
[table][tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Cost[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][/table]
[/tab][/tabs][/tab]
[TAB=Equipment][b][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]EQUIPMENT[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR][/b]
[table][tr][td][B][font=Courier New][color=#a6ff4d]WEAPON NAME[/color][/font][/B][font=Courier New][color=#a6ff4d][/color][/font][color=#a6ff4d][/color][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Type:[/color][/FONT][color=#a6ff4d][/COLOR] [/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Stats:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Description:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][/table]
[table][tr][td][B][font=Courier New][color=#a6ff4d]ARMOUR NAME[/color][/font][/B][font=Courier New][color=#a6ff4d][/color][/font][color=#a6ff4d][/color][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Type:[/color][/FONT][color=#a6ff4d][/COLOR] [/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Stats:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Description:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][/table]
[/tab][TAB=Achievements][i]Coming soon[sup] tm[/sup][/i][/tab][tab=You][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]YOU[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[font=Courier New][COLOR=#a6ff4d][b]EXPECTATIONS:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] What do you expect from the RP? What do you expect from your co-players and me as a GM?
[font=Courier New][COLOR=#a6ff4d][b]ROMANCE:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Are you (potentially) interested in having your character enter a romantic relationship or not?
[font=Courier New][COLOR=#a6ff4d][b]OTHER:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Anything else you want to share with your fellow RP'rs about yourself?
[font=Courier New][COLOR=#a6ff4d][b]SIGNATURE:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Write down your username here as a token you read all the rules.[/tab][/tabs]
[b][font=Courier New][COLOR=#a6ff4d]FULL NAME:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]APPEARANCE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Either picture or description is fine)
[b][font=Courier New][COLOR=#a6ff4d]BIRTHDAY & AGE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Date at the start of the RP is July 31st, 2034)
[b][font=Courier New][COLOR=#a6ff4d]OCCUPATION:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Job, student, housewife, etc.)
[b][font=Courier New][COLOR=#a6ff4d]NATIONALITY:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]BIO:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] Quick summary of your character's life up till now. [/tab]
[tab=Character][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]THE CHARACTER[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[b][font=Courier New][COLOR=#a6ff4d]USERNAME:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]APPEARANCE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Either picture or description is fine)
[b][font=Courier New][COLOR=#a6ff4d]RACE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Purely cosmetic. Has to be humanoid)
[b][font=Courier New][COLOR=#a6ff4d]CLASSES:[/COLOR][/font][COLOR=#a6ff4d][/color]
[font=Courier New][COLOR=#a6ff4d]LEVEL:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 1
[b][font=Courier New][COLOR=#a6ff4d]EXP:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 0
[b][font=Courier New][COLOR=#a6ff4d]CREDIT:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 0
[table][tr][td]HP:[/td][td][/td][td]STR:[/td][td]5[/td][/tr][tr][td]MP:[/td][td][/td][td]VIT:[/td][td]5[/td][/tr][tr][td]P.CRIT:[/td][td][/td][td]INT:[/td][td]5[/td][/tr][tr][td]M.CRIT:[/td][td][/td][td]WIS:[/td][td]5[/td][/tr][/table]
[b][font=Courier New][COLOR=#a6ff4d]RESISTANCES:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] [table][tr][td]Fire:[/td][td][/td][td]Earth:[/td][td][/td][td]Light:[/td][td][/td][/tr][tr][td]Water:[/td][td][/td][td]Air:[/td][td][/td][td]Darkness:[/td][td][/td][/tr][/table][/tab]
[tab=Abilities][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]ABILITIES[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[tabs][tab=Class 1]
[table][tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Cost[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][/table]
[/tab][tab=Class 2]
[table][tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Cost[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][/table]
[/tab][/tabs][/tab]
[TAB=Equipment][b][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]EQUIPMENT[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR][/b]
[table][tr][td][B][font=Courier New][color=#a6ff4d]WEAPON NAME[/color][/font][/B][font=Courier New][color=#a6ff4d][/color][/font][color=#a6ff4d][/color][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Type:[/color][/FONT][color=#a6ff4d][/COLOR] [/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Stats:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Description:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][/table]
[table][tr][td][B][font=Courier New][color=#a6ff4d]ARMOUR NAME[/color][/font][/B][font=Courier New][color=#a6ff4d][/color][/font][color=#a6ff4d][/color][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Type:[/color][/FONT][color=#a6ff4d][/COLOR] [/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Stats:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Description:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][/table]
[/tab][TAB=Achievements][i]Coming soon[sup] tm[/sup][/i][/tab][tab=You][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]YOU[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]
[font=Courier New][COLOR=#a6ff4d][b]EXPECTATIONS:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] What do you expect from the RP? What do you expect from your co-players and me as a GM?
[font=Courier New][COLOR=#a6ff4d][b]ROMANCE:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Are you (potentially) interested in having your character enter a romantic relationship or not?
[font=Courier New][COLOR=#a6ff4d][b]OTHER:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Anything else you want to share with your fellow RP'rs about yourself?
[font=Courier New][COLOR=#a6ff4d][b]SIGNATURE:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Write down your username here as a token you read all the rules.[/tab][/tabs]
RULES
- Most rules are simple; play fair, obey Iwaku's rules, etc.
- Communicate. For the love of *insert (non-)deity here* communicate. Going away for the weekend? Let us know. Got trouble writing a post? Let us know. Have a problem with another player? Let... Well, me know. Got an awesome idea for the roleplay? Let us know!
- Try to use this OOC as a central hub for talking. Plotting, character relations, casual conversation and silliness, it's all good! Activity is good. Make use of it!
- If you use colours (or fonts), make sure we can read them. Pro-tip; lighter colours go best with Iwaku's dark background.
- Activity. Try to post at least weekly or communicate if you can't. I knowknowknowknow it's hard, but I'll push your characters along if you hold up the plot. Speaking of which...
- I reserve the right to control or remove your character in case of extended absence or destructive behaviour. I'll try to be really creative about it too and take player suggestions as to how kill removed characters.
- Try to put some meat on your posts. No need to write novella, but give us a couple paragraphs to work with. Also spell-check is your friend.
- To confirm you read these rules, include the word 'duckling' somewhere in your sheet. Besides, you know, that signature-thing.
- I reserve the right to edit, remove or add any number of rules at any time.
- Should I give you an explicit no-go or warning; consider it final. Insisting to argue a closed case may be considered as disruptive to the RP.
If you have any questions or comments about the RP, don't be afraid to post. I'll do my best to answer them. As for now, have fun posting!
FAQ
Q: How do I calculate damage?
A: Base damage is (STR - VIT) + (P.ATK - P.DEF) where the minimum value in either is 0 (so you can't do negative damage or use VIT to absorb P.ATK.) Skill multipliers are based of off base damage unless stated otherwise. Obviously, magic deals with magical stats.
Q: How do criticals work?
A: Critical is determined by as CRIT - Target level = Crit chance. A critical attack does three times the damage of a non-critical hit, but is calculated individually per hit.
Q: Do I have to make all calculations by hand?
A: No you don't. I've made a handy Damage Calculator and an XP calculator. You need a spreadsheet program like Microsoft Excel, but it also works with OpenOffice Calc which you can download for free.
CHARACTER LIST
ACCEPTED
Savage, played by CAS
Litari Lights, played by Arius LaVari
Ruins Archer, played by Arius LaVari
Rissa, played by RayChel
Sir Lancelot, played by RayChel
Tecumseh, played by Conrad Norwood
Vivy, played by Valeric
Barong, played by Kestrel
Pulse, played by Kestrel
HIATUS
Calice, played by CAS
Arashi, played by Zamorak
_____, played by Zamorak
Outcast, played by VerbalAbuse
REMOVED
Phax played by Cheesecake, died by drinking the deadliest of milks...
Skiá Ippóti̱s, played by Bolour Kardia, lost the will to fight after suffering the most critical of hits...
Thunder, played by Thundor, *REDACTED*
Fayte Nocturna, played by Azzy, mystery eludes this one.
Blazentra, played by Rainjay, never could choose her profession... Oh the doubt! The horror!
Zephriam, played by Zion, died before logging in. Weird shit.
Azymus, played by Mac the Impaler
Reaver, played by Mac the Impaler
Linnea, played by driftingstar
Charm Lunaria, played by Key Tuzi
Wolfsin Silvermoon, played by Wolfsin
Rallia Nerio, played by TechnoSpectre 0-85.5
Roland, played by Daws Combine
Nadia, played by Atlas Child
Leviathan, played by Penultimate Pi
Kuroibara, played by Kae'os Daemon
Savage, played by CAS
Litari Lights, played by Arius LaVari
Ruins Archer, played by Arius LaVari
Rissa, played by RayChel
Sir Lancelot, played by RayChel
Tecumseh, played by Conrad Norwood
Vivy, played by Valeric
Barong, played by Kestrel
Pulse, played by Kestrel
HIATUS
Calice, played by CAS
Arashi, played by Zamorak
_____, played by Zamorak
Outcast, played by VerbalAbuse
REMOVED
Phax played by Cheesecake, died by drinking the deadliest of milks...
Skiá Ippóti̱s, played by Bolour Kardia, lost the will to fight after suffering the most critical of hits...
Thunder, played by Thundor, *REDACTED*
Fayte Nocturna, played by Azzy, mystery eludes this one.
Blazentra, played by Rainjay, never could choose her profession... Oh the doubt! The horror!
Zephriam, played by Zion, died before logging in. Weird shit.
Azymus, played by Mac the Impaler
Reaver, played by Mac the Impaler
Linnea, played by driftingstar
Charm Lunaria, played by Key Tuzi
Wolfsin Silvermoon, played by Wolfsin
Rallia Nerio, played by TechnoSpectre 0-85.5
Roland, played by Daws Combine
Nadia, played by Atlas Child
Leviathan, played by Penultimate Pi
Kuroibara, played by Kae'os Daemon
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