Post by The Shadow of Death on Oct 5, 2014 3:07:13 GMT 2
(Copyright. All rights reserved.)
Basic Story/Background:
The year is 2067. Technology has taken many leaps over short amounts of time. In 2022, fully immersive virtual reality was deemed impossible due to health risks due to the inability to fully separate the mind from the body. It was found that if an injury was suffered in VR, the mind made it manifest onto the physical body, even to the point of death due to the minds thought that the injury was real, manifesting the wound in reality. There was no way found for this to be bypassed. Soon after these findings were released, a company that was making the leaps and bounds in the VR world suddenly went underground. This company, Virtuality Realism, was also the same company that had found the aforementioned results. 40 years later they reentered the market, releasing a new system that had been built from the ground up, the SoulDive system. The year was 2062 when that happened. Released with the system was a game made for it, named The Everlasting Sword of Magic. This first game forged the way for VRMMORPGs. It is now 5 years later, 2067, and the SoulDive System is spread throughout most of the world.
Virtuality Realism found that hackers were trying to crack the mainframe from within the system, but before they could lock the system down, they themselves were locked out, unable to do anything to the SoulDive system from the outside. Virtuality Realism is afraid they will use the advanced capability of the processing core known as A.L.I.C.E., to hack the real world and wreak untold havoc. The staff of the company are not gamers themselves though, and have thus looked out into the world for people that had top placements in gaming tournaments, or those who have been found as compatible with the SoulDive system with a rate of synchronization of over 95%.
You are one of the people found within these two categories. You come from various backgrounds, from laywers and CEOs to bums who live in their mother's basements. Virtuality Realism has provided each of you with a person SoulDive Unit and your own copy of The Everlasting World of Magic, where the hackers seem to reside. You will start as just your out of game character and will at some point soon after or during your intro post in the RP, by entering the newly installed SoulDive Unit. After it boots up and you are in the System, you will arrive in a white room with an AI that will guide your character creation process according to your choices.
The way the SoulDive Unit works is by cryogenically freezing your body while separating your mind and soul from it. Your mind and soul are then sent into the SoulDive System within Virtuality Realism's HQ. These will be the things you experience during the SoulDive System's boot up process.
The package containing the SoulDive Unit has just arrived on your doorstep, along with two men to install it within the home. A letter also arrived with your package and reads thus:
(Your Name), you have been chosen specifically for this task and have been given exemptions from any other obligations by your government. You will be compensated to participate in this task.
You will be required to build and start from level one as a character of your choice. This is something that cannot be gotten around due to the situation. You will need to level up and do quests as well as participate in certain events if you want to have the opportunity to gather information about the whereabouts of your targets. We suspect that they will retaliate if you get close to them and they find out.
There is one item you will need to acquire in the game, which was hidden in the deepest levels of a dungeon known as the Crypt. It is something that will allow you to track a person's real life location as long as you can touch their skin with it. This is what we want you to use in order to get us the information on the hackers. If you are the one that reaches it first, please make sure that you leave some kind of note for the others we are sending in as well.
Sincerely,
Virtuality Realism Development Team
Setting of The Everlasting Sword of Magic:
The virtual world is split into 5 separate areas, the North, South, East West and Central. The central area is considered Neutral and is a no mans land that is not governed by anything. The other four areas are ruled by player owned "Kingdoms". in the north is Oighear, a frozen wasteland ruled ironically by Ice Queen Kaires. She rules with an iron fist for those within her kingdom, and is not very welcoming to visitors. In the East is Istok, a tranquil land ruled by a man named Consuris. Many technological advances made in the world are first realized in Istok. In the south is Apaadi, a fiery volatile land that is know for its peopes' nomadic ways. They travel after their natural enemies, the dragons. It is run by a woman known as Firebrand Yarun. In the West is an area of darkness, it is perpetually dark and is home to extremist and mad scientists so to speak. Not much is known about the leader other than the fact that he is immensely powerful and not altogether human anymore.
Players first enter The Everlasting World of Magic in the Neutral Zone near the center of the world at The Gate. The Gate is a portal where each person entering the game appears. To keep from Gate Camping, the system is set to not allow harm to a character from other characters for a minimum of 5 hours playtime from original entry.periodically groups are inserted into The Gate at a time. You start with the most basic of equipment. There are some small creatures that are perpetually drawn to the lure of The Gate, so typically speaking, there is something to do immediately after entering the game world.
Magic systems and other required system calls will be explained in the RP as they are acquired.
CS template for your out of game charscter:
Name:
Age:
Physical Description:
Personality Description:
Occupational background/history:
CS for in game character once built (don't fill out til after the in game character creation during the RP):
Name:
Title:
Race:
Classes:
Class Levels:
Combined Level:
HP:
Mana:
Focus:
Equipment:
Physical Description:
Personality Description:
Experience (cur/next) 0/50
Character Creation:
***I WILL LEAD YOU INTO/THROUGH THE CHARACTER CREATION AFTER YOUR INTRO INTO THE WORLD***
During character creation, you will be given a few choices, including name, race, and class. This section of the post will explain how your options work here. This is probably the most structured/restrictive part of the RP in general, as I have dictated a lot of the outcomes here. Many things come down to your own choices afterward though, but more on that another time.
Name: anything goes as long as it is at least pronounceable.
Race:
The choices that are explained here are mainly examples you may use, you do not necessarily have to. If you wish to use a different race, let me know what you would like to use and I will approve or deny. If I approve, I will also give you base stats to use with said race.
Human:
The most versatile of the known races, can adapt to any class or role equally. They are a relaively common race, making approximately 40% of the population of The Everlasting Sword of Magic's players. Males are usually 5'6" to around 6'8" at the tallest. Females are usually 4'11" to around 6' at the tallest.
On a 1-5 scale, a human typically ranks physically this way,
Strength-3
Agility-3
Inteligence-3
Vitality-3
Charisma-3
Total=15
Base HP - 500
Base MP - 100
Base Focus - 100
Starting equipment: set of peasant clothing that offers little protection.
Racial skills and their system calls:
Passive: Aptitude - humans are known to be very versatile, resilient, and resolved. As such, due to dedication to their chosen class, they are known to find that their scale has one extra point in the classes' main ability.
Active: Never Give Up - when near death, humans are often in their best state, able to do things they otherwise wouldn't be able to do. Never Give Up allows a human to demonstrate this, making them more formidable in their last moments. Can only be triggered when below 10% health. <Race>, <Skill>, <Never Give Up>
Elemental:
The elementals are known to be pure embodiments of elemental Magic given not only form, but sentience as well. There can never be anymore than 52 Elementals within the world due to an issue of the elementals being the avatars of each elemental Magic. How they are born, no one knows, or what it takes for them to survive. They are a fairly elusive race, hardly ever entering view of the other races. The elementals have 2 known forms, one being their purest form, an orb representing their elemental Magic, and a second form being humanoid in form whilst retaining the elemental Magic look. Because of what they are, elementals are typically known to be mages.
On a 1-5 scale, an elemental typically ranks physically this way,
Strength-1
Agility-5
Inteligence-5
Vitality-2
Charisma-2
Total=15
Base HP - 400
Base MP - 350
Base Focus - 75
Starting equipment: none
Racial skills and their system calls:
Passive: Magic Mind - an Elemental's mind is always on Magic. This allows them to have a System Call for a Magic ability sustained in the system for when battle starts, allowing them to essentially 'quick cast' their first spell, only having to call out the finishing command.
Active: Element Burst - this is a kamakazi move. When an Elemental uses Element Burst, they literally embody the purest form of the magic they represent,which then overloads and explodes. When the overloading elemental explodes, it does massive, sometimes untold, decimation, to both friend and foe. The Elemental technically dies during this experience, reviving with the experience of telling their foe, however, they receive 25% of their exp from their next 10 battles instead as they recuperate from the mental trauma. <Race>, <Skill>, <Element Burst>.
Dwarves:
Dwarves are known to be small in height, wide, and thick. They are usually quite hefty and resilient. They are known to be rock and stone enthusiasts and often prefer mountainous terrain. They are typically very strong physically, especially for their size, however, they often lack in brains. This is not true for all dwarves, especially those that are geomancers, who are very intelligent. Dwarves are generally more attracted to fighter and tank styled classes.
On a 1-5 scale, an average dwarf typically ranks physically this way,
Strength-4
Agility-2
Inteligence-2
Vitality-5
Charisma-2
Total=15
Base HP - 950
Base MP - 50
Base Focus - 75
Starting equipment: smithing hammer, patched cotton work clothes.
Racial skills and their system calls:
Passive: Earth Friend - Dwarves have the image ability to know where they were at all times as long as they can touch the earth. Their ancestors, who have worked with the earth for untold generations, made a pact with the earth to keep their descendants from losing their direction, especially underground. If any dwarf has been somewhere before, their whole race will be able to recognize the area and its surroundings as if they scouted it for years.
Active: Call of the Earth - A dwarf can call upon the power of the Earth, causing various effects to happen according to the situation. In rare cases, the earth will move for you, to attack a foe, or to be out of the way (like moving a mountain), but off times it is more so a short boost to strength or stamina or whatnot. <Race>, <Skill>, <Call of the Earth>
Chimera:
Chimeras are known to come in many types, from animalistic, to humanoid, to magical. Each chimera regardless of its form, is born with an attatched Magic type, which often times forms part of their early personality. They are magicqlly crafted usually, and are often patterned after four legged beasts. They are often found to be fighters or psynetics.
On a 1-5 scale, a chimera typically ranks physically this way,
Strength-3
Agility-4
Inteligence-4
Vitality-2
Charisma-2
Total=15
Base HP - 400
Base MP - 40
Base Focus - 150
Starting equipment: beast type- none, humanoid type- roughly made clothes, Magic type- none
Racial skills and their system calls:
Passive: Telekinesis - the brain of a chimera is usually very advanced in order to control all of its unusual parts, and as such they have developed the ability of being telekinetic without training even. They are born with the ability, and use it often to help move their own body in ways that are unusual. Even with being able to do so, they are by far not invincible, they cannot always make it in time with their calculations for the ability.
Active: Feral Awakening - Chimeras of old found that they could turn on and off their instincts like a mental switch, losing all control when they go with instincts, due to the hodgepodge of instincts that are entwined in their DNA. They are often !much more cruel and powerful when they are in a Feral state.
Minotaur:
The minotaur, taken to be a creature of myth, has been found to exist here. They are very hardy, have a nasty disposition, and are overall, a brutal race typically. They often times stand nearly 7 foot tall, with large horns reaching past that. They have cow-like heads, with hooved hands and a large humanoid torso that is often times thick with fur. Most male minotaurs bare their chest perpetually as a sign that they are afraid of nothing. They are often seen as great fighters or more specifically, berserkers.
On a 1-5 scale, a minotaur typically ranks physically this way,
Strength-4
Agility-3
Inteligence-3
Vitality-4
Charisma-1
Total=15
Base HP - 700
Base MP - 50
Base Focus - 40
Starting equipment: hardy clothes made from a thin leather, offers little protection from attack, but wears out slowly compared to normal clothes under most circumstances.
Racial skills and their system calls:
Toggle: Rage - this skill can be turned on at will, and will stay active until turned off. Rage increases damage output by 35%, dropping defenses by 70%, and makes it impossible to hide or be in stealth during a rage. <Race>, <Skill>, <Toggle: On/Off>, <Rage>.
Triggered: Backlash - when a minotaur is hit for more than 20% of its max health, Backlash is automatically triggered. Backlash causes the minotaur to change to the attacker if not already attacking him, and deals a powerful blow, dealing double what a single critical usually would. If the enemy is in the distance, a minotaur is known to throw melee weapons for Backlash, with 75% accuracy, even at extended distances.
Giant:
Taller than humans, typically around 3 times as much. They are extremely large in stature and are hard to hide, making it difficult for them to sneak around. They are very robust.
On a 1-5 scale, a Giant typically ranks physically this way,
Strength-5
Agility-1
Inteligence-2
Vitality-5
Charisma-2
Total=15
Base HP - 1200
Base MP - 40
Base Focus - 40
Starting equipment - loin cloth for males, loin cloth and chest wrap for females.
Racial skills and their system calls:
Passive: Leathal Weapon - anything a Giant picks up is automatically classified as its weapon.
Active: Crush - a Giant can Crush nearly anything it picks up, from anotherr race, to a diamond the size of an adult male human. <Race>, <Skill>, <Crush>.
Shadow Reaver:
They were originally giants, but after the live experimentation from necromancers, the Shadow Reavers came into existence. They are closer in size to a human, usually around 6-8 feet tall, but are made of shadows that are corporeal most of the time. They typically retain the strength of their Giant roots, but have an exceptional propensity for stealth, making them ideal for the thief class tree.
On a 1-5 scale, a Shadow Reaver typically ranks physically this way,
Strength-4
Agility-4
Inteligence-3
Vitality-2
Charisma-2
Total=15
Base HP - 425
Base MP - 50
Base Focus - 35
Starting equipment: smaller version of a giant's loin cloths and chest wraps.
Racial skills and their system calls:
Passive: Shadow Meld - a Shadow Reaver has a 75% chance to become incorporeal when it steps into a shadow, including anything in its hand. Does not effect equipment being worn that is not in hand. Effect ends by stepping out of the shadow.
Triggered: Shadow Strike - When effected by Shadow Meld, it is possible to 'stab' a person with a knife or whatnot, without hurting them due to being incorporeal. However, if the Shadow Reaver exits the shadow while the knife is within the victim, Shadow Strike is triggered, causing 5x normal damage, as well as stunning the target momentarily, if not killing them.
Treefolk:
They are usually humanoid in shape, but often shapeshift into trees when in danger, allowing them more survivability. They are usually ancient and have a high propensity for support class tree or pathetic class tree type of characters. I their humanoid forms are often human heights, where their tree form heights are usually above a hundred feet. They have a natural ability as a race that allows them to hide within a forest perfectly.
On a 1-5 scale, a treefolk typically ranks physically this way,
Strength-4
Agility-1
Inteligence-2
Vitality-7
Charisma-1
Total=15
Base HP - 3000
Base MP - 40
Base Focus - 70
Starting equipment: thin leather clothing for the humanoid form.
Racial skills and their system calls:
Active skill: Form shift- allows the shift from humanoid to treefolk. <Racial Skill>, <Form Shift>
Passive skill: Naturally Hidden- all forests provide near perfect stealth to treefolk, where it is nearly impossible elsewhere.
Elves:
Elves are a humanoid race mainly known for their pointed ears and being long lived. They typically are close to nature and are relatively peaceful as a race until they find that someone within the realm of their watchful gaze to be disrespecting nature. They have been known to massacre a whole tribe just because someone shot an arrow at a deer and missed, hitting a tree. They are typically tall, slender and very fair, while usually being quite fragile. They prefer using their heads and their speed to do things versus brute strength. They are seen mainly as mages or support.
On a 1-5 scale, an elf typically ranks physically this way,
Strength-1
Agility-4
Inteligence-4
Vitality-1
Charisma-5
Total=15
Base HP - 300
Base MP - 275
Base Focus - 120
Starting equipment: light green silk clothing with embroidered ends, provides no protection.
Racial skills and their system calls:
Passive: Nature Friend - elves are close to nature, and as such, they have been taught by nature how to live efficiently and effectively. They are extremely good trackers and survivalists.
Active: Converse with Nature - an elf can converse with animals and plants easily, able to find the information they need. <Race>, <Skill>, <Converse with Nature: Target>
Gnome:
Known for their curiosity and craftsmanship are the short Gnomes. They usually stand at 3-4 feet tall. They usually have unusually large heads for their bodies compared to the other races. They are quick on their feet and with their hands, making them ideal in Thief and assassin like professions. Their physical features are typically much like that of an elf, just shorter.
On a 1-5 scale, a Gnome typically ranks physically this way,
Strength-3
Agility-5
Inteligence-2
Vitality-3
Charisma-2
Total=15
Base HP - 575
Base MP - 20
Base Focus - 40
Starting equipment: light linen clothing.
Racial skills and their system calls:
Triggered: Tinkerer: when Gnomes get bored, they automatically trigger the tinkerer Skill, causing them to take nearby items and turn them into new things, or to go searching for something to tinker with.
Active: Booby Trap - a gnome, at least one who actively adventures through the world, has a high proficiency with laying traps. The adventuring type of gnome is one that has a certain ingenuity when it comes to laying traps. <Race>, <Skill>, <Booby Trap>.
Class Trees and starting Classes:
There are 6 basic Class Trees you may choose from during character creation. Other hidden Class Trees do exist, and will have trials to access them from within The Everlasting Sword of Magic. The six class trees are as follows: Thief, Fighter, Support, Tank, Mage, Psynetic.
Thief:
The Thief class tree is known for cultivating the most skilled rogues and assassins. This class is know for its clandestine actions and a cloak and dagger fighting and life style. The starting class in the Thief Class Tree is Pickpocket.
The Thief Class Tree uses mainly agility, but does not necessarily require a lot of it.
Stat modification ranges:
Base HP: -50 to -150
Base MP: +10 to -30
Base Focus: +-0 to +15
Starting equipment: shoddy lock pick set, 1 dilapidated dagger, 1 pair of worn fingerless gloves
Passive;
Silent System Call - whenever you would need to make a system call for an ability, if you are in stealth, they can be made silently instead of verbally.
Active;
Stealth - hide from view in order to sneak. System call - <Mode>, <Stealth>. Costs 3 Focus per second in Stealth
Backstab - for use when in Stealth. Allows you to make a devastating attack from behind your foe, automatically making the attack critical if Backstab is used. System call - <Attack>, <Backstab> Costs 10 Focus
Fighter:
The Fighter class tree is known for dealing high amounts of damage in many different ways, but mostly with melee weapons. This class is also known to produce good archers and the such. The starting class in the Fighter Class Tree is Mercenary.
The Fighter Class Tree uses mainly strength.
Stat modification ranges:
Base HP: +50 to +150
Base MP: +10 to -20
Base Focus: +10 to -10
Starting equipment: 1 rusty sword, 1 beat-up buckler
Triggered:
Stunning blow - once per encounter, you may shake off a stun effect and turn the situation back on your enemy, stunning them while dealing a major blow to them. Deals 65% more than a normal hit. Costs: 15 Focus
Passive:
Snowball Effect - the longer a fight goes on, the more powerful you become, becoming enthralled in the action as your adrenaline goes into overdrive. For every minute of fighting consecutively, attack speed is enhanced by 5%, and damage output of each hit is increased by 7%.
Active:
Furious Blows - you slash your enemy 3 times in rapid succession, each with 80% accuracy and 15% more damage than a regular attack. <Attack>, <Furious Blows>. Cost: 10 Focus, 50 HP
Support:
The Support class tree is known mainly for healing. This class is also seen as a crowd control class or buff class as well, according on your choices down the line. Healing is based out of nature. The starting class in the Support Class Tree is Cleric.
The Support Class Tree uses mainly charisma.
Stat modification ranges:
Base HP: -50 to -150
Base MP: +100 to +135
Base Focus: +-0 to +20
Starting equipment: 1 basic staff, cleric robes
Active:
Nature's Remedy - you throw a proprietary blend of magically enhanced natural herbs at someone, healing them for 3% of their maximum health evcery second for 10 seconds. Does not stack. You may prepare the remedies prior to battles, or during battle if needed. It takes approximately 7 seconds for an experienced hand to prepare such a remedy, a beginner usually takes around 30 seconds. ** to prepare ** <Support>, <Prepare Remedy>. ** to use ** <Support>, <Healing>, <Nature's Remedy: Target>. To Prepare: 5 Focus, to use: 25 MP
Gift of Mother Nature - you pray quickly to the nature that has blessed you throughout your life on behalf of someone you wish to help, in return they receive the Gift of Mother Nature, making their health restore 50% initially, followed by a restoration of the MP by 25% as well. It is very draining to entreet nature into bestowing this gift, making it difficult to do so in rapid succession. Costs 90% Focus.
Triggered:
A Healer's Pain - when you see someone you are treating get hurt, the pain it causes you in proxy makes you want to help them more, allowing you to use A Healer's Pain, channeling 25% of your own health to restore theirs. As a result of this ability you are blessed by nature to make it easier to recover from your fatigue and wounds, speeding up recovery of both HP and MP by 20%. Costs 30 MP and 25% HP
Mage:
The Mage class tree is known for those who have the ability to channel the 7 elements through themselves to achieve various things. This class is known to be very versatile when worked on extensively. The seven elememnts are Earth, Wind, Fire, Water, Darkness, Light, and Metal. These elemental magics have a system that they are built on, having advantages against some elements, while being weak to others, these are things every mage must learn for themselves. The starting class in the Mage Class Tree is Pupil.
The Mage Class Tree uses mainly Intelligence.
Stat modification ranges:
Base HP: -75 to -150
Base MP: +100 to +250
Base Focus: +15 to +50
Starting equipment: tome of ancient magical knowledge much of it undecipherable.
Active:
Basic Magic - you have learned some basic Magic, and are able to use them at will. (You will choose 3 of the aforementioned 7 elements. Elemental Magic is based mainly on your imagination as for what it can do, you are working to give shape to the element you are calling forth. It will start off as simple things, but late levels and classes will allow you to do so many things). Example of a basic system call: <Magic>, <Fire>. Cost 20 MP to summon the elemental, and 1 MP per 5 seconds you retain it in this world. Consumes Focus as you shape it to do what you want it to.
Tank:
The Tank class tree is known for being able to take a ton of damage without going down. This class is also known to be able to distract opponents from teammates and others who are not as hardy. The tank does not deal much damage. The starting class in the Tank Class Tree is Mercenary.
The Tank Class Tree uses mainly vitality.
Stat modification ranges:
Base HP: +400 to +800
Base MP: +10 to -30
Base Focus: +10 to +35
Starting equipment: poor quality mace, small wooden round shield.
Psynetic:
The Psynetic class tree is known for having unlocked the potential of the brain. This class allows the use of psychokinetic abilities. The starting class in the Psynetic Class Tree is Prankster.
The Psynetic Class Tree uses mainly Intelligence.
Stat modification ranges:
Base HP: -50 to -150
Base MP: +10 to +20
Base Focus: +-175 to +350
Starting equipment: nothing extra
Passive:
Psynetic System Call - you have the ability to use a single point of Focus for each system call to make it without having to say it verbally.
Active:
Telekinesis - allows for the movement of objects by nothing more than a thought. The size of the object and distance moved increase the load on the mind, increasing the amount of Focus used to achieve the task. <Psychokinetic>, <Telekinesis>.
Cyro/PyroKinesis - you may train in the use of Telekinetic ability becomes able to use Pyrokinesis or Cyrokinesis, also know as the ability to create fire with the mind, and the ability to create ice with the mind. You may choose one to start with. System calls: <Psychokinetic>, <Telekinesis>, <Pyrokinesis>. <Psychokinetic>, <Telekinesis>, <Cyrokinesis>.
Levels:
As you progress through the game world of The Everlasting World of Magic, you will gain experience points, AKA: XP. when you gain a certain amount of XP, you will gain a Level. gaining a Level will increase your base statisics, as well as usually teaching you another skill in a certain area of expertise of your class or race that will coincide with how you use your character. If a thief uses more of an assassin style, then they are much more likely to gain an ability that will help them use said style even more efficiently. It is also possible to level up certain abilities and skills as you progress through the levels. The gains from Level ups I will mold and post according to the play style used for the character. I will also post the Stat upgrades that will be added to your character. The possible level up of skills and whatnot of that nature I will post randomly according to use and aptitude between the character and the usage of the skill, among other parameters I will be watching.
Below are the XP requirements to reach certain levels. The numbers listed are total XP over the lifetime of the character.
Lvl: XP req
1:0
2:50
3:150
4:600
5:3,000
6:18,000
7:126,000
8:100,800
9:907,200
10: 9,072,000
The World:
After your character has been created, you will be introduced to the world by arriving in The Gate. At the discovery of each area you travel through, I will provide a list of amenities, enemies, and the nearest city and its direction as recorded officially. Some cities you may stumble across will not be officially recorded, and therefore will not show up in said fashion. For the most part you will be allowed to roam freely, if you enter an area that is too much for your level, you will be given one warning by the system.
Please make sure to keep up with your character's stats and ability costs. You will naturally recover to your full MP and Focus over time when not in battle or actively using them at such a gradual rate that will allow to be full on both over 60 seconds of not being in combat. To recover health, you must rest or eat.
You may make your own towns and whatnot as well, in that way, the RP is fairly open. Just make sure it fits the setting. Quests will be available if you seek them out. A good place to look is the bulletin board in most cities.
If you have any other questions feel free to ask here or IC if you feel it more appropriate for the situation.
**UPDATE** 9/21/15
System Calls:
Most abilities and skills within The Everlasting Sword of Magic are used by imputing System Calls. A system call is made of several ‘Commands’ that are stringed together and delimited by commas, or short pauses in the speech of the call, and is ended by a period. The way a system call is written follows this pattern:
“<Category>, <Ability>, <options>, <Etc…>.”
The first one is usually a general category. A list of current Categories is as listed:
Magic
Race
Support
Attack
Mode
Psychokinetic
? ? ?
? ? ?
The Second one is a clarification of the first in some cases, in others it is the actual skill. Most of the early abilities/skills will only be 2 or 3 commands stringed together.
Anything else is just a command to make the system call more specific in what is being asked for. To reference a high level call given in the IC thread by a Merchant:
“<Magic>, <Light>, <Ascension Form>, <Add>, <Fire>, <Manifest>, <Solar Storm Magic>, <AoE>, <Scale>, <Medium>, <Initiate>.”
This is the command for a high leveled magic. It begins the same way a beginners Light magic would, ‘<Magic>, <Light>’ this would allow a beginning light mage to summon the element of light. The next part though denotes that there is another element to this call. ‘<Ascension Form>’ denotes that it is the highest form of magic, a dual layered, high powered magic. To put it simply, regular magic is like a class 1 spell, an ‘Augmentation Form’ would be class 2 and requires a second element to be present, and the final class, class 3, ‘Ascension Form’ is what is used here. Because a class 3 command is given for this magic, it requires more input, a second element, thus the ‘<Add>, <Fire>’. This denotes that the element to be added is fire. The next part, ‘<Manifest>,’ means that it will be cast upon finishing the call. The part after that is the name of the magic that has been created, ‘<Solar Storm Magic>’, finalizing the building of the magic itself, leaving only the way in which the magic will manifest, ‘<AoE>’ which means there is the options available to denote specifics of how the AoE will act, this the scale being denoted, ‘<Scale>, <Medium>,’, after which the ‘<Initiate>’ command shows that all commands for this ability have been completed, allowing the magic to come to life.
System calls are read by the system in 2 parts. Intention, and the verbal confirmation. Without both of the 2 being present at any given time, the call will not manifest.
DEATH
The way dying works in the game is to be explained in this way:
When a character is killed, no matter the cause, the controller of that character is then kicked from the game in its entirety for an hour. For that hour, you are to do things in reality, even if it is just working on how you are going to do something inside the game when you get back in. the reason for this timeout is entirely for the game itself. The system has to rebuild your body from scratch, etching into it the experience of having died and rewriting the instincts in the body that is controlled.
Basic Story/Background:
The year is 2067. Technology has taken many leaps over short amounts of time. In 2022, fully immersive virtual reality was deemed impossible due to health risks due to the inability to fully separate the mind from the body. It was found that if an injury was suffered in VR, the mind made it manifest onto the physical body, even to the point of death due to the minds thought that the injury was real, manifesting the wound in reality. There was no way found for this to be bypassed. Soon after these findings were released, a company that was making the leaps and bounds in the VR world suddenly went underground. This company, Virtuality Realism, was also the same company that had found the aforementioned results. 40 years later they reentered the market, releasing a new system that had been built from the ground up, the SoulDive system. The year was 2062 when that happened. Released with the system was a game made for it, named The Everlasting Sword of Magic. This first game forged the way for VRMMORPGs. It is now 5 years later, 2067, and the SoulDive System is spread throughout most of the world.
Virtuality Realism found that hackers were trying to crack the mainframe from within the system, but before they could lock the system down, they themselves were locked out, unable to do anything to the SoulDive system from the outside. Virtuality Realism is afraid they will use the advanced capability of the processing core known as A.L.I.C.E., to hack the real world and wreak untold havoc. The staff of the company are not gamers themselves though, and have thus looked out into the world for people that had top placements in gaming tournaments, or those who have been found as compatible with the SoulDive system with a rate of synchronization of over 95%.
You are one of the people found within these two categories. You come from various backgrounds, from laywers and CEOs to bums who live in their mother's basements. Virtuality Realism has provided each of you with a person SoulDive Unit and your own copy of The Everlasting World of Magic, where the hackers seem to reside. You will start as just your out of game character and will at some point soon after or during your intro post in the RP, by entering the newly installed SoulDive Unit. After it boots up and you are in the System, you will arrive in a white room with an AI that will guide your character creation process according to your choices.
The way the SoulDive Unit works is by cryogenically freezing your body while separating your mind and soul from it. Your mind and soul are then sent into the SoulDive System within Virtuality Realism's HQ. These will be the things you experience during the SoulDive System's boot up process.
The package containing the SoulDive Unit has just arrived on your doorstep, along with two men to install it within the home. A letter also arrived with your package and reads thus:
(Your Name), you have been chosen specifically for this task and have been given exemptions from any other obligations by your government. You will be compensated to participate in this task.
You will be required to build and start from level one as a character of your choice. This is something that cannot be gotten around due to the situation. You will need to level up and do quests as well as participate in certain events if you want to have the opportunity to gather information about the whereabouts of your targets. We suspect that they will retaliate if you get close to them and they find out.
There is one item you will need to acquire in the game, which was hidden in the deepest levels of a dungeon known as the Crypt. It is something that will allow you to track a person's real life location as long as you can touch their skin with it. This is what we want you to use in order to get us the information on the hackers. If you are the one that reaches it first, please make sure that you leave some kind of note for the others we are sending in as well.
Sincerely,
Virtuality Realism Development Team
Setting of The Everlasting Sword of Magic:
The virtual world is split into 5 separate areas, the North, South, East West and Central. The central area is considered Neutral and is a no mans land that is not governed by anything. The other four areas are ruled by player owned "Kingdoms". in the north is Oighear, a frozen wasteland ruled ironically by Ice Queen Kaires. She rules with an iron fist for those within her kingdom, and is not very welcoming to visitors. In the East is Istok, a tranquil land ruled by a man named Consuris. Many technological advances made in the world are first realized in Istok. In the south is Apaadi, a fiery volatile land that is know for its peopes' nomadic ways. They travel after their natural enemies, the dragons. It is run by a woman known as Firebrand Yarun. In the West is an area of darkness, it is perpetually dark and is home to extremist and mad scientists so to speak. Not much is known about the leader other than the fact that he is immensely powerful and not altogether human anymore.
Players first enter The Everlasting World of Magic in the Neutral Zone near the center of the world at The Gate. The Gate is a portal where each person entering the game appears. To keep from Gate Camping, the system is set to not allow harm to a character from other characters for a minimum of 5 hours playtime from original entry.periodically groups are inserted into The Gate at a time. You start with the most basic of equipment. There are some small creatures that are perpetually drawn to the lure of The Gate, so typically speaking, there is something to do immediately after entering the game world.
Magic systems and other required system calls will be explained in the RP as they are acquired.
CS template for your out of game charscter:
Name:
Age:
Physical Description:
Personality Description:
Occupational background/history:
CS for in game character once built (don't fill out til after the in game character creation during the RP):
Name:
Title:
Race:
Classes:
Class Levels:
Combined Level:
HP:
Mana:
Focus:
Equipment:
Physical Description:
Personality Description:
Experience (cur/next) 0/50
Character Creation:
***I WILL LEAD YOU INTO/THROUGH THE CHARACTER CREATION AFTER YOUR INTRO INTO THE WORLD***
During character creation, you will be given a few choices, including name, race, and class. This section of the post will explain how your options work here. This is probably the most structured/restrictive part of the RP in general, as I have dictated a lot of the outcomes here. Many things come down to your own choices afterward though, but more on that another time.
Name: anything goes as long as it is at least pronounceable.
Race:
The choices that are explained here are mainly examples you may use, you do not necessarily have to. If you wish to use a different race, let me know what you would like to use and I will approve or deny. If I approve, I will also give you base stats to use with said race.
Human:
The most versatile of the known races, can adapt to any class or role equally. They are a relaively common race, making approximately 40% of the population of The Everlasting Sword of Magic's players. Males are usually 5'6" to around 6'8" at the tallest. Females are usually 4'11" to around 6' at the tallest.
On a 1-5 scale, a human typically ranks physically this way,
Strength-3
Agility-3
Inteligence-3
Vitality-3
Charisma-3
Total=15
Base HP - 500
Base MP - 100
Base Focus - 100
Starting equipment: set of peasant clothing that offers little protection.
Racial skills and their system calls:
Passive: Aptitude - humans are known to be very versatile, resilient, and resolved. As such, due to dedication to their chosen class, they are known to find that their scale has one extra point in the classes' main ability.
Active: Never Give Up - when near death, humans are often in their best state, able to do things they otherwise wouldn't be able to do. Never Give Up allows a human to demonstrate this, making them more formidable in their last moments. Can only be triggered when below 10% health. <Race>, <Skill>, <Never Give Up>
Elemental:
The elementals are known to be pure embodiments of elemental Magic given not only form, but sentience as well. There can never be anymore than 52 Elementals within the world due to an issue of the elementals being the avatars of each elemental Magic. How they are born, no one knows, or what it takes for them to survive. They are a fairly elusive race, hardly ever entering view of the other races. The elementals have 2 known forms, one being their purest form, an orb representing their elemental Magic, and a second form being humanoid in form whilst retaining the elemental Magic look. Because of what they are, elementals are typically known to be mages.
On a 1-5 scale, an elemental typically ranks physically this way,
Strength-1
Agility-5
Inteligence-5
Vitality-2
Charisma-2
Total=15
Base HP - 400
Base MP - 350
Base Focus - 75
Starting equipment: none
Racial skills and their system calls:
Passive: Magic Mind - an Elemental's mind is always on Magic. This allows them to have a System Call for a Magic ability sustained in the system for when battle starts, allowing them to essentially 'quick cast' their first spell, only having to call out the finishing command.
Active: Element Burst - this is a kamakazi move. When an Elemental uses Element Burst, they literally embody the purest form of the magic they represent,which then overloads and explodes. When the overloading elemental explodes, it does massive, sometimes untold, decimation, to both friend and foe. The Elemental technically dies during this experience, reviving with the experience of telling their foe, however, they receive 25% of their exp from their next 10 battles instead as they recuperate from the mental trauma. <Race>, <Skill>, <Element Burst>.
Dwarves:
Dwarves are known to be small in height, wide, and thick. They are usually quite hefty and resilient. They are known to be rock and stone enthusiasts and often prefer mountainous terrain. They are typically very strong physically, especially for their size, however, they often lack in brains. This is not true for all dwarves, especially those that are geomancers, who are very intelligent. Dwarves are generally more attracted to fighter and tank styled classes.
On a 1-5 scale, an average dwarf typically ranks physically this way,
Strength-4
Agility-2
Inteligence-2
Vitality-5
Charisma-2
Total=15
Base HP - 950
Base MP - 50
Base Focus - 75
Starting equipment: smithing hammer, patched cotton work clothes.
Racial skills and their system calls:
Passive: Earth Friend - Dwarves have the image ability to know where they were at all times as long as they can touch the earth. Their ancestors, who have worked with the earth for untold generations, made a pact with the earth to keep their descendants from losing their direction, especially underground. If any dwarf has been somewhere before, their whole race will be able to recognize the area and its surroundings as if they scouted it for years.
Active: Call of the Earth - A dwarf can call upon the power of the Earth, causing various effects to happen according to the situation. In rare cases, the earth will move for you, to attack a foe, or to be out of the way (like moving a mountain), but off times it is more so a short boost to strength or stamina or whatnot. <Race>, <Skill>, <Call of the Earth>
Chimera:
Chimeras are known to come in many types, from animalistic, to humanoid, to magical. Each chimera regardless of its form, is born with an attatched Magic type, which often times forms part of their early personality. They are magicqlly crafted usually, and are often patterned after four legged beasts. They are often found to be fighters or psynetics.
On a 1-5 scale, a chimera typically ranks physically this way,
Strength-3
Agility-4
Inteligence-4
Vitality-2
Charisma-2
Total=15
Base HP - 400
Base MP - 40
Base Focus - 150
Starting equipment: beast type- none, humanoid type- roughly made clothes, Magic type- none
Racial skills and their system calls:
Passive: Telekinesis - the brain of a chimera is usually very advanced in order to control all of its unusual parts, and as such they have developed the ability of being telekinetic without training even. They are born with the ability, and use it often to help move their own body in ways that are unusual. Even with being able to do so, they are by far not invincible, they cannot always make it in time with their calculations for the ability.
Active: Feral Awakening - Chimeras of old found that they could turn on and off their instincts like a mental switch, losing all control when they go with instincts, due to the hodgepodge of instincts that are entwined in their DNA. They are often !much more cruel and powerful when they are in a Feral state.
Minotaur:
The minotaur, taken to be a creature of myth, has been found to exist here. They are very hardy, have a nasty disposition, and are overall, a brutal race typically. They often times stand nearly 7 foot tall, with large horns reaching past that. They have cow-like heads, with hooved hands and a large humanoid torso that is often times thick with fur. Most male minotaurs bare their chest perpetually as a sign that they are afraid of nothing. They are often seen as great fighters or more specifically, berserkers.
On a 1-5 scale, a minotaur typically ranks physically this way,
Strength-4
Agility-3
Inteligence-3
Vitality-4
Charisma-1
Total=15
Base HP - 700
Base MP - 50
Base Focus - 40
Starting equipment: hardy clothes made from a thin leather, offers little protection from attack, but wears out slowly compared to normal clothes under most circumstances.
Racial skills and their system calls:
Toggle: Rage - this skill can be turned on at will, and will stay active until turned off. Rage increases damage output by 35%, dropping defenses by 70%, and makes it impossible to hide or be in stealth during a rage. <Race>, <Skill>, <Toggle: On/Off>, <Rage>.
Triggered: Backlash - when a minotaur is hit for more than 20% of its max health, Backlash is automatically triggered. Backlash causes the minotaur to change to the attacker if not already attacking him, and deals a powerful blow, dealing double what a single critical usually would. If the enemy is in the distance, a minotaur is known to throw melee weapons for Backlash, with 75% accuracy, even at extended distances.
Giant:
Taller than humans, typically around 3 times as much. They are extremely large in stature and are hard to hide, making it difficult for them to sneak around. They are very robust.
On a 1-5 scale, a Giant typically ranks physically this way,
Strength-5
Agility-1
Inteligence-2
Vitality-5
Charisma-2
Total=15
Base HP - 1200
Base MP - 40
Base Focus - 40
Starting equipment - loin cloth for males, loin cloth and chest wrap for females.
Racial skills and their system calls:
Passive: Leathal Weapon - anything a Giant picks up is automatically classified as its weapon.
Active: Crush - a Giant can Crush nearly anything it picks up, from anotherr race, to a diamond the size of an adult male human. <Race>, <Skill>, <Crush>.
Shadow Reaver:
They were originally giants, but after the live experimentation from necromancers, the Shadow Reavers came into existence. They are closer in size to a human, usually around 6-8 feet tall, but are made of shadows that are corporeal most of the time. They typically retain the strength of their Giant roots, but have an exceptional propensity for stealth, making them ideal for the thief class tree.
On a 1-5 scale, a Shadow Reaver typically ranks physically this way,
Strength-4
Agility-4
Inteligence-3
Vitality-2
Charisma-2
Total=15
Base HP - 425
Base MP - 50
Base Focus - 35
Starting equipment: smaller version of a giant's loin cloths and chest wraps.
Racial skills and their system calls:
Passive: Shadow Meld - a Shadow Reaver has a 75% chance to become incorporeal when it steps into a shadow, including anything in its hand. Does not effect equipment being worn that is not in hand. Effect ends by stepping out of the shadow.
Triggered: Shadow Strike - When effected by Shadow Meld, it is possible to 'stab' a person with a knife or whatnot, without hurting them due to being incorporeal. However, if the Shadow Reaver exits the shadow while the knife is within the victim, Shadow Strike is triggered, causing 5x normal damage, as well as stunning the target momentarily, if not killing them.
Treefolk:
They are usually humanoid in shape, but often shapeshift into trees when in danger, allowing them more survivability. They are usually ancient and have a high propensity for support class tree or pathetic class tree type of characters. I their humanoid forms are often human heights, where their tree form heights are usually above a hundred feet. They have a natural ability as a race that allows them to hide within a forest perfectly.
On a 1-5 scale, a treefolk typically ranks physically this way,
Strength-4
Agility-1
Inteligence-2
Vitality-7
Charisma-1
Total=15
Base HP - 3000
Base MP - 40
Base Focus - 70
Starting equipment: thin leather clothing for the humanoid form.
Racial skills and their system calls:
Active skill: Form shift- allows the shift from humanoid to treefolk. <Racial Skill>, <Form Shift>
Passive skill: Naturally Hidden- all forests provide near perfect stealth to treefolk, where it is nearly impossible elsewhere.
Elves:
Elves are a humanoid race mainly known for their pointed ears and being long lived. They typically are close to nature and are relatively peaceful as a race until they find that someone within the realm of their watchful gaze to be disrespecting nature. They have been known to massacre a whole tribe just because someone shot an arrow at a deer and missed, hitting a tree. They are typically tall, slender and very fair, while usually being quite fragile. They prefer using their heads and their speed to do things versus brute strength. They are seen mainly as mages or support.
On a 1-5 scale, an elf typically ranks physically this way,
Strength-1
Agility-4
Inteligence-4
Vitality-1
Charisma-5
Total=15
Base HP - 300
Base MP - 275
Base Focus - 120
Starting equipment: light green silk clothing with embroidered ends, provides no protection.
Racial skills and their system calls:
Passive: Nature Friend - elves are close to nature, and as such, they have been taught by nature how to live efficiently and effectively. They are extremely good trackers and survivalists.
Active: Converse with Nature - an elf can converse with animals and plants easily, able to find the information they need. <Race>, <Skill>, <Converse with Nature: Target>
Gnome:
Known for their curiosity and craftsmanship are the short Gnomes. They usually stand at 3-4 feet tall. They usually have unusually large heads for their bodies compared to the other races. They are quick on their feet and with their hands, making them ideal in Thief and assassin like professions. Their physical features are typically much like that of an elf, just shorter.
On a 1-5 scale, a Gnome typically ranks physically this way,
Strength-3
Agility-5
Inteligence-2
Vitality-3
Charisma-2
Total=15
Base HP - 575
Base MP - 20
Base Focus - 40
Starting equipment: light linen clothing.
Racial skills and their system calls:
Triggered: Tinkerer: when Gnomes get bored, they automatically trigger the tinkerer Skill, causing them to take nearby items and turn them into new things, or to go searching for something to tinker with.
Active: Booby Trap - a gnome, at least one who actively adventures through the world, has a high proficiency with laying traps. The adventuring type of gnome is one that has a certain ingenuity when it comes to laying traps. <Race>, <Skill>, <Booby Trap>.
Class Trees and starting Classes:
There are 6 basic Class Trees you may choose from during character creation. Other hidden Class Trees do exist, and will have trials to access them from within The Everlasting Sword of Magic. The six class trees are as follows: Thief, Fighter, Support, Tank, Mage, Psynetic.
Thief:
The Thief class tree is known for cultivating the most skilled rogues and assassins. This class is know for its clandestine actions and a cloak and dagger fighting and life style. The starting class in the Thief Class Tree is Pickpocket.
The Thief Class Tree uses mainly agility, but does not necessarily require a lot of it.
Stat modification ranges:
Base HP: -50 to -150
Base MP: +10 to -30
Base Focus: +-0 to +15
Starting equipment: shoddy lock pick set, 1 dilapidated dagger, 1 pair of worn fingerless gloves
Passive;
Silent System Call - whenever you would need to make a system call for an ability, if you are in stealth, they can be made silently instead of verbally.
Active;
Stealth - hide from view in order to sneak. System call - <Mode>, <Stealth>. Costs 3 Focus per second in Stealth
Backstab - for use when in Stealth. Allows you to make a devastating attack from behind your foe, automatically making the attack critical if Backstab is used. System call - <Attack>, <Backstab> Costs 10 Focus
Fighter:
The Fighter class tree is known for dealing high amounts of damage in many different ways, but mostly with melee weapons. This class is also known to produce good archers and the such. The starting class in the Fighter Class Tree is Mercenary.
The Fighter Class Tree uses mainly strength.
Stat modification ranges:
Base HP: +50 to +150
Base MP: +10 to -20
Base Focus: +10 to -10
Starting equipment: 1 rusty sword, 1 beat-up buckler
Triggered:
Stunning blow - once per encounter, you may shake off a stun effect and turn the situation back on your enemy, stunning them while dealing a major blow to them. Deals 65% more than a normal hit. Costs: 15 Focus
Passive:
Snowball Effect - the longer a fight goes on, the more powerful you become, becoming enthralled in the action as your adrenaline goes into overdrive. For every minute of fighting consecutively, attack speed is enhanced by 5%, and damage output of each hit is increased by 7%.
Active:
Furious Blows - you slash your enemy 3 times in rapid succession, each with 80% accuracy and 15% more damage than a regular attack. <Attack>, <Furious Blows>. Cost: 10 Focus, 50 HP
Support:
The Support class tree is known mainly for healing. This class is also seen as a crowd control class or buff class as well, according on your choices down the line. Healing is based out of nature. The starting class in the Support Class Tree is Cleric.
The Support Class Tree uses mainly charisma.
Stat modification ranges:
Base HP: -50 to -150
Base MP: +100 to +135
Base Focus: +-0 to +20
Starting equipment: 1 basic staff, cleric robes
Active:
Nature's Remedy - you throw a proprietary blend of magically enhanced natural herbs at someone, healing them for 3% of their maximum health evcery second for 10 seconds. Does not stack. You may prepare the remedies prior to battles, or during battle if needed. It takes approximately 7 seconds for an experienced hand to prepare such a remedy, a beginner usually takes around 30 seconds. ** to prepare ** <Support>, <Prepare Remedy>. ** to use ** <Support>, <Healing>, <Nature's Remedy: Target>. To Prepare: 5 Focus, to use: 25 MP
Gift of Mother Nature - you pray quickly to the nature that has blessed you throughout your life on behalf of someone you wish to help, in return they receive the Gift of Mother Nature, making their health restore 50% initially, followed by a restoration of the MP by 25% as well. It is very draining to entreet nature into bestowing this gift, making it difficult to do so in rapid succession. Costs 90% Focus.
Triggered:
A Healer's Pain - when you see someone you are treating get hurt, the pain it causes you in proxy makes you want to help them more, allowing you to use A Healer's Pain, channeling 25% of your own health to restore theirs. As a result of this ability you are blessed by nature to make it easier to recover from your fatigue and wounds, speeding up recovery of both HP and MP by 20%. Costs 30 MP and 25% HP
Mage:
The Mage class tree is known for those who have the ability to channel the 7 elements through themselves to achieve various things. This class is known to be very versatile when worked on extensively. The seven elememnts are Earth, Wind, Fire, Water, Darkness, Light, and Metal. These elemental magics have a system that they are built on, having advantages against some elements, while being weak to others, these are things every mage must learn for themselves. The starting class in the Mage Class Tree is Pupil.
The Mage Class Tree uses mainly Intelligence.
Stat modification ranges:
Base HP: -75 to -150
Base MP: +100 to +250
Base Focus: +15 to +50
Starting equipment: tome of ancient magical knowledge much of it undecipherable.
Active:
Basic Magic - you have learned some basic Magic, and are able to use them at will. (You will choose 3 of the aforementioned 7 elements. Elemental Magic is based mainly on your imagination as for what it can do, you are working to give shape to the element you are calling forth. It will start off as simple things, but late levels and classes will allow you to do so many things). Example of a basic system call: <Magic>, <Fire>. Cost 20 MP to summon the elemental, and 1 MP per 5 seconds you retain it in this world. Consumes Focus as you shape it to do what you want it to.
Tank:
The Tank class tree is known for being able to take a ton of damage without going down. This class is also known to be able to distract opponents from teammates and others who are not as hardy. The tank does not deal much damage. The starting class in the Tank Class Tree is Mercenary.
The Tank Class Tree uses mainly vitality.
Stat modification ranges:
Base HP: +400 to +800
Base MP: +10 to -30
Base Focus: +10 to +35
Starting equipment: poor quality mace, small wooden round shield.
Psynetic:
The Psynetic class tree is known for having unlocked the potential of the brain. This class allows the use of psychokinetic abilities. The starting class in the Psynetic Class Tree is Prankster.
The Psynetic Class Tree uses mainly Intelligence.
Stat modification ranges:
Base HP: -50 to -150
Base MP: +10 to +20
Base Focus: +-175 to +350
Starting equipment: nothing extra
Passive:
Psynetic System Call - you have the ability to use a single point of Focus for each system call to make it without having to say it verbally.
Active:
Telekinesis - allows for the movement of objects by nothing more than a thought. The size of the object and distance moved increase the load on the mind, increasing the amount of Focus used to achieve the task. <Psychokinetic>, <Telekinesis>.
Cyro/PyroKinesis - you may train in the use of Telekinetic ability becomes able to use Pyrokinesis or Cyrokinesis, also know as the ability to create fire with the mind, and the ability to create ice with the mind. You may choose one to start with. System calls: <Psychokinetic>, <Telekinesis>, <Pyrokinesis>. <Psychokinetic>, <Telekinesis>, <Cyrokinesis>.
Levels:
As you progress through the game world of The Everlasting World of Magic, you will gain experience points, AKA: XP. when you gain a certain amount of XP, you will gain a Level. gaining a Level will increase your base statisics, as well as usually teaching you another skill in a certain area of expertise of your class or race that will coincide with how you use your character. If a thief uses more of an assassin style, then they are much more likely to gain an ability that will help them use said style even more efficiently. It is also possible to level up certain abilities and skills as you progress through the levels. The gains from Level ups I will mold and post according to the play style used for the character. I will also post the Stat upgrades that will be added to your character. The possible level up of skills and whatnot of that nature I will post randomly according to use and aptitude between the character and the usage of the skill, among other parameters I will be watching.
Below are the XP requirements to reach certain levels. The numbers listed are total XP over the lifetime of the character.
Lvl: XP req
1:0
2:50
3:150
4:600
5:3,000
6:18,000
7:126,000
8:100,800
9:907,200
10: 9,072,000
The World:
After your character has been created, you will be introduced to the world by arriving in The Gate. At the discovery of each area you travel through, I will provide a list of amenities, enemies, and the nearest city and its direction as recorded officially. Some cities you may stumble across will not be officially recorded, and therefore will not show up in said fashion. For the most part you will be allowed to roam freely, if you enter an area that is too much for your level, you will be given one warning by the system.
Please make sure to keep up with your character's stats and ability costs. You will naturally recover to your full MP and Focus over time when not in battle or actively using them at such a gradual rate that will allow to be full on both over 60 seconds of not being in combat. To recover health, you must rest or eat.
You may make your own towns and whatnot as well, in that way, the RP is fairly open. Just make sure it fits the setting. Quests will be available if you seek them out. A good place to look is the bulletin board in most cities.
If you have any other questions feel free to ask here or IC if you feel it more appropriate for the situation.
**UPDATE** 9/21/15
System Calls:
Most abilities and skills within The Everlasting Sword of Magic are used by imputing System Calls. A system call is made of several ‘Commands’ that are stringed together and delimited by commas, or short pauses in the speech of the call, and is ended by a period. The way a system call is written follows this pattern:
“<Category>, <Ability>, <options>, <Etc…>.”
The first one is usually a general category. A list of current Categories is as listed:
Magic
Race
Support
Attack
Mode
Psychokinetic
? ? ?
? ? ?
The Second one is a clarification of the first in some cases, in others it is the actual skill. Most of the early abilities/skills will only be 2 or 3 commands stringed together.
Anything else is just a command to make the system call more specific in what is being asked for. To reference a high level call given in the IC thread by a Merchant:
“<Magic>, <Light>, <Ascension Form>, <Add>, <Fire>, <Manifest>, <Solar Storm Magic>, <AoE>, <Scale>, <Medium>, <Initiate>.”
This is the command for a high leveled magic. It begins the same way a beginners Light magic would, ‘<Magic>, <Light>’ this would allow a beginning light mage to summon the element of light. The next part though denotes that there is another element to this call. ‘<Ascension Form>’ denotes that it is the highest form of magic, a dual layered, high powered magic. To put it simply, regular magic is like a class 1 spell, an ‘Augmentation Form’ would be class 2 and requires a second element to be present, and the final class, class 3, ‘Ascension Form’ is what is used here. Because a class 3 command is given for this magic, it requires more input, a second element, thus the ‘<Add>, <Fire>’. This denotes that the element to be added is fire. The next part, ‘<Manifest>,’ means that it will be cast upon finishing the call. The part after that is the name of the magic that has been created, ‘<Solar Storm Magic>’, finalizing the building of the magic itself, leaving only the way in which the magic will manifest, ‘<AoE>’ which means there is the options available to denote specifics of how the AoE will act, this the scale being denoted, ‘<Scale>, <Medium>,’, after which the ‘<Initiate>’ command shows that all commands for this ability have been completed, allowing the magic to come to life.
System calls are read by the system in 2 parts. Intention, and the verbal confirmation. Without both of the 2 being present at any given time, the call will not manifest.
DEATH
The way dying works in the game is to be explained in this way:
When a character is killed, no matter the cause, the controller of that character is then kicked from the game in its entirety for an hour. For that hour, you are to do things in reality, even if it is just working on how you are going to do something inside the game when you get back in. the reason for this timeout is entirely for the game itself. The system has to rebuild your body from scratch, etching into it the experience of having died and rewriting the instincts in the body that is controlled.