It Is Time
Greetings and salutations! Today is the day, yes, indeed, the day we've all been waiting for! That's right...
World of Phalla: Online Craft is _LIVE_!
-WoP:OC dev team
Hey everyone, this is GM Balthazar. We are pleased to announce that World of Phalla: Online Craft is now live, and accepting applicants for subscription! Just look at all these neat features which will be part of the World of Phalla experience.
-A rich, expansive world encompassing the entire world, populated by dozens of NPCs
-Innovative grouping system which allows players to form "Adventuring parties" to cooperate in order to accomplish goals and vanquish enemies
-Detailed character creation system allowing the player to customize everything about their digital avatar! such customizations include:
-An absolutely safe playing environment absolutely devoid of evil things
of any kind!
Welcome to Phalla. New? Check it out.
This Phalla will have unlimited seating. Signups and day 0 will go until monday, at which point the game will start. Votes will close at 9:00 PST (12:00 midnight EST) each night.
This will be a medium hidden-mechanical game. There will be some surprising elements to it, and you won't know what's going on IMMEDIATELY, but it will otherwise be alot closer to traditional than any of my pervious... endeavors.
All standard rules apply, no anonymous contact, no quoting of role-PMs, etc etc.
Clarifications should be requested, if needed, in Orange
More specific rules will be provided on Monday, at game-start.
Now, the cool stuff.
As you subscribe for the nominal fee of fifteen dollars per month, you will have the chance to create your character, your representation of yourself in the world. You only have one basic choice to make, which is your character class.
Character classes come in 4 varieties.
Tanks are the game's defenders. Capable of dealing mediocre damage, they typically excel in TAKING the damage instead. The advantage of having a tank in a group is not only that monsters cannot defeat them nearly as easily, but that they also have abilities which allow them to make sure a monster continues to attack them, instead of moving onto squishier, more savory targets.
Healers are the game's way of apologizing for the combat being too hard. Though they can rarely deal any damage, they are adept at nullifying the foe's damage. This healing is usually coupled with the services of a tank, which in turn creates a (theoretically) unstoppable hit-point sink from which no monster may ever recover.
Sometimes, and I'm not saying this will happen to you, but occasionally, you may get attacked by more than one thing at a time. Those dirty rats, right? That's what these people are for. If there are more than one entities in a fight, Crowd Controllers will stop them from terrorizing the rest of the party whilst the tank is busy trying to defend against the Big Bad.
The fun one! Or at least, so popular opinion goes. These guys are straightforward: They like to deal damage. Axes, swords, fireballs, bows, arrows, they don't care how. All they care about is that the blood on the ground? Yeah, it's yours. And that there's alot of it. And that it was painful. These are the guys that make sure that you can actually KILL the enemies you fight before they finally drain the last of your healer's resources.
And now, WoP:OC's 10 classes!
Tank - Warrior
Proud and strong, the Warrior excels in martial combat. He is trained in the use of all weapons in the game, and also in the use of all types of armor, and most importantly, shields. The Warrior is most commonly seen in the front of any adventuring party, ready to brave any dangers which present themselves.
Warrior Signature Move: Shield Bash - The Warrior bashes his opponent with his shield, stunning him momentarily
Healer - Priest
These clergy have dedicated their lives to the aid of others through healing. They channel holy energies into their allies, both healing damage that's already been done and preventing damage which has not yet come to pass. They are most commonly seen in the back of the adventuring party, watching the action closely to determine who, at any point, requires their aid.
Priest Signature Move: Circle of Healing - The Priest unleashes a giant circle of healing energy, restoring all of his allies simultaneously
Crowd Control - Wizard
Having spent years studying in tall, foreboding towers strewn across the countryside, the Wizard is a master of magic. His studies have tought him not only how to perform alchemies and scribe scrolls, but how to halt enemies in their tracks as well. The Wizard is most commonly observed in the back of an adventuring party, watching the flanks to counter the enemy's incessant reinforcement.
Wizard Signature Move: Frost Storm - The Wizard calls a blizzard from the skies to slow his opponents, freezing them where they stand
Damage Dealer - Assassin
To live in the shadows truly outshines dying in the light. That is the _ASSASSIN'S CREED_, that and to see without being seen, to be merely a blade in the crowd, and to keep track of any bales of hay around the current location. Assassin's are masters of dealing damage. They find a target, and their daggers rip into it with all the strength and grace a human could possibly produce. Assassins are typically not seen in adventuring parties... until they've already struck!
Assassin Signature Move: Doom Lotus - The Assassin hides, and immediately springs from the shadows from a different location, dealing massive damage to his target.
Tank/Healer - Paladin
This templar militant is proficient both with his armor and shield, and with the holy powers of restoration as well. Though he is not as effective a healer as the priest, his versatility constantly serves him well. The Paladin strives to protect those around him, no matter what that might entail. Paladins are typically seen in the front of a party, healing the front lines and making sure he remains safe as well.
Paladin Signature Move: Holy Strike - The Paladin bores into his foe, simultaneously releasing healing energy into all within a short distance of him.
Tank/Crowd Control - Druid
The powers of nature should not merely be revered, but imitated. Such is the credo of the druid, who attempts to become so one with nature that he actually takes on bestial forms. Many druids take on the form of a gorilla or bear, in order to be better equipped to soak up damage. Due to their versatility, they are often seen in the center of groups, watching all sides for sudden moves.
Druid Signature Move: Feral Howl - The Druid unleashes a howl which directs all attacks at him for a short time.
Tank/Damage Dealer - Barbarian
The Barbarian thrives on primal energy. He knows exactly what to do with that there axe, and he's going to do just that. His impressive physique gives him a good damage resistance as well as the ability to deal out a serious amount of punishment as well. For someone wanting to balance out the ability to attack and defend, the Barbarian is the perfect choice.
Barbarian Signature Move: Whirlwind - The Barbarian spins around rapidly, cleaving any enemies unlucky enough to be in range in two.
Healer/Crowd Control - Sage
The scholarly Sage is the halfway point between the Wizard's study and the Priest's faith. He is capable of restoring his allies, but is more effective at indirectly buffing them, increasing their stats so as to be less likely to take the damage in the first place. Also in his arsenal are several abilities allowing him to debilitate his foes. The Sage is most often seen in the center of the party, where his increased awareness can make the greatest difference.
Sage Signature Move: Temporal Flux - All allies begin moving twice as fast, while all enemies move only half as fast, for a small duration.
Healer/Damage Dealer - Heirophant
Heirophants are Priests with penchants for destruction. Often referred to as Inquisitors, they have no respect for subtlety. Whomever they do not heal are obviously their enemy, and thus deserve destruction just as much as their allies deserve restoration. The Heirophant is most often seen at the front of the adventuring party, as their brash nature leads them to acts of viciousness.
Heirophant Signature Move: Holy Wave - The Heirophant unleashes a wave from himself which heals allies for a small amount of damage, but damages all enemies within the area for heavy amounts.
Crowd Control/Damage Dealer - Necromancer
Masters of Death, the Necromancer sees no reason that such temporary inconveniences should make such a difference. Necromancers specialize in using the bodies of the fallen to do their bidding, whether it be by exploding them in the form of a bomb, throwing them at enemies as a projectile, building walls or obstructions out of them, or flat-out raising them as zombies and skeletons.
Necromancer Signature Move: Malign Bolt - This bolt deals immense damage to one target, and if that target dies from this damage, it becomes a Zombie under the Necromancer's control.
In order to sign up, post in this thread in bold color, preferably lime. ALSO, at the time of your signup, also post in the same boldened color what character class you will be playing as. You can change this as often as you like during sign-ups (please don't make me crazy), but your signup will only be recorded if you also select a class, IN THE SAME POST.