Okay, I have barely played any MMOs, but I love the virtual reality theme, and I have played Neverwinter Nights. However, I am much more familiar with Elder Scrolls. (NOT the MMO for that. It was too much for my computer to handle.)
Speaking of Neverwinter, can their be a sub-races of elves? Say, Drows, High Elves, Wood Elves, Halflings....? I like the diversity of the old species.
Appearance: [This can be a description or a picture, or both if you want]
Online ID: WORhMnGd
A reference to her old tag that was already taken (Wormgod) and the periodic table. Tungsten, Oxygen, Rhodium, Maganese, and Gadolinium.
Real Name: Phoebe Jones
Sex: Female.
Age: 18
Nationality: America, the land of fast food and war hawks!
Race: [You can create your own, just remember to explain some folk and characteristics, as well as special perks they may have.]
Level: 30 (Choosing a lower level to fit my noobishness.)
Class: Monk. Monks are holy warriors skilled in fighting without armor and weapons. Though they cannot cast spells, monks channel
chi, an energy that flows through the body. Through rigorous meditation, they learn to harness this energy and perform amazing feats, like healing themselves, catching arrows and swords with their palms, and dodging with lightening speed. Monks suffer a penalty to their movement speed, wisdom, attacks per round when they wear armor or use a shield. Monks have a special weapon available only to them, called the kama. It's a small sickle-like farming tool that has evolved into the monks weapon of choice.
Tier 1:
Stunning Fist: An unarmed strike that does damage and stuns the opponent, no matter what immunities they have. It can only be used once per day.
Evasion: Passive ability. This character has a higher chance to take partial damage and avoid damage.
Jab: Standard attack. .2 sec cooldown.
Fury of Battle: Passive Ability. If this character kills an opponent, they gain a free attack against one person within melee range.
Flurry of Blows: 30 second cooldown. For a short time, the monk gains one extra attack with their unarmed or kama attacks.
Tier 2:
Deflect Arrows: 10 sec cooldown. For a short period of time, this character takes no damage from ranged attacks. Character must have a free hand.
Blind Fighting: Passive ability. This character takes no penalty for fighting in a dark area.
Mastery of Body: 1 hour cooldown. This character has mastered their body. Each negative buff against the character has a 50% chance to be removed.
Tier 3:
The monk splits into either the support class Brewmaster Monk, or the the tanky Epic Monk. Both classes have pretty glowing eyes that match their alignment; blue for good, white for neutral, red for evil.
Both classes:
Still Mind: Passive ability. Monks gain a small bonus to their concentration. It is harder for an incoming attack to stop their attack/spell/etc from working.
Perfect Self: Passive ability. Monks are immune to all non-magical diseases, to all poisons, and to mind-affecting spells (such as confusion, silence, sound, etc).
Wholeness: Monks can heal damage equal to twice their level, once per a day.
Brewmaster:
Prayer: 45 sec cooldown. Brewmaster monks choose to remove all negative buffs from an ally, or heal them for a small amount.
Holy Alcohol: 30 second cooldown. Brewmaster throws a bottle of monk-made beer to an ally. The ally drinks it, giving them buffs in strength and damage resistance for a short period of time, at the cost of intelligence and wisdom.
Healing Strike: 1 minute. The Brewmaster spots a dislocated bone in an ally and pushes it back into place. Any damage taken in the last ten seconds is healed.
Epic Monk:
Chi Strike: 1 second cooldown. Epic Monk's unarmed attack or kama attack counts as a magical weapon.
Fire Fist: 15 sec cooldown. Does damage equal to their Jab ability and lights the enemy on fire. Fire burns for 5 seconds, doing 1-6 damage each second, unless the enemy is in water or uses a water-based attack or ability, or is a water elemental.
Lightning Fist: 15 sec cooldown. Does damage equal to Jab ability and electrocutes the enemy. If the enemy was in the middle of an attack, that attack is fails. Has a 10% chance of causing the debuff "paralyzed". Paralysis slows the opponent and has a 10% chance each turn to skip. If the opponent is an earth or lightning elemental, this attack only does damage Jab, nothing else.
Ice Fist: 15 sec cooldown. Does damage equal to Jab ability and afflicts the freezes the opponent for one turn. Has a 10% chance to afflict the "frostbite" debuff, which slows the opponent and does damage equal to 1/16th of their health each turn for 1-15 turns. If the opponent uses a fire ability, is struck by one, or is some type of fire elemental, frostbite is removed. If the opponent is a fire elemental/dragon/whatever, Ice Fist only does damage equal to Jab, and nothing else takes place.
Tier 4:
Brewmaster Monk:
Curious Meditation: Once per day. (What the hell does that guy think he's doing, meditating in the middle of a battle like that!?) 1 hour cooldown. The Brewmaster hunkers down in the middle of the battlefield and begins to meditate. For one minute, all attacks from enemies are directed at him. During this time, he gains a resistance to physical attacks equal to his level +20, and cannot die. At the end of the one minute, all buffs and debuffs are removed from the Brewmaster, all cooldowns (minus Curious Meditation) are reset, and he recovered 500 hitpoints.
Epic Monk:
Diamond Soul: Epic Monk gains spell resistance equal to their class level + 10.
Tier 5:
Brewmaster Monk:
Buddha's Delight: Only accessible outside of battles. Before a battle, the Brewmaster's party shares a nice vegetarian meal known as Buddha's Delight. All party members gain a small resistance to all debuffs and a small buff to mana/stamina/chi/health regeneration. Last the entire battle, and ends when the battle is over.
Epic Monk:
Quivering Palm: Once per day, an Epic Monk can instantly kill an enemy that is a lower level than them. Fails if it is used on a boss or an enemy greater or equal to the Epic Monk in level.
Tier 6:
Brewmaster Monk:
Guard: Once a day, a Brewmaster monk can choose an ally. Any damage aimed at that ally instead hits the Brewmaster at 40% of its original power. This effect lasts the rest of the battle, or until the ally or the Brewmaster dies.
Epic Monk:
Rising Sun: 2 hour cooldown. The Epic Monk kicks his target upward, inflicting massive damage. This attack is always a critical hit.
Class Mastery Level: 0 - 600 Not quite sure what this means....[Please, don't let this get after 300. This is designed to be something hard to raise. For every 100 you get a perk point and access the new tier, which you can spend in Specializations and tiers for new abilities. Class Mastery advances as you use abilities. I will inform you every time you reach the next 100. Perk points can be obtained from other events and even from sub-boss monsters.]
Abilities/Magic:
Stunning Fist: An unarmed strike that does damage and stuns the opponent, no matter what immunities they have. It can only be used once per day.
Evasion: Passive ability. This character has a higher chance to take partial damage and avoid damage.
Jab: Standard attack. .2 sec cooldown.
Fury of Battle: Passive Ability. If this character kills an opponent, they gain a free attack against one person within melee range.
Flurry of Blows: 30 second cooldown. For a short time, the monk gains one extra attack with their unarmed or kama attacks.
Deflect Arrows: 10 sec cooldown. For a short period of time, this character takes no damage from ranged attacks. Character must have a free hand.
Blind Fighting: Passive ability. This character takes no penalty for fighting in a dark area.
Mastery of Body: 1 hour cooldown. This character has mastered their body. Each negative buff against the character has a 50% chance to be removed.
Sub-Class(es): (I want to do Alchemy, but someone took Alchemy and turned it into Blacksmithing. I guess I'll call it Apothecary.)
The Apothecary class is used for two reasons: Support and money-making. Apothecaries take the weird random drops you collect from plants, animals, and even rocks out in the wilderness and turn them into potions or poisons. Each drop has four different abilities that can affect the potion you get. Higher level Apothecaries are able to access more of the drops uses and make some pretty powerful potions. Each potion can take up to six ingredients, making thousands of possible outcomes. Even useless potions, like a healing and poisoning one, can be sold for good money.
Potion both means the overall term and the helpful potions. These heal and give buffs for a randomly determined time. (Like, say, "Gain 4 health for 23 seconds." It's all randomly generated based on the level.)
Poisons refer to the negative potions. These CAN be drunk, but I wouldn't recommend it. These are much more useful when you spend them on your weapon. Your next attack will include the poison damage and debuff.
Tier 1:
Apothecary accesses the first use of drops. Even if they combined two drops that could make a potion at a higher level, that is not available to them. There's a 50% chance the potion will fail and they will end up with nothing.
Tier 2: Apothecary accesses the second use of drops. There is now only a 25% chance of the potion failing.
Tier 3: Apothecary accesses the third use of drops. They can now remove one effect, thereby making potions safer, as it is possible to get a potion with a negative effect, and a poison with a positive one.
Tier 4: All four uses are accessible. The Apothecary can remove two effects. Each effect removed strengthens the remaining effects by 10%
Tier 5: The Apothecary can now create potions from just one ingredient. They can also remove three effects from their potions. Each effect removed strengthens the remaining effects by 20%
Tier 6: The Apothecary now has total control of their potions and poisons. They can set the time length and damage done, but at the cost of the strength of the other effect. For example, a poison that does damage for five minutes will only do 1 or 2 points of damage per second, and a health potion that takes no time can heal up to 200 points. Time added takes away from damage, and damage added takes away from time.
Sub-Class(es) Mastery Level: 0 - 600 [You can reach 300 here, obviously, those 300 distributed between your two if you have two. For every 100, you get access to a new form of that. Like, if you have Blacksmithery, at 100, you get Iron Forging, at 200, Steel forging, and so on. I will inform you every time you reach 100.]
Max HP: [Will be given by me.]
Max Stamina/Mana: [Will be given by me.]
Equipment: [What do your characters wear as armor? What weapons do they have?]
Miscellaneous Items: [Healing Items, Accessories, etc....]
Faction: [Liberation Group? New Terror? Or none of the above?]
Personality: [How do they behave? Both by themselves and with others. Please, fill this out with at least two paragraphs of 5 lines each.]
History: [What were they doing when they were in the real world? How have the last 6 months living in the game affected them?]
Like/Dislikes: [Self-explaining]
Other: [Whatever else that doesn't fit in the other ones]
Can I have some feedback on this? Massive WIP