Oh, the ball is rrrrollin'! Yeah, I didn't want you to think that my WWIII idea was to become the focus at all, by the way, it was because I wanted something massive to happen - so it's significant simply because it would be a major subject in school, in every class from History to Economics. And... Hmph... Well I don't wanna relink them :( zerochan shouldn't create an issue though - it's free and I don't have an account or anything... maybe it's because I used the "View Image" link rather than just the webpage. Sadface. ;n; Maybe I'll fetch them again or fix it later; for the record, I do highly recommend zerochan.net for anime pictures. Their database is *massive.* Moving on. Your additions to the timeline are great ^^ I like how we've got a nice solid work up to the "present" now, as the world is in a sort of hiatus while it recovers and mourns for its losses. And yup! You got exactly what I was thinking for the game's world - where there are several choices, and the two genres clash for those people who actually invest time into exploring and growing as a player, making for some very exciting landscapes (a digital/fantasy mix that would appear smooth... hard to briefly explain ^^"). I don't think I could have come up with a better list of names than that :o Endless Realms is very good, has a kind of neat ring to it and it fits. As for the "names" of how players are classified (based on their playstyle of fantasy versus sci-fi, I'm partial to Flyers/Riders and Mythics/Mechanics. The former because I've always loved mounts in games :p it's like... my favourite thing. XD Mounts or vehicles or what-have-you. But the other has a nice ring) and Ididn't notice Fanta/Scia before, that might be a real good way to have them classify one another. I figured that after the very earliest points of the game, the differences aren't significant in power, but mostly classes. Add what you like, take out what you don't, ^^ but here's what I've got off the top of my head... [u]For the Riders/Mechanics/Scia[/u] Main classes: Gunslingers - dual pistol uses, focused on speed and light armour attributes; effective with dodges and short-ranged, fast paced attacking. Soldiers - rifle/submachine gun users who are typically balanced with wriggle-room to focus on speed (SMGs) and strength/range (rifles) Tank - Heavily armoured players with heavy weapons (LMGs) - they are slow, as their weapons and armours require a considerable strength parameter Sub-classes: (Sub-classes are geared in concept to their respective side of the world, but there are many players who use this opportunity to cross-class and mix sci-fi with fantasy in their character, as they can be taken as a secondary to one's chosen "Main Class") Mechanic/Techsmith - Can fix/upgrade/create weapons and armours Saboteur - Explosives and gear experts, able to break into or through most obstacles for a team, dependent on level [u]Flyers/Mythics/Fanta[/u] Main Classes Gladiator: A balanced class which specializes in sword & shield with light/heavy-metal armour Swordsman: A dual-swords user, using leather or light-metal armour and specializing in DPS; their damage threshold is low, their HP moderate, but their regeneration rate for health is quite formidable once started. Rogue: A dagger and poisons specialist which is most effective with leather armour - they are weak when faced 1v1 head-on, but they have a range of abilities which allow them to remain hidden and deal massive damage for sneak attacks as well as the use of poisons and paralysis. They may also use thrown weapons. Warlock: A combat-magic user, typically specializing in one or a few specific elements (depending on level and patience for training) including, but not limited to: water, fire, ground, wind, electricity, plant, ice, light, and shadow Sub-classes: Cleric: A healer and buffer spell-casting sub-class, often essential for large hunting raids, boss battles, and clan wars. Thief: A pickpocket and security professional, thieves can unlock most doors (with the right amount skill) without detection and steal anything from cash to keys from NPCs and players who aren't careful enough to keep their belongings tucked into their inventory. Weapon/Armoursmith - Can make all sorts of weapons, dependent on specialization, and armour for different classes. Feel free to edit all of that, it's kinda late and I really wanted to get it down, I've also got quite a few things to do, so it may not be perfect, and there's plenty of room for improvement. If it's a little confusing on main versus sub-classes, I thought of it as somebody would choose a Main Class at the start of the game, and as they progressed, their skills might start to focus in a certain way and they would be able to eventually take up a related sub-class. The sub-classes are not restricted to sci-fi only or fantasy-only characters, they're meant to be the way to break down the separation of the two types of players. So between the two types of players, we have a somewhat rough balance, between DPS and tanking and the like, though Fantasy has more options, that doesn't mean it's better. And of course, I still have to see what your thoughts on it are and what additions you might make, but I didn't want them to be the exact same on either side of the coin, make the decision that much harder for some people. Not to mention there's cross-classing and plenty of stuff I missed that are just uber specific. :p I know I missed some stuff... spear/2h users, sniping class, etc. that I just realized and I'm waaaay too lazy to go back. But I imagine some fantasy/sci-fi crossers (in either direction) will want to combine the weapon types - like a gladiator or swordsman might use some sort of techy-blade while the techsmiths or other scia classes would opt to some magical abilities/items with enchantments, etc. I do agree, however, in terms of equipment, there shouldn't be a *power* gap, but rather an aesthetic and practical difference. ^^