-WARNING!- While the roleplay will remain open for application, it would be better to start sooner than later. Reason being that the further we get along the story, the less likely it will be that I accept characters of higher power. This is to keep things fair for those who have been playing and leveling with us from, or close to, the start.
The year is 2082. Welcome to the future. A world where technology, once only depicted in films, have now become part of everyday life. Of course, as with anything that poses possible danger, there are some who argue that we should not be so dependent of this technology. Sure there have been a few hiccups here and there, but why would anybody listen to these "crazies"? Technology has not effected the masses...Yet. The gaming world has changed drastically since the release of the VR (Virtual reality) helmet, NeuroGEN. This helmet takes practically places you inside the game. This allows for more realistic and intense gameplay.
The MMORPG "Eternal Falls" has recently been released, for the NeuroGEN helmet. Everybody is talking about it. The game floods news boards, bulletins, blogs, and any other form of communication/advertisement. It is projected to be the best new thing out there by game reviewers. Rated a solid 5/5.
Whatever the reason, whether it be of your own free will or a friend dragged you into the game, you find yourself playing in the fantasy world of Eternal Falls. For most it is always an amazing experience. For some it is simply a pass-time. No matter the case, it will soon become more than just a game.
One day you are back home, at a cyber-cafe, or wherever you choose to play. Ready to log in, you are interrupted by an update message. The update promises an experience like never before. You may not think much of this, eager to simply play the game. So you proceed with the update.
Finally! The game can start. Players have already spent hours within the game. Some may not notice any difference. Others may take note that everything feels more real, taking damage really hurts, monsters and bosses are a lot more difficult, and you are unable to log out. More importantly, some unfortunate souls have found that death inside of the game means death in the real world.
One month has passed since the update. Nobody knows how or why they are stuck in this world. People are beginning to accept the fact that they are stuck in this world and this may very well be their new reality. Others are determined to find a way out. For the time being, the only thing you can do is survive.
Many have found that in this new world, it is a lot easier for players to join a guild. Not only will questing and travel be easier, but it's a great way to make friends. Every guild has its own specific requirements for recruiting. I.E. Max, or close to max, levels only, race/class/profession specific. Some may not have any requirements. Each have their own goals and motives.
Notable Guilds: (List will expand)
"Start by doing what is necessary; then do what is possible; and suddenly you are doing the impossible."
Goals: Help those who cannot help themselves (such as newer players)/ Quest/ Explore/ Become the best/ Search for a way out of the game.
(Ranks will be added as we begin to fill roles within the guild. Feel free to ask questions)
*NOTE* If you have a race you would like to include. You can discuss it with me, but I will not guarantee approval. I am trying to stick to mostly human sub-types.
Elves (Of all kinds)
Humans- Humans of all races (asian, black, middle eastern, caucasian, etc) / Aasimar (More adept in healing/protective magic. They are angelic in appearance. This is to include wings) / Tieflings (Resistant to, and more adept in, dark magic. They take only one or two demonic-like traits) / Genasi (Elemental plane-touched humans. They have strange, tribal-like, markings on their bodies. Markings are the color of their element. They are resistant, and more adept, in their element) / Dragon-kin (Only take one or two dragon traits. Resistant, and more adept in, fire magic)
Each class will branch further into a more specified art. Before achieving the title in the class that you want, you must first meet the level requirement. You must then complete a quest, specific to the job. The difficulty of the class will be determined by the skill it takes to play and how long it takes to become a master in your profession. The difficulty rating will be out of 5 stars.
Initiate (level 1-20) An apprentice of the way of the empty hand. They can infuse their fists with Chi. Their speed is their best trait and as they level up, they get more abilities to enhance it. They mostly use their fists and only use their legs to move.
>Monk (level 20-100) They can project Chi physically to damage the opponent. (Imagine a Hadouken or a Kamehameha.) Also, they can infuse their fighting style with animal traits. (Power of the bear, Speed of the cheetah, etc....)
>Wushu Master (level 100-200) The strongest in this class. They are so fast that they look like they are teleporting. Their fists can now be imbued with nature traits. (Water, Air, etc....)
Brawler (level 1-20) More dirty and less fair play, this guys armor themselves with gauntlets and greaves to further damage their opponent. They specialize in combos.
> Striker (level 20-100) Their combos are now more aggressive and can be imbued with nature traits. They usually put weapons, like knives, in their gauntlets or greaves.
> Dragon Fist (level 100-200) They can still use combos, but in this stage, they specialize on dealing one big and bad punch packed with the strength of a dragon, hence their name. Their gauntlets and greaves are now modified to be a weapon, e.g.: They can be flamethrowers or give a little implosion to the opponent.
Warrior is the starting class for those who wish to wield weapons slightly larger than the norm or play tanks.
Warrior (level 1-20) <~!> Slayer (level 20-50) <~!> Crusader (level 50-100) <~!> Dragon Champion (level 100-200) -This branch is basically focused on strength, maneuverability, stamina, and a smash of agility. Not as tanky as Barbarians/Knights/Whatsitcalledits, but very high damage output and a bit of defensive capability. Usually wears heavy-medium armor along with two-handed weapons, or one-handed weapons with a shield. In battle, this branch of classes are in the front of the army, slaying foes.
Warrior (level 1-20) <~!> Knight (level 20-50) <~!> Noble Knight (50-100) <~!> Guardian (100-200)-
This branch focuses more on slow, but heavy, damage. You may also play the role of a tank, with giant shields to protect yourself, friends, and allies with.
cloth-Heavy armor (Heavy armor available to Paladin branch)
sword and shield/ wand and shield/ staff
Brother/Sister (level 1-20) <~!> Priest/priestess (level 20-50) <~!> Cleric (level 50-100) <~!> Paladin (level 100-200)- This is the defensive focus of healers. The day has come where healers pick up sword and shield and join the fight. They wield some healing, defensive magic, and support magic.
Brother/Sister (level 1-20) <~!> Priest/priestess (level 20-50) <~!> Virtue (level 50-100) <~!> Seraphim (level 100-200) - These guys are the ones that will be patching you up. They focus more on heals, a variety of prayers, blessings, and etc. to keep your party in tip top shape through any boss fight.
Summoner (level 1-20) <~!> Demonologist (Level 20-100) <~!> Pactsinger (Level 100-200)- This branch will focus more on the dark arts and summoning demons to come do your dirty work. When you reach pactsinger, you will be able to enter pacts with more powerful beings.
Summoner (level 1-20) <~!> Necrologist (Level 20-100) <~!> Death Lord/Lady (level 100-200)- The same as the Pactsinger branch, this will consist of dark arts. The difference being that you are summoning the dead. The further into the branch you get, the more likely it is that you will be controlling a little army of the dead and gain control of the bones of higher-leveled monsters.
Summoner (level 1-20) <~!> Druid (level 20-100) <~!> Arch-Druid (level 100-200)- This branch has some healing ability. They are one with nature, able to call upon sprites to treants.
Summoner (level 1-20) <~!> Beast Trainer (level 20-100) <~!> Beastmaster (level 20-100)- This branch focuses on summoning beasts of the land. You may see some uncommon breeds being summoned.
Short sword/ Long sword/ Katana/ Rapier/ Etc.
Capable of dual-wielding
Swordsman (level 1-20) <~!> Samurai (level 20-50) <~!> Ronin (50-100) <~!> Shogun (level 100-200)- This is a versatile branch. You have the means to defend yourself and have a high damage per second output.
Swordsman (level 1-20) <~!> Fencer (level 20-50) <~!> Duelist (level 50-100) <~!> Blademaster (level 100-200) - This branch focuses on quick attacks, dodges, and parries.
At level 150, all sorcerers are presented with the opportunity of becoming a sage in their respective element.
Sorcerer (level 1-20) <~!> Pyro (level 20-50) <~!> Blazing Soul (level 50-100)- Fire Magic
Sorcerer (level 1-20) <~!> Calming Blue (level 20-50) <~!> Blue Tempest (level 50-150)- Water/Frost magic
Sorcerer (level 1-20) <~!> Storm Caller (level 20-50) <~!> Lightning Rakshia (level 50-150)- lightning/Storm magic
Sorcerer (level 1-20) <~!> Earth Bender (level 20-50) <~!> Ground Breaker (level 50-150)- earth/ground magic
Short bow/ Long bow/ Crossbow
Archer (level 1-10) <~!> Stalker (level 10-20) <~!> Predator (level 20-30)- This branch is the basics. You will be learning about traps and how to capture beasts.
Tamer (level 30-100) <~!> Beastmaster (level 100-200)- Focuses on combination attacks with the users beast(s).
Ranger (level 30-100) <~!> Marksman (level 100-200)- Specializes in long range weaponry
Players will be able to take up two of the professions from this list:
-Smithing- The creators of weapons and armors. They can specialize in either Weapon Smithing or Armor Smithing to make even more powerful versions at the end of their trees.
-Cooking- Using ingredients to create sustenance, Chefs are able to produce food and beverages that can be consumed for health regen, mana regen, and/or temporary buffs. Specialized trees for these Chefs are as follows: Butcher (regenerates most if not all health and provides a temporary health boost); Barista (magical power is restored and boosted for a short time); Artisan (doesn't touch health or magicka/mana, but gives longer and stronger buffs to a variety of different stats).
-Alchemy- Alchemists are scholars in the field of mixology, using herbs and other reagents to create potions and poisons alike. Most potions restore health, mana, and energy, though few can give a temporary buff. Poisons are for those that use these concoctions on their weapons to deal extra damage or inflict more ailments upon their target. Poison Masters have a natural resistance to artificial poisons and have an eye for creating craftier types that slow, paralyze, and more. Potion Masters produce flasks and elixirs that have legendary effects for their consumers.
-Hunter- Hunters gather the skins and meat from beasts of all sorts to sell or use for themselves. High-Level Hunters get more product from their loot and can skin even the hardiest of creatures.
-Herbalist- Knowing which plants are beneficial for Alchemists is essential to keep from anything too dangerous. Those with green fingers (high ranked Herbalists) may gather seeds and even grow their own garden (provided they have a guild garden and/or a private one).
-Miner- Ore embedded in the earth is tough work, but very rewarding once they are refined. An experienced miner can locate more minerals that are invisible to the naked eye and produce more than usual. Gems also come at a higher rate.
-Lumber Jacks- Trees are everywhere! Where there are trees, there are woodsmen that claim the different types of wood to sell to the crafters of the world. Higher ranked Lumber Jacks can cut down mystical and rock-hard trees.
-Fisher- Water is abundant, whether they are streams, rivers, lakes, or oceans. With so much wildlife living within these waters, there are many opportunities of different food! Requiring either a simple stick with a line or a powerful rod with a strong line, Fishers gather up all kinds of fish. Higher-ranked Fishers are able to pull in exotic sea creatures of even humongous size!
Other (Only here because they don't have more than one specialized tree as non-Gatherers):
-Survivalist- Whether born in the wild or too confined indoors, these folks will have a slight resistance to natural poisons and disease, as well as gaining a slight bonus to experience gain when they sleep under the stars. When looting beasts, they have a higher chance of finding another helpful item. Able to produce a campfire if firewood is available.
-Enchanter- Using mystical ingredients to enhance armor and weapons, enchanters are typically very renowned in their respective guilds, though in small numbers. The use of more than one or two enchanters is typically unnecessary. Nonetheless, powerful passive effects or on-hit effects are prized among fighters and casters alike.
-Leather Worker- Hey, light armor comes from somewhere, right? Requires leather/hide, furs, and scales for their profession.
-Tailor- For the squishies out there, a Tailor has the most fashion sense of every crafter. Not only are their products combat-usable for casters, they provide great common clothing as well. Cloth can be bought, scavenged, or created by an herbalist (for cotton).
-Fletcher- Bows, arrows, crossbows, bolts... if it's wooden and practical for combat, the Fletcher will make it. Requires wood gathered from Lumber Jacks. Higher ranked Fletchers are able to craft unique weapons from mystical wood.
-Jeweler- Although most jewelry are used for fashion, many may be enchanted. Requires uncut gems as they cut and craft jewelry. Heavy cost, but high reward. Higher ranked Jewelers are able to embed perfect gems into weapons.
-Scribe- Maps are a standard for explorers, and scrolls are a luxury when traversing dungeons. Scribes take these needs so that groups won't be lost and are able to sell or share their explorations for future adventurers. Higher ranking Scribes can create scrolls for enchanters to produce magical effects. Able to craft parchment, hide scrolls, and leather-bound books.
Feel free to make the cs as fancy as you want. This is simply the information I want on there.
Guild: (If applicable)
Equipment: (what are you carrying with you? This is anything from your weapon(s) and armor to potions. Be creative! I will not limit your choices. Make up some armor. Make up some weapons. As long as they sound reasonable for a character of your level to have)
Skills: (Feel free to create your own skills, as long as they actually pertain to your class)
-I will not be the kind of person to say "THIS IS MY WORLD! WHAT I SAY GOES!". This is our world and we all have a say in improving it. I just ask that when I make the final decision, remember that I am the GM and respect that decision.
-If you have any suggestions, PM me or post on this thread
-Play nice with others. This does not only pertain to OOC, but IC as well. Don't be that guy/gal who thinks they can dodge everything and perform 1-hit kills. It's just not going to happen. Be fair.
-You may have as many characters as you think you can handle. If I think you have to cut down on characters, I will discuss it with you.
-Be active! I'm not saying to post every single day. I would like for you to post, if not once a day, once every other day (these are bare minimum standards). If you will be away for some time, give me a heads up. Should you disappear without notice, your player will be fed to the endless sea of data.