Note: Your character has already been accepted, this is what I would rework if I were you, but these are suggestions. Prince, the Buccaneer Class: Buccaneer Okay, this is good, a good description for a pretty and nice looking class, has a high difficulty curve, and you understand your character and the direction you want to go with, so this is good. Nice work, gold star. Jobs: Mercenary, Bard, Pilot The mercenary and pilot thing kind of relates to the Buccaneer and the general hint of what I think your character will act like, so this is good, and the bard thing also relates towards the Harp you have in the inventory, so this is also good. No problems here. Passive Run and Go: Temporarily boosts speed. And here's a problem. This seems more like an active than anything else, not a passive. So, why not we rework this, eh? Why don't we change this into an actual passive, like let's give Prince a small boost in speed, and I mean very small. Unnoticeable small. Why? The Buccaneer class is already hard to master, so why not give it a passive that is basically useless in the short term? Wait. What about the long term? That's where this passive will shine. So, every ten levels or so, let's increase the speed by not too much, but not too little. If we put this into respective terms of numbers as an example (I must reiterate, example). The starting passive would be Five. So every ten levels, let's increase the passive by ten or fifteen. Not a lot, but not too small. End of the game, however, let's say you're level seventy. Let's say the base movement speed is 320. So at level one - or whatever level Prince is before ten - that's 325. So at level 70, that's 395 movement speed if we increase it by ten. 430 if we increase it by 15. Agile, quick, and deadly. A bad passive in the short term, but a great passive in the long term. Now, that was just an example, but again, it's to give you a general idea of how strong the passive is late game. ---- Skill One: Serpent Strike Alright, clarification time. How much damage would this do? This seems more like two basic attacks in quick rapid succession, so, this question will now turn into: "How much do those guns hurt someone?" and also "Are they accurate?" Of course, it's stupid for a Gunslinging class not to have accurate weapons, so of course they're accurate, but how much damage do they do? Try to find the right tone in damage early on right now for the weapons and this skill. No need to change this. Skill Two: Ensnare Quite a bit of time. How long? How long is the paralyze? Again, there is not a single reason to change this, but I want you, the RPer, to have a general idea of how long it'll last so you can translate it into the RP. A good number to go to right now would be two - four seconds, paralyze being two - three seconds. Also, how much of a chance? 10? 20? 30? 40? Generally, at this stage, it should be around 10 - 15%. No reason to change the skill, but I do want you, the RPer, to have a general gist of the skill. Now if this was for a MOBA or MMO? Oh dear word I would have so many numbers, but since there is no reason for numbers in this RP - unless they are examples from me :D - then really, numbers are just served as examples for the skills and the general "gist" of it. Skill Three: Piercing Marlin How much damage? Higher than the average basic attack? What kind of chance? No reason to change this. Equipment This is all fine, and I think the slightly boosts thing should be exactly what you said. Slightly. Not a whole lot like for an example say ten, but more like one or two. --- Okay, so I did this one a bit differently, didn't order you to change anything around, really. Basically, I want you to have a general idea of how much damage your skills do, the chance of it doing this or that, and how long it'll do this or that. Only thing I did order you do to differently is the passive.