My class system for RPs. Your comments?
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Squire - the basic close-range combat class. A relative newbie in battle, they are inexperienced, yet overconfident. Ability: Basic Skill. Specialize in Swords. Class Requirements: None. Archer - the basic long-range combat class. They are also inexperienced newbies. Average aim, good with bows and arrows. Tend to retreat when the enemy gets up close, rather than improvise. Ability: Archery. Specialize in Bows. Class Requirements: None. Apprentice - the basic elemental combat class. Also a newb, they are hesitant and unsure of themselves, and are often doble-checking how to preform a spell before actually doing it. Ability: Toy Magic. Specialize in Toy Wands. Class Requirements: None. Thief - the basic speed-based combat class. Though a relative newbie in battle, they are very stealthy, and can often steal without their target realizing it. They tend to end battles by stabbing the target in the back with a knife after stealing everything of value from it. Also known as Rogue and Bandit. Ability: Steal. Specialize in Knives and Daggers. Class Requirements: None. Animist - the basic foreign-aid based class. Yes, they're a newb, too. They tend to call over local animals to do their dirty work for them (attacking), but get involved themselves if someone tries to hurt the animals back (leave my friend alone!)... Ability: Call. Specialize in Bells. Class Requirements: None. Knight - An experienced close-combat class. Known for their break abilities. Knights are those who head down the path of swordsmanship and chivalry, trying to be a Paladin. Also known as Soldier. Ability: Battle Tech. Specialize with Swords (single handed), Broadswords (hand-in-half), and Greatswords (two handed). Requirements: Experience as a Squire. Monk - An experienced close-combat class. Known for their martial arts. Monks are those who head down the path of Martial Arts. They aspire to be a Spellfist. Also known as Black Belt or Karate Master. Ability: Monk Tech. Specialize in Hand-to-Hand combat and Nunchuku. Requirements: Experience as a Squire. Lancer - An experienced close-combat class. Lancers are those whom train with spears and dream of becoming a Templar. Also known as Dragon Knight, or Dragoon. Ability: Lance Tech. Specialize in Spears. Requirements: Experience as a Squire. Warrior - An experienced close-combat class. Known for their superior strength. A bit lacking in the skills department, though... They prioritise extreme offense as opposed to ability, and will grow to be a Defender. Is also known as Barbarian. Ability: Power Tech. Specialize in Axes (single hand). Requirements: Experience as a Squire. Fencer - An experienced close-combat class. Known for their superior skills. A bit lacking in the strength department, though... They prioritize extreme ability as opposed to extreme offense. They eventually become Magic Knights. Ability: Lunge Tech. Specialize in Rapiers. Requirements: Experience as a Squire. Paladin - A high ranked knight honored in battle and protector of the weak. Is superior to the knight, utilizing both the Knight's Break skills and skills of its own. Ability: Chivalry. Specializes in Swords, Broadswords, Greatswords, and Knightsworts. Knows up to sixth level White Magic. Requirements: Experience as a Knight. Spell Fist - A high ranked monk efficient at dispatching enemies. They have been known to strike not only with their body, but with an elemental attack as well, for each blow of a martial arts combo. Ability: Spellfist Tech. Specializes in Hand-to-Hand combat and Claws. Knows up to sixth level Black Magic. Requirements: Experience as a Monk. Templar - A high ranked lancer assigned to protect places. Knows the skills of lancers and some unique to this class. Templars are also are experts at strengthening their allies. Ability: Sacred Tech. Specializes in Spears, Glaives, Halberd, and other Polearms. Knows up to sixth level Green Magic. Requirements: Experience as a Lancer. Defender - A high ranked warrior assigned to protect people of high staus. Has the strange ability to negate damage dealt to it whilst standing still, but is vunerable when moving. Usually waits for the opponent to attack first, then counter attacks. Ability: Defend. Specializes in Axes and Battle Axes (two handed). Has Blue Mage-like immunities (status ailments only last one turn). Requirements: Experience as a Warrior. Magic Knight - A high ranked fencer renown for its skills. Not only does it know the skills of a fencer, it also knows, offensive, supportive, and healing elemental skills. Also known as Spell Sword. Ability: Spellsword Tech. Specializes in Rapiers and Sabers. Knows Black, White, and Green magic up to the fourth level. Requirements: Experience as a Fencer. Dark Knight - A close-combat class known for dispatching enemies even if it cost them their life. They are advanced physical melee classes that have defected to the dark. Many of their attacks drain their own health. Because of the nature of the dark knight, they are often corrupted, some even to the point of blood lust. Ability: Dark Tech. Specializes in Darkswords, Darkclaws, Darkpolearms, Darkaxes, and Darkrapiers. Requirements: Experience as a Paladin, Spellfist, Templar, Defender, or Magic Knight, and Chaotic or Evil alignment. Hunter - An experienced long-range combat class, hunters specialize in slaying mosters with the bow and arrow. They enjoy the thrill of the hunt. Also known as Ranger. Ability: Hunting. Specializes in Great Bows. Requirements: Experience as an Archer. Sniper - An experienced long-range combat class, snipers specialize in really-long-distance archery. They are incredibly accurate, to the point of hitting a dime from 500 yards away. With an ARROW. Abilitiy: Snipe. Specializes in Great Bows. Requirements: Experience as an Archer. Gunner - A more experienced sniper that has graduated to using guns. Ability: Gunmanship. Specializes in Guns. Requirements: Experience as a Sniper. Gun Mage - A more experienced gunner who can apply elemental attributes to their attacks. They aren't limited to the use of a gun, however. They can do the same thing with a bow and arrow. But as guns tend to be more powerful, they usually use guns, and thus, they are gun mage. Ability: Spellshot. Specializes in Guns and Greatbows. Requirements: Experience as a Gunner. Alchemist - An experienced element-use class heavily emphasizing item usage. They can also mix and match items to make more powerful ones. Also known as Chemist. Ability: Alchemy. Specializes in Bags. Can mix up to five items and potions to create different effects. Requirements: Experience as a Apprentice. Terrain Mage - An experienced element-use class using the surrounding terrain as a means of attack. There is a slight chance, however, that their skill will backfire, hitting them as well. Also known as Geomancer and Land Mage. Ability: Terrain Magic. Specializes in Rods and Maces. Knows up to all ten levels of Terrain Magic. Requirements: Experience as a Apprentice. Divine Mage- An experienced element-use class utilizing the power of prayer. Hey, don't you diss the power of prayer! Especially with this class, which specializes in divine intervention. Also known as Bishop (Good) and Necromancer (Evil). Ability: Divine Magic (aka Prayer/Necromancy) Specializes in Staves and Books. Knows up to all ten levels of Divine Magic. Requirements: Experience as a Apprentice. Illusion Mage - An experienced element-use class speciallizing in creating both illusions and delusions. Often considerate to people observing the battle, they tend to opt to create delusions rather than illusions, traping the respective target in their own little fantasy world (be it good, or bad. Hey, if they won't fight back, who cares?). Also known as Illusion Mage. Ability: Illusion Magic. Specializes in Wands and Knives. Knows up to all ten levels of Illusion Magic. Requirements: Experience as a Apprentice. White Mage - An experienced element-use class, the white mage utilizes "white magic", magic powered by Spiritual Power. Usually takes the form of Healing magic, though the holy element is included since it uses the Spirit for power. Also known as White Wizard, Cleric, and Healer. Ability: White Magic. Specializes in Staves and Hammers. Knows up to all ten levels of White Magic. Requirements: Experience as a Apprentice. Black Mage - An experienced element-use class, the black mage specializes in "black magic", or magic powered by Intelligence. Usually takes the form of offensive elemental abilities. Since Nether uses Intelligence as its basis, it is considered black magic as well. They tend to let the destructive nature of black magic get to their heads... Also known as Black Wizard. Ability: Black Magic. Specializes in Rods and Daggers. Knows up to all ten levels of Black Magic. Requirements: Experience as a Apprentice. Green Mage - An experienced element-use class, the green mage specializes in "green magic", or magic powered by Wisdom. Usually takes the form of strategic/supportive elemental abilies. This includes both inflicting status ailments and status enhancements, as well as the Aether Element, since it utilizes Wisdom. Also known as Oracle, Time Mage, and Witch. Ability: Green Magic. Specializes in Wands and Claws. Knows up to all ten levels of Green Magic. Requirements: Experience as a Apprentice. Blue Mage - An experienced element-use class, the blue mage specializes in "blue magic", or the attacks of monsters. The attacks range from breath so bad it leaves an aftertaste, to breathing fire, to sending vollys of needles at their foe, and everything in between. If a monster does it, so can they. Specifically, they utilize three "blue" abilities: Blue Skill, Blue Tech, and Blue Tounge. With Blue Skill, they can learn any non-standard elemental attack (i.e. monter skills) just by being hit by it. With Blue Tech, they can do the same for non-elemental attack and those that utilize Ki. The Blue Tounge ability allows them to learn and master any language just by hearing a person (or creature) speak it briefly. Also known as Blue Wizard and Monster Mage. Ability: Blue Magic. Specializes in Staves and Sabers. All status abnormalities are removed after one turn (except KO). Natural Language Mastery. Learns both elemental and non-elemental attacks of monsters and magical creatures. Requirements: Experience as a Apprentice. Red Mage - An experienced element-use class, the red mage knows both white, black, and green magic. However, its specialty is its ability to double-cast. It's the only class known that can chant a spell out loud while at the same time chanting one in their head, causing two spells to be cast at the same time. Skilled Red Mages can also "Chain Cast", alternating the unleashes of mental and verbal spells so that one is unleashed when the incantation for the other is half done. However, it can't use the strongest of white, black, and green magic spells. Also known as Red Wizard. Ability: Red Magic. Specializes in Wands and Rapiers. Knows Black, White, and Green magic up to the eighth level. Has the ability to cast twice at once or in rapid succession. Can still cast one spell at a time if silenced. Requirements: Experience as a Apprentice. Spirt Mage - An experienced element-use class, the elementalist specializes in making the opponent vunerable to an element, then attacking them with it. Also known as Elementalist. Ability: Spirit Magic. Specializes in Rods and Katanas. Can change the element of one's spirit. Weak to Moderate offensive and healing spells at best. Knows up to all ten levels of Spirit Magic. Requirements: Experience as a Apprentice. Sage - The most experienced element-use class, can use any of the skills of any of the elemental-use classes, plus a Sage's elemental attributes multiply by 1.5 while a sage, and gain in power rapidly. However, this class has its physical attributes cut in half, and the growth rates are pitiful. Ability: Sage Magic. Specializes in Hammers and Maces. Knows ALL magic. Can doublecast/chaincast with any of it. Requirements: Experience as a White Mage, Black Mage, Green Mage, Red Mage, Blue Mage, Alchemist, Geomancer, Bishop, Illusionist, and Spirit Mage. Ninja - An experienced speed-based class, this class specializes in stealth. A common misconception is that this class is the only class that can dual-wield. It isn't. Ninjas throw weapons and items at the enemy to deal damage. They are also is skilled in elemenal attacks known as ninjutsu, which cost a small amount of SP. Ability: Ninjutsu (AKA Ninja Skill). Specializes in Katanas. Requirements: Experience as a Thief. Kensei - An experienced speed-based class, this class specializes in faster-than-the-eye attacks. This is the other class that can dual wield. They often wait for the enemy to get in range, then strike without warning. Should the enemy wait for them, they'll go in with their second weapon out, then suprise attack with a quick-drawn primary weapon attack once in range, followed by the attack with the secondary weapon. Also known as Samurai and Sword Master. Ability: Draw Out. Specializes in Katanas, and Blades. Requirements: Experience as a Ninja and Knight. Assassin - An experienced speed-based class, this class specializes in quickly dispatching the opponent with surprisingly efficient attacks. If the opponent doesn't die on the first hit, they'll wish they had. You don't want them on the opposing side of the battlefield. Ability: Corner. Specializes in Katanas and Daggers. Requirements: Experience as a Ninja. Gambit - An experienced speed-based class that let money get to its head. Now, everything is a gamble for them. They attack using decks of thowing cards, magic dice, and, should the dice tell them to, thier own cash. Heck, even the decision of whether or not to fight at all is determined by the flip of a coin. Just... don't mess with the initial coin toss. They might use an exploding coin to discourage you from doing it again. Ability: Gamble. Specializes in Cards and Dice. Requirements: Experience as a Thief. Beastmaster - a more experienced foreign-help class, beasmasters have graduated from asking animals for help to calling on monsters for help. Also known as Tamer and Trainer. Ability: Control. Specializes in Bells. Requirements: Experience as an Animist. Morpher - a more experienced foreign-help class, they PHYSICALLY become the foreign help--morphing themselved into the thing or person best suited for fighting the foe. Ability: Morph. Specializes in Souls. Requirements: Experience as a Beastmaster. Berserker - a more experienced foreign-help class, they MENTALLY become the foreign help. Evidently, they liked the animals and monsters so much, they decided to become one of them. Each attack is from a different creature. Ability: Rage. Specializes in Souls. Requirements: Experience as a Beastmaster. Conjurer - a more experienced foreign-help class, this class calls on the inate abilities of their monster friends to aid in battle rather than call upon the monsters themselves. Calls upon a monster's White, Green or Black ability. Ability: Conjure. Specializes in Talismans. Requirements: Experience as an Animist. Summoner - a more experienced foreign-help class, this class actually summons up creatures to fight for them, rather than rely on whatever's around. They use talisman-magic to summon. Ability: Summon. Specializes in Talismans. Requirements: Experience as a Conjuror. Mediator - a more experienced foreign-help class, mediators are manipulative bitches that convince the enemy to fight itself. 'nuff said. Okay, okay, they are highly empathic and are really good at helping people with personal problems, but in battle, they either rally their allies and make them more confident, or convince the opponents to fight within their ranks. Ability: Talk Skill. Specializes in Knives and Guns. Requirements: Experience as an Animist. Scholar - a more experienced foreign-help class, scholars can study the opponent and give advice as to how to defeat it. They can also study the effects of artifacts and tell you their abilities. Typically, they suck at combat. Also known as Engineer and Calculator. Ability: Advise. Specializes in Books and Hammers. Requirements: Experience as an Animist. Dancer - a more experienced foreign-help class, they never stop dancing. They help their allies by distracting the enemies, and are quite efficient fighters as well, able to attack and evade (quite easily, I might add) while dancing the entire time. Ability: Dance. Specializes in Cloths and Castanets. Requirements: Experience as an Animist. Bard - a more experienced foreign-help class, they like to sing. They help their allies by using music to inspire them, and can attack with it too. Err, the sound that is. Sound IS and element, after all. Ability: Sing. Specializes in Harps. Requirements: Experience as an Animist. Mime - the oddball class. The mime does whatever its target does, be it ally or enemy. I mean literally, not generally. If they target the enemy, and the enemy attacks its own ally, a mime will move exactly how the target did, whether there's anything to attack at the designated spot or not. However, they aren't stupid. They will stop just short of hitting themselves or an ally, then continue mimicing the target. Oh, yeah, one more thing. THEY ARE VERY ANNOYING. Ability: Mimic. Use no equipment. Requirements: Experience in all base classes.
Regular of the roleplaying site of the gods -- RPoL.net.                                                                                                                                                                   Why no pic in the siggy? I haven't found anything that would look good.
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Re: My class system for RPs. Your comments?
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by
on 2006-08-31 09:37:16
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AWESOME MAN!!!!!! JUST AWESOME I prefer being alone so do me a favor and leave me be.... |
Re: My class system for RPs. Your comments?
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by
on 2006-08-31 09:46:11
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WAH! So many classes my head is spinning! I like it though. I would like to be a thief first, hee hee! Money, money, money! |
Re: My class system for RPs. Your comments?
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Thanks. ^-^ I made this for my RPs, and so I have one role for each, plus an obligatory Pokemon role, for a total of 46 roles. God I love being a Role Player...
Regular of the roleplaying site of the gods -- RPoL.net.                                                                                                                                                                   Why no pic in the siggy? I haven't found anything that would look good.
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Re: My class system for RPs. Your comments?
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by
on 2006-08-31 09:51:49
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for me....thief...then ninja....then assasin ^___^ YEA XD I prefer being alone so do me a favor and leave me be.... |
Re: My class system for RPs. Your comments?
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Cool! ^-^ I'd probably be a Red Mage, if I had to stick with a single role. No, scratch that. Gambits are much more fund to do.
Regular of the roleplaying site of the gods -- RPoL.net.                                                                                                                                                                   Why no pic in the siggy? I haven't found anything that would look good.
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Re: My class system for RPs. Your comments?
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Excuse me... But, You would use this for your RPG right?? So, When will you make the rpg?? |
Re: My class system for RPs. Your comments?
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by
on 2006-08-31 16:39:36
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It's cool. I like it^^ |
Re: My class system for RPs. Your comments?
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I guess I am a dark knight. Some guess... |
Re: My class system for RPs. Your comments?
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by TrainHeartnet
on 2006-08-31 20:05:19
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mann... you rox!!! I like it. when will the RP start? |
Re: My class system for RPs. Your comments?
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Oh, I'm in the process of making the RP right now. It's on Gaia, though, and takes up an entire guild. There's also a class system, element system, and much much more stuff. If you don't want me to post ALL of it, I could give you a link to the info...
Regular of the roleplaying site of the gods -- RPoL.net.                                                                                                                                                                   Why no pic in the siggy? I haven't found anything that would look good.
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Re: My class system for RPs. Your comments?
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Nice. Will you have a chance to post it here on gendou? |