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I'm a simple kinda guy with simple expectations and requirements for anyone who I role play with, especially in groups.
- I'll say up front, this role play is gonna be what you make it. Want to have a fun night for your character while others try to survive until sunrise against ghouls and goblins? Great! Wanna get corn syrup everywhere while others are at a friend's Halloween party throwing down candy corn shots? Awesome. Everyone's Halloween is different anyways, if you want to participate in what I or another member orchestrate, have a blast. Wanna do your own thing? Do it.
- I don't believe in the term "advanced" or "expert" when it comes to my role plays. I've had wonderful partners who has some longer responses, some shorter responses but were a joy to play with. I, myself, love detail and I'm guilty of writing the occasional novel in a role play when my imagination runs wild, but I don't want post length to intimidate anyone. In all my years role playing, "advanced" just means "more words", even if it's all pointless filler or repeating things in different ways to make a post longer. More words =/= better role play. Anyone can join, all I ask is that you know what you're doing and can form proper sentence structure.
- Do what you will with your characters, but I like to go by the logic that my characters are never really safe. Choices made with other characters can alter their fates. I'm known elsewhere for being bad to my characters and in many cases, there are fatalities. Food for thought.
- Sexy time - Sex is a horror staple and obviously a big thing on this site, so go to bone town. Some of y'alls are into your characters getting humped by monsters. Go for it. Some aren't. You don't have to, that's not what this role play was made for but you can do what you want. I expect you all to coordinate what will happen between who amongst yourselves and I'm no exception to this rule. HOWEVER I don't want to see this role play become nothing but steamy scenes. You can make a thread separately if your characters are in a private place if you want.
- Player characters are not to be killed without that player's agreement. I shouldn't have to have side conversations about this. Those posts will be ignored and after one warning, ya done.
- More specific rules for characters will be added in the character information section which is yet to be made, for specifics on characters, see that section when it's up.
- I encourage new ideas! Don't make up a thread or location without running it by me, so I can keep track of what's haopening, mostly, but if you have an idea for a story, monster or place where something is happening, run it by me and we'll make it work.
When you find out your punk ass software analyst starts a pop up event after you specifically tell her not to fucking do that.
Altered Online will go live soon and is now accepting pre-registration for those that missed the beta!
Submit your User ID now!
Once again, loathe as I am to break theme, in some cases I have to, such as this post, which contains general information and etiquette for the Game Server section, which is the "In character" role play section.
- To start, there are various locations within the role play, some in game, some in the real world. I will create topics for each significant location and tag/headline them with AO (Altered Online) or XC (Xel City).
- Side threads can be started for private interactions, such as someone's home or hotel room or whatever the case may be. Be sure to inclue AO or XC at then start of the topic name to identify where it takes place (ex: XC - Username's House, XC - Insert Topic Title), what characters are there and add tags for the content that the thread might contain, such as sex or whatever else might be significant. Also be sure to say when your characters appear in that location where they are coming from, and where they are going when they leave any given area
- Scientific accuracy means nothing in this role play, this could never actually happen but that is the point. Don't be harping on me about it.
-Variety in in-game classes, please and thank you. Ultimately, play as who you want, but a role play full of the same type of character would be sort of lame, don't you think?
- Male characters can play as female characters in AO, and vice versa. Voices can be changed in-game to fit.
- You may be wondering what brings out particular characters together. Easy. Like in some real life MMORPGs, there are groups that team up that live in the same area. We could go that route for ease of characters out of game interaction. Or your character could live nowhere near them and visit. It's really up to you. In this case, the out of game main plot takes place in Xel City, which will have it's own location posts with info about it.
- Sex can happen in game, AO is that advanced. Of course, it's not as intense a feeling as in the real world, but close enough. Yes, I do understand that males playing as females and vice versa can trick the brain into making the body feel some weird shit considering there are organs that aren't there.
- You can play as anything you want. Bunny girl? Sweet. Neko? Nice. Monster girl or guy? Awesome. Human? Go for it. Elf, or literally anything else? AO has customization options for everyone to be exactly who they want to be, as long as your character is humanoid.
- Your character can have a reason to be suspicious something is going on in AO that isn't quite right, or they can be no worse for the wear and learn as they go.
- Stats and skills DON'T EXIST per character, all of that is just for flavor. In role play they exist, but make things up. I'm not gonna dictate what your character can and can't do completely. Just don't be OP and follow the guidelines and information about Classes and Professions.
- Who gets access to an Alter and when will be highly determined at random, depending on how many active players we have and what conditions for obtaining the enchantment change.
"Anomaly" or "Anomalies" are the current terms used by NexTech when referring to the creatures in game that were not put there by the designers and are the cause of the core conflicts of the story.
The admins of the game monitor Alteria with vigilance looking for when an Anomaly might pop up, or when a portal opens to a new area that is not authorized or designed by them.
Anomalies don't display enemy names or HP when attacked or scanned, they don't disappear when killed and do not respawn, but occasionally drop rare items.
Anomalies weren't designed by NexTech, but they do seem to have to abide by the rules and restrictions of the game world in at least some capacities, meaning they can not interfere with existing coding, but can come from other areas they create. In contrast, the coding was not written by NexTech and thus, they have no idea where to find the lines in the game's coding, this they can not delete them outright and they don't know what part of the game's coding they DID write would make the conditions in the Living Environment program right for the Anomalies to exist in the first place. The only way they've found to get rid of them is to kill them, which is not always easy.
Conflicts with Anomalies do not inherently cause issues for players, a player has to be killed in game by an Anomaly, usually of high level, or spend too much time in an area created by Anomalies in order for things to go wrong.
That's all the information NexTech currently has.
Since the launch of Altered Online there have been unusual accidents that NexTech had linked to the game, but has been diligent about covering up the moment they know something is going wrong. Whether this be players having gaps in time they can't account for, memory loss, loss of control over their actions for a certain time all the way up to seizing and death, NexTech is trying to find out how all of this is possible while trying to keep everything quiet about the Anomalies.
As stated in the Inhabitants section of the User Manual, there are various classes and professions that can be selected, which can be anywhere between what fits your play style or personality to just who you want your in-game persona to be! Below, you will find more information regarding the inherent abilities and bonuses to each class as well as the different sorts of equipment you may have at your chosen profession's disposal!
Choose wisely, your class and profession are currently locked but may open for change in a later update!
As the name would suggest, a Blade class character uses an array of bladed weapons to fit their fighting style, preferences or just personal taste! Being up-close and personal types of characters, all Blades gain an inherent bonus of +10 defense upon character creation to ensure they're a bit tougher and able to get up close and keep their enemies distracted while their support stays healthy in the back, while support helps keeping them healthy in turn!
Single - A Single Blade character uses a one-handed weapon in whichever hand is preferred, freeing the other for another item such as an enchantment with inherent magic ability where Skill Points are not required, or a shield for added defense (all characters can defend, of course, but not as well as a Single Blade with a shield). This class is designed for versatility in that regard and we consider it the "beginner" class, if you will, best suited for those new to role playing games to enjoy the experience without too much difficulty and a good fighting chance.
Examples of skills for a Single Blade include:
Bash - Use your off hand equipment to strike an enemy with a high chance to stun. 1 min. Cooldown
Flurry - sacrifice off-hand defense for a barrage of lightning quick thrusting strikes on enemies within range in front of your character. 2 min. Cool down
Dual - Unlike the Single Blade, the Dual Blade profession utilizes both hands to deliver non-stop damage per second to enemies, though their speed is balanced with lower damage per hit. Fast and typically built to be agile characters, rather than tough as the Single or Heavy may be, Dual Blades can use either a matching pair of weapons or a different sort in each hand if they want to vary the enchantments or skills the weapons may inherently provide.
Examples of skills for a Dual Blade include:
Cyclone - A short range area of effect attack where your character spins around rapidly, striking enemies within range of the surrounding area for standard damage, delivered at a much higher rate than standard attacks might per enemy effected. 4 min. Cooldown
Quick Escape - Find yourself in trouble and surrounded by a group of enemies and your hit points aren't looking so good? Drop a smoke pellet and slip away unnoticed to heal up and return to battle! 10 min. Cooldown
Heavy - Slow, but tough and powerful, Heavy Blades prefer the use of large, two-handed weapons with incredibly high damage output per hit to make up for their lack of speed. Usually built with high defense to be the "tank" characters of the group with their close-to-mid-range attacks suited for getting the attention of groups of enemies. Note: Heavy Blades can have points assigned to Dexterity but this won't be much help with their rate of attack.
Examples of skills for Heavy Blades include:
Single File - Have a group of enemies rushing toward you, one following step with the next? Raise your large weapon over your head and bring it down with such force that the Earth below is scarred from the impact, dealing massive damage to effected enemies. 4 min. Cool down
Mighty Swing - Heave your weapon and swing it with such force, enemies within the surrounding area of your season's range are devastated with high damage and knocked back with chance of stun. 10 min. Cooldown
Magic class characters act as support for their team, either with buffs for allies, debuffs for enemies, heals for party members or curses and status ailments for enemies, these witty classes keep their distance whenever possible to stay out of the eyes of foes while they keep their fighters protected and healthy. All Magic class characters receive an inherent bonus of +20 Skill Points to ensure they can adequately support their team without running out of SP too quickly per spell cast.
White - White Magic characters are the backbone of any good party, serving as the primary providers of attack and defense enhancements as well as protective and healing spells. They're not much good in a close-up conflict and are rather fragile unless their defense is increased with level ups.
Examples of skills for White Mages include:
Blessing - Heal a party member between 35%-50% their maximum HP value, certain equipment can be found to help that number remain constant or even raise the rate healed. 3min30sec. Cool down
Armor of Light - Single target - target character is coated in a suit of thin armor made of solid light, increasing their defense by up to 50%, effectiveness inherently increases with caster's level. 20 min. Cooldown
Black - Chaotic and irreverent, Black Magic characters tap into the forces of darkness to bring ruin to those who would oppose them and their allies. Black Mages work opposite to White, rather than healing allies, they cause harm to enemies in various capacities and instead of protecting allies, they weaken foes and even cause damage over time. Like all Magic class characters, they are best suited to fighting from a distance, but an enemy would be lucky to get close enough to attack.
Examples of skills for Black Mages include:
Soul Rend - Single target, the enemy is afflicted with a dark curse that tears away at their life force from the inside, causing 3% of their maximum HP to be lost every second over 10 seconds. Effect and duration increase with level of caster. 5 min. Cooldown
Try it - A dark haze surrounds your character, damaging enemies around them at a low rate but also compels them to flee, making a tight situation a little more managable. 10 min. Cooldown
Element - Element Magic characters master the forces of nature for both attack and defense, or specialization in one or the other. With some spells suited to inflict elemental damage and exploit elemental weaknesses of enemies and some made to protect the caster and allies from the additional effects of elemental damage added to attacks, an Element Mage is suited for specialization in raiding parties, but is also great to have in a party in general.
Examples of skills for Elemental Mages include:
Flashflood - Close-long range area of effect, the caster summons the raging waters of rivers and lakes to wash away opponents and put out fires, both dealing damage with additional water elemental damage as well as pushing enemies back a short distance with the rushing water. 10min. Cooldown
Lightning Rod - Once cast, lasts 3min. All electric elemental damage is nullified on the caster and party for the duration of the spell. 5 min. Cooldown
As dangerous as they are unpredictable, Trigger characters are the swifter of any class, able to maneuver around an enemy and pepper them with short-long range attacks using ranged weapons of varying effects. While made to be fighters, they are tougher than Magic class characters, but have less longevity than Blade class characters, making them optimal secondary attackers and constant defenders of support characters. All Trigger class characters receive an inherent bonus of +10 Dexterity, keeping them quick, agile and easy to manuever, but not to follow.
Bow - Bow Trigger characters favor the ancient and dependable art of the bow and arrow to take out enemies from a distance. Bow Triggers have a unique advantage where their arrows can be enchanted with elemental damage for a limited time at the user's choosing to add elemental damage and exploit weaknesses, which can be combined with attack skills to best suit any given situation!
Examples of skills for Bow Triggers include:
Arrow Rain - Short-long range area of effect, the user shoots a special arrow into the sky that splits into a hundred smaller arrows, which then rain down on enemies in a container area. Area of effect and number of hits increase relative to level. 5 min. Cool down
Roll - At-will skill, the user rolls in a selected direction, granting them invulnerability for the duration of the dodge, but can be hit when on their feet before the next roll of the user chooses to roll in succession. Dependable, but by no means a method of constant invincibility.
Click - Bang-Bang! Click Trigger characters are gunslingers who use handguns and variations of them, one in each hand. Their attacks are effective from range but generally low in damage per hit, making a battle one-on-one potentially lengthy against a high level enemy when not in a party. They have the unique trait of being able to equip weapons that deal extra elemental damage of a set type per weapon and can use a different type for each hand.
Examples of traits for Click Triggers include:
Fwoosh - A quick, short range dash that projects the user in the selected direction, making them highly agile and hard for enemies to follow. They are vulnerable to attacks during the dash. 2 sec. Cooldown
Point-blank - Inherently active skill, every shot fired at an enemy within a close range distance is a critical hit, dealing +100% damage per hit before elemental effects, if any.
Heavy - Heavy Trigger characters are the ranged equivalent to the Heavy Blade, dealing incredible damage but at a very slow rate between short and long range depending on their equipment. They use larger guns such as assault rifles, sniper rifles and the like. Like Click Triggers, their weapon may inherently deal extra elemental damage of a single type per hit.
Examples of skills for a Heavy Trigger include:
Burst Fire - Assault Rifles only, fire three rapid shots per attack with no damage penalty. 5 sec. Cooldown
Headshot - Inherent active skill, when an enemy is hit in the head with an attack, damage is increased by 200%.
Blunt - A master of blunt weapons or unarmed combat, built to do damage and nothing else and made to be suitable for advanced players who are better off alone.
Mind - Telekinesis, mesmeric ability and the ability to project illusions into the minds of others, Mind class characters are made to disorient the enemy for an easy kill.