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July 2018

Calendar Calendar

End of Year News (December 2017)

Thu Dec 28, 2017 3:57 am by Adrian

(It's been one year since I made a news thread, oops)

Merry Christmas/Festivus/whatever holiday you do or do not celebrate!

2017 was a pretty busy year IRL for most of us - according to forum statistics, our busiest month was in June with 1671 total posts, meaning our post rate has been a little …

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Forum Bug

Wed Dec 28, 2016 3:18 am by Adrian

Hi all,

We're aware of a peculiar forum glitch that's causing some subforums to be locked.

Due to the lateness at this time, it might be a while before the glitch can be remedied, because despite my best efforts and as far as I can tell, everything seems to be working fine admin-side. It may have …

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Comments: 1

Discord News/Update Test

Thu Dec 08, 2016 1:35 am by Adrian

Just a news, update test. Trying to get this thing to work.

Comments: 0

Another virtual?

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Another virtual?

Post by NightOwl on Mon Aug 05, 2013 8:41 pm

I really like the idea of virtual reality games where you can go into a realistic looking world, grab a sword or a staff and just running around exploring and defeating dragons and the what not. But, my last virtual RP didn't do so well sadly. So, I'm going with a different setting. Instead of a group of people being stuck in one, how about it's just a normal game? We could RP in the game and no on crazy adventures and our characters in the real world too.

It would be set in the future (obviously since we don't have this kind of tech available right now), and we would be playing in the biggest, most known virtual reality game (VRMMOPG), and this world place is huge. Like ridiculously huge. This way you can use your imagination and create this world as we go on. There are dozens of starting cities of your choosing, you can customize your character to look like anything, and a lot of skills so you can make your character completely customized. Also, unlike the other one magic is allowed here.

Though saying this, the starting information will be kind of lengthy. Only the skills list though! Probably... A lot of skills for character customization remember? I know length kind of scares people, but hopefully we can get past this...

Character customization would be choosing from skills like this (not the final draft), so there is no real class. Also, you can only have a certain number of skills. I'm not sure how many just yet, but I'm thinking around the 8-10 range.

Passive Skills
Listening: Sounds around the character are amplified, although not in an earsplitting way. Think of it as a heightened awareness.

Perception: Allows the user to see more clearly and it widens their field of view. If it's high enough, they can tell if someone is spying on them.

Night Vision: Night vision increases the speed and the magnitude at which a character's eyes adjust to light.
At low levels the difference is barely noticeable, however as it increases the character gains increasingly stronger sight to the point where, at maximum level, there really isn't much of a different between light and dark in terms of awareness.
This ability cannot be turned off.

Tracking: Raises effectiveness while hunting monsters. Can be used to pursue a player whose name is known by displaying their footsteps from a certain time, which can be increased with greater mastery.

Hiding: For avoiding detection. With higher levels of hiding, characters are less likely to draw monster agro and can disappear from player's peripheral vision. Later levels the player can gain a slight transparency effect.

Acrobatics: Allows the user improved abilities when preforming any sort of acrobatic feat. Tumbling, leaping, wall climbing. Hardcore parkour.

Sprint: Grants the ability to gain short bursts of enhanced movement. The increase is barely noticeable when you first get it, but it's better are you practice it. Even at max rank, the speed increase isn't godly.

Other Skills:

If you decide to have this, say what kind of spells you use- Fire, Healing, or ect. If you have the magician skill, you'll also get the Mana Generation Skill.

Beast Tamer:
For taming and teaching wild creatures to accompany and fight with you. Only a single animal can be tamed at any given time. The act of taming creatures requires physical contact, time, and concentration.
If you're a beast master, you also need these skill Familiar Communication.

Slowly increases HP regeneration and decreases the remaining time of negative statuses by entering a mental concentration pose.
Combat Skills
Martial Arts: For the use of a player's hands and feet in combat.

Leather Equipment: For the use of pliable or molded leather armor. Allows for decent range of movement, but at the cost of defensive value. Also governs the ability to wear cloth garments.

Light Metal Equipment: For the use of more flexible metal armor such as chain-mail. This type of equipment establishes a balance between average freedom of movement and defense. Also governs the ability to wear cloth garments.

Heavy Metal Equipment: This type of equipment includes armor like plate armor. While movement is limited, it comes with increased defense. Also governs the ability to wear cloth garments.

Shield Equipment: For using all kinds of offhand shields. They offer the ability to easily block and deflect powerful blows at the cost of lowering your weapon speed.

Non-Combat Skills

Smithing: For forging weapons and metal equipment. Forged items can be sold in the marketplace.

Tailoring: For crafting cloth and leather equipment. Tailored items can be sold in the marketplace.

Tools Appraisal
Purchase Negotiation
Sales Negotiation
Equipment Appraisal


Cooking: For making delicious food out of various collected ingredients. There isn't a combat advantage to having cooking, but it is nice to be able to eat good food.

Alchemy: For crafting of various potions from materials. The variety is great, though the process is easy.

Preform: Allows the user to play instruments very well. So long as the character can think up the proper tune, the game will automatically control the character to play it. The more complex the tune, the higher the skill must be.
Magic in this game is something I've put a lot of thought in. I didn't include it in the other one because I didn't know how to go about it. Should I create a list of spells for you guys to choose from? If so, what kind of spells? Elemental? Light? Vegetation? Healing? I didn't know and I highly doubted I could create a list of spells that big, much less more for when people leveled up and needed to learn new ones from a trainer. So this time the type of magic you choose to learn is up to you guys, with a few guidelines of course. Choosing a type of magic to learn would take up a skill slot, but as you level you learn better spells of that kind. That way someone could learn a lot of different kinds of of magic if they wanted, or only one type, or none at all.

So as you can see, I've put a lot of thought and effort into this idea and I'm scared to go any further out of fear that people will see the length of it (which at this point I'm not even sure if it's going to be that long or not) and not even join, so I'm putting kind of a preview/feedback thing here first. I'd also like other ideas for skills or what you have to say on the whole magic usage thing.

Join date : 2013-05-09
Posts : 1103
Age : 22
Location : Coding hell

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