Well, this is definitely surprising, but in the best possible way. [quote=@Rune_Alchemist] ...why do all the potentially fun looking RP's have to crop up at the same time? I'll throw my interest in, even though I probably shouldn't. I think I'll probably try and go for the ever so fun Berserker archetype. Ahem, anyways~ What about non-humans? Or is everyone human here? To be honest, it'd be very fun if we could get a little creative with the races like in Overlord. Of course, that's just my preference. Humans are boring, yo xP Expanding on that, how free are we able to get with the classes? Say, I wanted to play a Berserker with magical abilities or something such? Would something like that eventually be achievable? Not saying I am - might go for a pure mage/spellsword of some sort. [/quote]I'm still contemplating on that idea. So for now, your only choice is playing a boring human. For the classes, you have to explore in-game to find the quest line for job changes; I'll be guiding you so you won't just be running in circle. As for abilities, you gain them in a variety of ways. Constantly punching stuff will allow you to learn punch-specific skills, bartering constantly may give you move similar to that of a merchant, reading a tomb or scroll may teach you a spell, accomplishing a quest may reward you with a skill. And the list goes on and on. [@Legion02] Aether, Earth, Fire, Water, Air, Light, and Darkness. [quote=@Leoven] Does that mean Conjuration falls under Cleric skills and won't be accessible to Mages? Now that I've looked over the other posts, it seems people are going for magic users. Was interested in making a Cleric character that's scared shitless by the thought of potentially dying, but I'm also curious about Tinkers. [@Jabber] are they sort of like cybernetics or is their tech more steampunky? [/quote]For mages, yes. If they advance in their job, they may gain access to summons. Initially, Tinkers would create steam-punky and clockwork-like constructs and inventions. Don't expect on creating robots just yet. Cybernetics may be an option, but again, that's something for an advance job class. [@Savo] Sorry, but as of now, I wanna limit a 1 character per player policy. [@Jedly] You got that right! I was so surprised to see that the thread has reached its 4th page. Not complaining though! [@Volenvradica] I'm sorry, but I gotta be the bearer of bad news. I was gonna do stats. :( [hr] Since you guys requested it, here we go! Here's the CS; make sure to at least follow the format. I don't mind if you flare it up a bit. Regarding the stats, I'm still thinking of some alternatives on how we'll deal with this, but for now, this is what we have. [HIDER][CENTER][b][Avatar][/b][/CENTER] [b]Username:[/b] AO name system does not support numbers or spaces. [b]IRL Name:[/b] Optional. [b]Age:[/b] AO is suitable for ages 13+ [b]Sex:[/b] This isn’t Tumblr. [b]Theme:[/b] Optional. [b]Background:[/b] Optional. [b]Writing Sample:[/b] Write a post for your character, showing their reaction to be trapped in the AO world. This can be as short or long as you want, but it should give me a feel for your character’s personality and their general goals (it can be as simple as just wanting to get back home). [b]Class:[/b] Novice [b]Level:[/b] 9 [b]Stats:[/b] You start with 60. Written below are general applications for what each stat can do, though specific skills/spells/items may be effected by different stats. [b]HP[/b] - Calculated after acceptance. [b]MP[/b] - Calculated after acceptance. [b]Str[/b] - Determines melee damage, speed, and weapon usage. [b]Dex[/b] - Determines ranged damage, accuracy, and avoidability. [b]Vit[/b] - Determines hp, regeneration, and physical damage resistance. [b]Int[/b] - Determines number of spells/skills known, mp regeneration, and weapon usage. [b]Will[/b] - Determines spell damage, mana pool, and spell resistance [b]Cha[/b] - Determines bonds with summons/pets, NPC interaction, and luck. [b]Skills/Spells:[/b] You gain a number of skills/spells based on your Intelligence score. You get a basic (Rank E) skill for every 2 points of Int you have. Higher skill ranks have higher incremental costs (2 - 4 - 8 - 16 - 32 - 64). Spells have similar cost, though the lowest cost spell is worth the same as a D rank skill (4). [b]Inventory:[/b] Steel Sword Traveler’s Tunic Health Potion [10] [b]Storage:[/b] 150 gemstones[/HIDER] Also, I decided to include a [b]Gameplay Section[/b] in the OP. [HIDER][b]Combat[/b] AO places its players within a completely immersive virtual world, meaning much of combat actually relies upon the player's reaction time and judgement. However, they are still effected by their character stats, which controls what their avatar is physically capable of. Though they can acquire new skills and spells through a high Intelligence score, these will also come naturally to the player through level progression, quest rewards, and other similar means. [b]Melee Fighting[/b] Melee fighting is the most common form of combat within AO. Though ability to dodge and how quickly you strike can depend on player skill, it is also largely based on both your Str and Dex stats. Damage with a melee weapon adds 1.5x Str stat unless specified otherwise by a skill or weapon. Shields and armor will mitigate damage from both melee and ranged attacks, though will only protect wielders from physical damage unless stated otherwise. [b]Ranged Fighting[/b] ​While accuracy is largely dependent on an individual player's ability to aim, a player increasing their Dex stat can increase the distance they can see and how quickly they can perceive enemies. Firearms will usually add their Dex to damage, though bows use a combination of both Dex/2 and Str. Unless using a weapon that specifies otherwise, or negated by a skill, enemies will take less damage the further away they are. The exceptions to this rule are rifles, which do not have any damage falloff. [b]Critical Hits[/b] Unlike many games, AO's critical hits are not based on a random number generator. Instead, there are a number of critical "zones" that can be located on both monsters and players characters. Striking in any of these zones will result in a critical hit. Critical zones are normally not visible, though they can be seen via special skills or spells. Area of effect attacks and spells cannot crit. A critical zone may not always appear, some will only show up after certain requirements have been triggered i.e. when an enemy is using a special attack or after a monster's outer shell has been removed. Unless altered by a weapon or skill, critical hits deal twice the amount of damage the attack would normally do. [b]Elemental Damage[/b] A lot of weapons and spells within AO have a specific element attached to them. Unless specified otherwise, elemental damage does not increase the damage of an attack. However, certain monsters can be either resistant or vulnerable to certain elemental types. Knowing which types of enemies you are strong against will allow you to farm and level up quicker. [b]PvP[/b] ??? [b]NPC's[/b] ??? [b]Monster Encyclopedia[/b] ???[/HIDER]