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  • Name: Sunohara Ryou
  • Character Name: Shokatsu Yu
  • Race: Human
  • Appearance: "We have the knowledge; all that matters now is the execution."
  • Age: 25
  • Personality: Though he seems rather laid-back at first glance, Ryou is actually rather dedicated when it comes to most things in life; he just doesn't tend to show it all that often. He is also rather patient, taking time to expound upon his thoughts and processes as he works through problems—not to say that he doesn't have his fair share of moments losing his cool, of course, but those are somewhat few and far between.
    That dedication, though, does lend itself well to scenarios where his focus and determination need to pull through. If a challenge presents itself, Ryou is more than willing to welcome it with open arms; backing down wouldn't be fun to watch, after all.
  • History: Ryou is—or, well, was—a full-time streamer, having found himself lucky enough to garner enough of a following to slip out of the rat-race of Japanese work culture. Unlike most of his peers, Ryou had been lucky enough to hit the proverbial jackpot as he proceeded through college, and though he had picked it up mostly as a hobby, the young man had soon created a small following for himself online. That following grew, slowly but steadily, until by the end of his school life he had found himself garnering enough of an income to dedicate himself to his newfound craft wholeheartedly.
    Of course, the young man was not without some modicum of talent to accompany his play, least of all in Emerald Odyssey. Though he was not among the best of the best, Ryou would regularly run through the most difficult endgame raids with teams assembled from viewers and friends alike, and his triumphs and failures alike brought with them ever more accolades to their names.
    The release of the new expansion brought with it a time of anticipation, and given his position, it was only expected that Ryou would be one of the first to start playing on release day. Little did he know what that would bring with it, though...
  • Class(es):
    Combat:
    • Blademaster — A melee DPS class, Blademasters are agile fighters that deftly strike at their opponents with a flurry of slashes and stabs. Though ordinarily limited to a single one-handed sword with no secondary armament, Blademasters have the unique ability to control their weapon from a distance if the need arises, making them both able to attack at a distance (with decreased efficacy) and impossible to disarm permanently.
      Blademasters also gather 'qi' in combat, which can be consumed to create 'spirit blades' that mimic the skills that they used for the duration of their existence.
    • Tactician — Tacticians are healers with more of an emphasis on buffing their allies' capabilities, be they offensive or defensive. They work by cycling through stances in the form of 'orders', which changes the effects of the magic that they use. A defensive order, for example, would allow them to create shields to absorb damage or outright reduce the amount of damage the party takes, while an offensive one might temporarily boost their critical hit rate or lower the enemy's resistances.
      In terms of weapons, they tend to wield books or scrolls, from which the orders are drawn from and executed.
    • Dragon Knight — Dragon Knights are tanks that fight back just as furiously against the enemies attacking them; most of their mitigation involves deflecting or parrying attacks directed at them rather than just blocking before returning with strikes of their own. Once they have drawn enough blood from their enemies, Dragon Knights can also temporarily enter a 'trance' to connect with their contracted dragon, which empowers their offensive abilities for a short while.
      Their weaponry consists primarily of spears, polearms and halberds.

    Non-Combat:
    • Weaver — Weavers are able to create and repair cloth-based clothing, be they armors or purely cosmetic. Though some classes do prefer to use the lighter equipment that they are able to provide, it is the latter that is lucrative; fashion is the true endgame, after all.
    • Blacksmith — Blacksmiths primarily craft and maintain metal weapons and weapon components, as opposed to armorsmiths who would do the same for metal armors and shields. They are not limited strictly to tools of combat, though; things like cooking knives and fishing hooks would also likely fall into their purview.
  • Other:
@Rune_Alchemist: Okay, form analysis time.

  • Does Beast Tamer not have a weapon type? You mentioned strongarming some monsters into submission, but I would expect that a game would not want to just throw a player into the fray Pokemon-style in this instance.
  • Gathering should be more specific; 'mining' and 'harvesting' could qualify just as easily as 'fishing' (which, like, let's be real, what MMO doesn't have fishing in this day and age), so a clearer, more specific direction would be appreciated.
  • Can the Arachne speak? I suppose it's an assumption that the answer is 'yes', but it's better to ask to make sure.
  • Is there a 'multitasking limit' in terms of monsters? This is a future-proofing question, as it might end up overwhelming to control too many pseudocharacters at once.


@Hammerman: Yes.

Oh right, form's done. Woo.
@SilverPaw: Yes, universal language rules apply, because this would be chaos otherwise.
Watching with bated breath as the wolves seemed to hesitate, Misaki only found the chance to breathe a sigh of relief once they had turned to leave. Against all odds, she had scared the predators off and protected both herself and the deer from a grisly fate—a result that she was more than happy to take. It was only now that she could hear the pounding of the blood through her ears and feel her heart racing, and the foxgirl could do little else for a moment but stand by, attempting to calm herself.

After a few deep breaths, the young woman planted the pole into the ground to steady herself—and not a moment sooner, as the fawn bounded over to her side. The faintest hint of words on the wind caught her attention, but Misaki simply brushed it off as no more than that. But even so...

"You're welcome, I suppose?" she responded quietly in turn, stroking the animal's head a few times before taking another breath. "But that's probably a good a cue as any to finish gathering. Make sure you stay out of trouble, okay?"

With those parting words, the foxgirl pulled the pole back up and began to gather what stalks she had uprooted thus far; the amount she had now seemed sufficient for starting to experiment, which left the problem of grinding everything into a pulp...

"...This is going to be a long few days, isn't it?" she sighed to herself as she picked up another stalk and shakily placed it over her shoulder.

@Rune_Alchemist
@Hammerman: Yeah, looks fine to me now. Accepted.

I'll probably start spinning a form up for myself sometime soon. Want to get a clearer grasp on what everyone who wants to join intends to play.
@Hammerman: Personality is much better (though it might be a good idea figuring out where said mansion is situated in-universe, given that it'll likely become relevant for the future).

With that settled, let's look at the 'weather mage' bit again. I think that this is a bit of a weird situation because while I do see where the concept is coming from, my problem is in the execution. Given what you've said, it does seem like more of a ramping caster than something that functions more on setting up and executing effects (though I feel like 'annihilate an entire army in one blast' is definitely overkill, even as a finishing move). With that said (and I'm speaking from the perspective of design again here), though, I don't know if I'd agree to it being able to sustain massive bursts of CC and/or AoE once it hits that 'apex' of fluctuating mana.

In terms of solutions there (assuming you might be okay with steering away from sustained wide-scale burst and control)... Could we give it a resource system where you'd use certain spells to build up gauge or something similar before consuming them for the more noteworthy effects or larger-scale versions therein? This provides a more inherent balance to the class in theory in my eyes, as you're not just dumping everything into artillery siege casts and repeatedly nuking or chain-CCing the battlefield until one side is dead (as the class seems like it's got a lot of inherent utility outside of the theoretical damage it would provide). I think something like that might also give the character more reason to play tactically in-universe, as she can't just go full nuke mage from the start (and in terms of character diversity, leaves the playing field open for someone who wants to play a more burst-oriented mage playstyle). This isn't the same as saying it needs 'setup' and 'execution' as I had said in my prior statement, but rather something more along the line of... Cycles, I guess? Thematically speaking, I guess I could liken this to the 'calm' before or after a storm, if only because things don't escalate and stay escalated forever.

What say you?
@Hammerman: Hm...

When I asked for more in regards to personality, I thought it was implied that 'more than two sentences' was what I was looking for. To be more specific, 'dislikes studying' isn't the sort of thing I'd place in a 'personality' section of a bio; they're on the same level of things such as 'doesn't eat vegetables' or 'likes sitting at home with a cup of hot cocoa on cold days'—things that, while parts of a character, do not necessarily tell us anything about the character, if you get what I mean. 'Personality' should give us more of an insight to their motivations and decisions, rather than being more of an aside that can be told (or shown) to us just as easily in-universe. You've said that the character is cheerful and bubbly, and there is that inherent bright-eyed optimism about the situation implied in the subsequent statement, but those three points on their own seem a tad barebones to me.

As for the rest...
Logically, games have money sinks to funnel funds into; otherwise, inflation kicks in and the currency becomes worthless. This is not to say that you can't be hoarding fat stacks of cash in a game, but having so much to the point where you can buy your way out of most problems in-universe is... A problem, I suppose? Logically, a game should have ways of generating and circulating money, but also ways to get it out of the system; with that amount of money, I'd assume that there should be something to drop it into. Mounts, housing, fashion, and so on and so forth... Heck, the description you've given to how alchemists functions gives a perfect solution: a decked out personalized space to work on everything in that field. That'd cost a lot of money, wouldn't it? Not to say that it'd take everything or that it would even scratch the surface, per se, but I'm just trying to avoid a "suddenly worldwide economic collapse" scenario (because let's be real, if there's that much money backed up in the system, we end up in Zimbabwe).

Weather mage... I suppose that functionally I see how it works; it's localized weather phenomena, right? I don't think that'd necessarily play into 'chaos', because weather is actually incredibly predictable (see: forecasts). I don't know if it's what you intend, but something like that sounds more like a mage that sets up effects before executing them in order rather than 'RNG city', if you get what I mean.

Of course, these last few points are just me speaking from a designer's perspective; if you want to commit to a given idea, I'm totally willing to help hash things out, but otherwise, I think those are my thoughts on the form proper.
@VitaVitaAR@Rune_Alchemist: Looking forward to it!

@Hammerman: I think that the base is fine, but I'd like it if you could flesh everything out a bit more. Could you expand upon the history and personality a bit more beyond two sentences per?
Additionally, an explanation for each class would be appreciated. Things like what they do, how they do it, etc.;
@SilverPaw: I think a beginner would have a base class, yes.
As stated above, though, stats are a bit 'fuzzier' and more relative guidelines for the sake of RP. Gear would matter, though, but without explicit classlocked gear, things can get a bit... Silly, especially given how I plan to start the RP right at the start of all the madness.

Speaking of which, though...

@Rune_Alchemist@VitaVitaAR@SilverPaw@AThousandCurses: OoC live. Discussion can be moved there at your discretion.
Emerald Odyssey

Following its release less than a decade ago, Emerald Odyssey has found itself a solid niche within the world of modern gaming. Boasting a strong variety of content to appeal to players from all walks of life, the game has found success with players even outside of its target demographic. With the release of its new expansion, Cloudfall, the buzz around the game has once again reached a fever pitch. New places to explore, new enemies to face, friends old and new to meet once more...

Would that it be that things were so simple.

Awakening in the world of a game would catch most people off guard, no matter how much they might have desired it so; after all, Emerald Odyssey was no fancy technological VR marvel—just a simple online game. But with their minds inhabiting the bodies of the characters with whom they had hoped to explore what new fancies the game had to offer, who knows what the future holds in store?

About Emerald Odyssey

  • The World
    The main continent that players will spend much of their time in is named Usira, upon which four city-states exist. To the north lies Frostpeak, a stone citadel of ice and snow; to the east, Aluvera, a castle town resting upon rolling plains; to the west, Perellan, a bustling port of trade overseas; and the south, Sen Rynta, perched upon a flying island high above the clouds.
    Beyond the base game, two expansions—Sands of Eternity and Jade Phantasm have been released to date, each with their own new lands to explore. The former brought with it the deserts of Sha, upon which the city of sand Khefrat rests; the latter, the port city of Guixi, nestled next to the mountains of Wufeng. Cloudfall was to introduce a new region between eastern Usira and Wufeng—Pelemeos—but...
  • The Races
    The world of Emerald Odyssey is populated by a variety of peoples, though only a few are playable. They are, as follows:
    • Humans: Your average, run-of-the-mill humans. They can and will live anywhere that life can sustain itself, which is impressive in and of itself.
    • Elves: Similarly, elves are elves. Long ears and a fairly long lifespan are par for the course. They, too, are scattered about the world, though a fair few have established their home in Sha.
    • Nidae: The Nidae come in two 'main' varieties, though both have the distinction of being, essentially, humans with animal ears and a tail. The Tanbi have features of a fox, while the Shenke's are more akin to a wolf's. Both primarily live in Wufeng, though it was Shenke migrants who had first helped establish Frostpeak in Usira.
    • Titans: As their name suggest, are tall humanoids that tend towards a bulkier, more muscle-bound frame than their counterparts. Their homelands lie within northern Usira, past the unrelenting storms, and Pelemeos.
    • Belva: The designated 'small' race of the game. Most originate from Sen Rynta or Aluvera, with most of their ancestral homes lying ruined beneath the former.

    No one race is more inclined towards any particular class than another is, which allows for plenty of freedom of expression on part of the players on that end.
  • Technology
    The world of Emerald Odyssey is advanced enough to work upon magitech principles; airships for travel are often used, for example, though their price may be a bit high for the average citizen. Similarly, weaponry using magitech exists, but the cost of production and the materials necessary for such items means that most combat is decided through the usage of more 'expected' fantasy weaponry. With that said, firearms do exist, though the presence of magic does not make them the all-powerful killing tools we know them to be on Earth.


From Game to Reality

Players transported into the world will find that not everything is perfectly akin to the world that they came from—not that a fantasy world would perfectly abide by the laws of physics perfectly, mind you. The given list is just a small chunk of the changes to be found; there are many more in place that might not be readily apparent, but it is up to those who find themselves in this world to find out what those are.
  • Death: is not the end. As in the game, players can be either resurrected by other players or return to town. They drop nothing and lose nothing upon death, but they certainly feel pain if they fall in battle. That said, this is a luxury afforded towards players and not the 'original' residents of the world; if they fall, their story ends there.
  • Inventory: A player's inventory is as it was in the game—namely, a bag full of items that can be brought out and put away on a whim. Obviously, there are limits to what can be put into an inventory (e.g. most living beings or things above a certain size).
  • Classes and Class Switching: In the original Emerald Odyssey 'game', players could switch between three combat classes at a time, with the ability to change between them while not in combat. Cycling those three 'active' classes out could be done at a shrine at any given city-state, but those shrines have since disappeared, leaving players with whatever they were on at that point in time before the patch. This, in essence, leaves them unable to access whatever classes were not active.
    In compensation, though, players seem to have retained the necessary skills to fight as their chosen classes, even if they have never had combat experience beforehand. Furthermore, they are able to use the skills and abilities of those other classes, provided they have the requisite weaponry on hand. Anything beyond that, whether it be attempting to (re)learn a fourth class or otherwise, must be done from scratch.
    With regards to non-combat classes (e.g. blacksmithing), a similar 2-class limitation separate to the 3 combat classes is applied. In compensation to that, however, relearning previously-learned skills can be done at an increased rate and with increased proficiency.
  • Levels and Equipment: The strength of characters functions more on a sliding scale rather than static bonuses based upon character level. Equipment, however, functions similarly to how it did in the game, though with far less clarity in regards to numerical values. Older materials may also find new life breathed into them by materials from other regions, leaving possibilities yet unknown to be expounded upon.


GM Notes

Hello, yes, I'm running an MMO isekai. Original, I know.
Self-deprecating jokes aside, this RP is intended to be the equivalent of bashing Log Horizon and Final Fantasy 14 together, tossing them into a blender, and cooking the result before serving. With that said, I'm pitching this with the assumption that things might not be as tightly plotted as most other stories might be. The pace and direction will be adjusted to account for the players' desires and actions, but as to what form that will take... Well, only time will tell.

Of course, as this is (as always) a work in progress, anything present right now is subject to change. If you have any questions or concerns, feel free to ask below.



With that settled, here's a form to get started with.

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