MythyDW
Five Thousand Club
IC | Characters
Premise
Agents Temporalis: A genre-bending, full-dive VMMORPG where the players are part of a special group of soldier. The Agents Temporalis, a taskforce created to protect the timeline from the time-travelling Temporals, an alien race hoping to colonize Aurastia for themselves. The Temporals travel into the past to change history to weaken the Aurans in the war that is happening in the current time. And so the agents complete quests (in standard MMO fashion) that protect and put history right to keep the balance as it is.
The Players will be a small group of friends who play the game together, knowing each other in RL. Even though it is an MMO, each player or group has their own instance of each would, with the Nexus being the place to meet, group, and trade.
Times
Bronze Age (Ancient Rome )
Feudal Age (Medieval Europe)
Powder Age (Colonial America)
Steam Age (Industrial Revolution)
Network Age (Modern Times)
Cyber Age (Cyberpunk [Matrix/Robocop Tech])
Ascension Age (Medium-tech Sci Fi)
Nexus (High-tech Sci Fi)
Combat/Mechanics
During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it by me in I'll give you the possible results of that action.
All enemies you must post strikes, bolded attack attempts for, rather than outright killing them unless stated otherwise. Your characters can also take wounds. Wounds will be emoted by me in combat posts, and will be bolded like strikes.
Gambits
are high-risk, high-reward maneuvers that can turn the tide of battle if successful, or seriously hinder you is they don't work.
The players accept quests from the nexus to gain rewards and experience, as well as advance the story. Or, once level five is reached, the party can go into a specific time and area to do dungeon, grind for loot, etc. The party would be allowed 3 deaths a mission/hunting trip before being kicked out and penalized with the fourth.
Loot is in the form of crafting materials, which every character gets one copy when it is picked up, except for rare loot which will be distributed by the players. Weapon and armor upgrades will be crafted between missions and/or game sessions, made from loot and handled OOC.
Equipment/Classes
Most types of weapons, including swords, axes, bows, guns, polearms, etc.
Armors From fastest to Strongest: Speed Armor, Flight Armor, Fight Armor, Tank Armor
The look of the equipment will be chosen by the player {For swords: [Feudal Style (European Longsword)" "Feudal Style (Asian Katana)" "Sci-Fi Style (Plasma Blade)" Etc.]} in order to personalize the character, the skin being the same no matter what time they go into. The weapon and armor stats would be influenced by which materials are used to create it.
Each player will have two 2 weapon sets and a secondary. However, you will be locked to 1 set for the first ten levels.
Each set has 2 hands. So for a ranged class with 2 sets, you can take a rapid-fire weapon and a precise weapon, or a close-ranged gun and dual pistols, or dual pistols and a explosive weapon, or a pistol and armshield, and a rapid fire weapon...
Also, depending on the subclass you choose (unlocked at level 10) you will begin to gain skills and such that will make certain types of weapons better choices.
Frontline (Causes most damage) [Fight Armor]
Tank (Can take most damage) [Tank Armor]
Ranged (Causes most precisely damage & best crit. hitter) [Flight Armor]
Supporter (Healing & Buffs) [Speed Armor]
And each class will branch in 2 talent trees.
Frontline into full-attack DPS (dual-wield or two-handed) or Cavalry (gets a battle-mount)
Tank into Mobile Fortress (1H weapon + Tower Shield; or Tower Shield two-handed) or Balanced (1H weapon + Shield)
Ranged into Gunner (Bow & Arrow, automatic weapons, etc.) or Destroyer (Crossbow, Missiles, Sniper Rifles, etc.)
Supporter into Bio-Engineer (heals ppl, also has poison stuff and stim-packs) or Robotics (set up automated turrets, other traps and use other technologies such as mobile stealth fields, shield generators, etc.)
How Leveling works-
When you Level (Generated purely by narrative) You gain 1 point. For the first 10 levels you only have the base class tree, unlocking the sub-class trees at Level 10.
You can spend your single point on any of the talents (Active Skills) or traits (Passive Bonuses) that I come up with. The trees will evolve based on your actions and skills, So, in theory, two characters will not get the same trees, even though they are both Ranged classes.
Also, the more you spend on a tree, the better the choices will be for that tree.
Skills will be given per character, at a choice of three picks per level, given in OOC. Cool downs and effects will be handled by me.
About Damage to bodies IRL and IG:
IG body Damage: The virtual body feels it, but no damage or pain gets transferred IRL
IG Severed limbs and such: What happens is the divegear locks down any waves going to that arm, and doesn't transfer them. Therefore, no moving a non-existent arm
IRL body Damage: The game comes up with a warning stating that your body is compromised, and gives you an emergency logout option, saving what loot you got from the mission and getting you out quick
Despite all the rules, this is not a serious RP. It is somewhat comedic, for fun, with ability to meta in the game, and plan stuff for the game in the RL scenes.
Agents Temporalis: A genre-bending, full-dive VMMORPG where the players are part of a special group of soldier. The Agents Temporalis, a taskforce created to protect the timeline from the time-travelling Temporals, an alien race hoping to colonize Aurastia for themselves. The Temporals travel into the past to change history to weaken the Aurans in the war that is happening in the current time. And so the agents complete quests (in standard MMO fashion) that protect and put history right to keep the balance as it is.
The Players will be a small group of friends who play the game together, knowing each other in RL. Even though it is an MMO, each player or group has their own instance of each would, with the Nexus being the place to meet, group, and trade.
Times
Bronze Age (Ancient Rome )
Feudal Age (Medieval Europe)
Powder Age (Colonial America)
Steam Age (Industrial Revolution)
Network Age (Modern Times)
Cyber Age (Cyberpunk [Matrix/Robocop Tech])
Ascension Age (Medium-tech Sci Fi)
Nexus (High-tech Sci Fi)
Combat/Mechanics
During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it by me in I'll give you the possible results of that action.
All enemies you must post strikes, bolded attack attempts for, rather than outright killing them unless stated otherwise. Your characters can also take wounds. Wounds will be emoted by me in combat posts, and will be bolded like strikes.
Gambits
are high-risk, high-reward maneuvers that can turn the tide of battle if successful, or seriously hinder you is they don't work.
The players accept quests from the nexus to gain rewards and experience, as well as advance the story. Or, once level five is reached, the party can go into a specific time and area to do dungeon, grind for loot, etc. The party would be allowed 3 deaths a mission/hunting trip before being kicked out and penalized with the fourth.
Loot is in the form of crafting materials, which every character gets one copy when it is picked up, except for rare loot which will be distributed by the players. Weapon and armor upgrades will be crafted between missions and/or game sessions, made from loot and handled OOC.
Equipment/Classes
Most types of weapons, including swords, axes, bows, guns, polearms, etc.
Armors From fastest to Strongest: Speed Armor, Flight Armor, Fight Armor, Tank Armor
The look of the equipment will be chosen by the player {For swords: [Feudal Style (European Longsword)" "Feudal Style (Asian Katana)" "Sci-Fi Style (Plasma Blade)" Etc.]} in order to personalize the character, the skin being the same no matter what time they go into. The weapon and armor stats would be influenced by which materials are used to create it.
Each player will have two 2 weapon sets and a secondary. However, you will be locked to 1 set for the first ten levels.
Each set has 2 hands. So for a ranged class with 2 sets, you can take a rapid-fire weapon and a precise weapon, or a close-ranged gun and dual pistols, or dual pistols and a explosive weapon, or a pistol and armshield, and a rapid fire weapon...
Also, depending on the subclass you choose (unlocked at level 10) you will begin to gain skills and such that will make certain types of weapons better choices.
Frontline (Causes most damage) [Fight Armor]
Tank (Can take most damage) [Tank Armor]
Ranged (Causes most precisely damage & best crit. hitter) [Flight Armor]
Supporter (Healing & Buffs) [Speed Armor]
And each class will branch in 2 talent trees.
Frontline into full-attack DPS (dual-wield or two-handed) or Cavalry (gets a battle-mount)
Tank into Mobile Fortress (1H weapon + Tower Shield; or Tower Shield two-handed) or Balanced (1H weapon + Shield)
Ranged into Gunner (Bow & Arrow, automatic weapons, etc.) or Destroyer (Crossbow, Missiles, Sniper Rifles, etc.)
Supporter into Bio-Engineer (heals ppl, also has poison stuff and stim-packs) or Robotics (set up automated turrets, other traps and use other technologies such as mobile stealth fields, shield generators, etc.)
How Leveling works-
When you Level (Generated purely by narrative) You gain 1 point. For the first 10 levels you only have the base class tree, unlocking the sub-class trees at Level 10.
You can spend your single point on any of the talents (Active Skills) or traits (Passive Bonuses) that I come up with. The trees will evolve based on your actions and skills, So, in theory, two characters will not get the same trees, even though they are both Ranged classes.
Also, the more you spend on a tree, the better the choices will be for that tree.
Skills will be given per character, at a choice of three picks per level, given in OOC. Cool downs and effects will be handled by me.
About Damage to bodies IRL and IG:
IG body Damage: The virtual body feels it, but no damage or pain gets transferred IRL
IG Severed limbs and such: What happens is the divegear locks down any waves going to that arm, and doesn't transfer them. Therefore, no moving a non-existent arm
IRL body Damage: The game comes up with a warning stating that your body is compromised, and gives you an emergency logout option, saving what loot you got from the mission and getting you out quick
Despite all the rules, this is not a serious RP. It is somewhat comedic, for fun, with ability to meta in the game, and plan stuff for the game in the RL scenes.
OOC Rules:
- Follow RPN rules
- Above all else, respect each other
- Please refrain from discussing Politics and Religion and other similar 'hot topics'. I respect everyone's right to have an opinion, but the arguments it can cause are something I dislike.
- GM has final say, but please feel free to ask questions or point out mistakes I may have made.
- Have fun!
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