Some more editing. Did the Dark Elves in the style of Elder Scrolls Dunmeri race.
Appearance:
Phoebe's character looks like a typical Dark Elf girl: long, straight, black hair, ashen skin, red eyes, and an eternal smirk. Her's has some of the optional jewelry; a nose ring, a lip ring, and earrings: all silver, with only the earrings containing a gem. (Amethyst, to be precise.) WORhMnGd is wearing an embroidered red robe and two heavy-duty enchanted gloves.
Online ID: WORhMnGd. (Pronounced as "Wormgod".)
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: Dark Elf. Dark Elves are grey or blue elves with red or black eyes and black or white hair. They are slightly taller than humans, with males being on average taller than females, and share the elongated ears and sharp facial features of other elves. Dark Elves are known for their sharp eyesight and gifted magic and stealth abilities. Dark Elves do
not like outsiders intruding on their territory.
No penalty in low lit areas (Penalty in completely dark areas). +1 Agility each level.
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:
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:
Diamond Soul: Epic Monk gains spell resistance equal to their class level + 10.
Tier 5:
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!?) 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 an extra 6000 health and cannot move, attack, or initiate any other skills. 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 recovers 500 hitpoints.
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: 175. Mainly gained from beating up small animals and making potions out of their insides.
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/or 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.
Sub-Class(es):
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: 300. Phoebe spends most of her time beating up small animals and making potions out of their insides.
Max HP: [Will be given by me.]
Max Stamina/Mana: [Will be given by me.]
Equipment: A random embroidered red robe, no enchantments, no armor bonus, minus the monk's natural unarmored bonus.
Two different gloves, both enchanted:
Glove of the Assassin: Deals 1-5 poison damage with unarmed attacks. Looks like a heavy-duty black leather glove.
Glove of the Thunder: Deals 1-5 electricity damage with unarmed attacks. Looks like a thin blue glove.
Pretty blue suede shoes she found in a crate next to some dude's house.
Phoebe has one kama, an unenchanted, standard weapon.
Miscellaneous Items: TONS of random potions. Most of them are random, useful only for gold. Phoebe makes sure to always have 10 healing and Stamina potions before going anywhere. She keeps the good poisons when she gets them, but currently does not have any.
Faction: Phoebe sides with the Liberation Group, but is not an official member. She is still mixed up inside.
Personality: Phoebe is pretty mixed up inside. On one hand, she's a humorous, raunchy tomboy who loves games, science, and the internet. On the other hand, she's a depressed ball of nerves, afraid to hang out with friends and crowds. Phoebe has Major Depression and Generalized Anxiety Disorder, both chronic, genetic diseases in her family. She will never 'beat it', only manage it. Because of them, Phoebe has a very hard time knowing who or what is the 'real' her. Is she 'really' afraid of large animals, or is that just the diseases talking? Do horror movies 'really' make her sad? Is there any difference between the diseases and her, or are they one and the same?
It feels like constant flipping coins. Choose one Phoebe for this moment, and this Phoebe for the other moment. Not scared, really scared. Phoebe's under the impression that the fun loving joker is the 'real' her; the one that loves friends, alcohol, inappropriate jokes, and cats. That Phoebe constantly battles the darkness.
To help her battle, Phoebe chose a 'strong willed' class for New Terra. What else embodies physical and mental perfection but a monk? At first it was terrifying, because with the New Terra virtual reality software, she really 'feels' like she's in the game. Now it's like the 'real' personality IS WORhMnGd, the monk that punches giant spiders and saves her friends from the brink of death with powerful potions. What will happen when the game is gone, and WORhMnGd is no more?
History: Phoebe spent the days before New Terra at college, working on General Studies degree and trying to nail down a possible major. Her Magic: the Gathering buddies told her about this new awesome MMO, and asked her to join. Phoebe wasn't much for MMOs, but it couldn't be that bad when she played with friends. That night Phoebe downloaded it and played the tutorial. Her friends weren't logged on. The game crashed, then rebooted...with her inside.
Phoebe spent a month tracking down her friends. People knew them before the crash, but haven't seen them since. Clearly they weren't here. Terribly alone, Phoebe spent another month hiding in safe towns, wishing to die and end this hell, but too afraid to go outside and commit suicide via monster.
A high-level named (ironically) Father Dagon took many scared and suicidal noobs under his wing. He bribed, cajoled, bullied, and threatened them into fighting weaker mobs. Slowly, the party of losers leveled up higher and higher, until they were all around level 20 and far less suicidal and scared than before. Father Dagon turned them loose. He said his mission was not with the middle levelers, but with the weaklings. He trained group after group of losers until the server-wide level mean sat at 20. To this day, WORhMnGd owes Father Dagon her life.
Like/Dislikes:
+ Alchemy
+ Flora and fauna, as long as it is smaller than herself and not too aggressive/dangerous.
+ Earthworms
+ Learning
+ Reece's Pieces
+ Explaining magic with RL science to troll the hardcore wizards.
+ [strike]Sleeping[/strike] Meditating
+ Drinking the hardcore dwarven ale with her buds and actually getting drunk (Placebo Effect ahoy!)
- Confrontation
- Really big and/or dangerous flora and fauna (tigers, poisonous plants, etc.)
- Spiders
- That odd feeling when her real life body is thirsty or hungry and she can't do anything about it IG.
- Being stuck in a game
Other: [Whatever else that doesn't fit in the other ones]