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Character Classes

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Post  The Dark King Sat Mar 31, 2012 6:10 pm

For those of you who may be wondering why I would put up a page like this, I did it not only for new players to get ideas on how they might make a character, but also so that the GM can have a list of possible classes for enemies and NPCs. The class descriptions are there to give an idea of the class, not to dictate the rules on how they must be played.

Please read this page carefully, as I will not tolerate classes that match, or closely resemble, those that I have posted. At players request, I can add more classes.

As for the limit of classes one character can be, the number they can start with can be agreed upon by the players and the GM. Players can learn more classes as the game progresses though, so if you decide you don't like your class, you can always learn another one. Granted, this will take time, and will be decided by the GM. REMEMBER, the GM has the final word.

Assassin: The Assassin is the ultimate refinement of the art of stealth killing. Assassins typically carry several knives, as well as a silenced or suppressed gun for long range kills. Assassins are not as affective in full combat situations, but they can still hold their own. Assassins are trained in the art of silent killing and stealth, as well as skilled knife-fighters.

Avenger: Avengers are people who have been wronged, and seek to confront the one responsible for their wrong. They are consumed by the need for revenge, and will go to any length to achieve it. They use highly reckless tactics, and are not above using blood magic. They will often resort to violence to get what they want. They are focused only on revenge, and do not make good teammates.

Battlemage: Battlemages are more adept at magic than Battlemasters, but are not as adept at melee combat as Battlemasters are. They are more focused on offensive magic, but they are better than a Mage at melee combat. Battlemages are good AoE mages, but not as good as standard mages.

Battlemaster: Typically a balance of melee combat and magical combat, Battlemasters are famous for their mixture of magic and physical skills. All Battlemasters have basic training as a healer, as well as their chosen weapon. They use whatever class of magic they choose, and also make good tacticians in combat situations.

Battlerager: Not very high up the intelligence scale, Battleragers are renowned for their outright crazy battle tactics. They use their own bodies as weapons, and usually end up far more injured than the rest of the party. They believe scars are the highest form of merit. The more scars you have, the better you are. Most Battleragers don't survive long due to the reckless nature of their tactics, but the ones who do are legends, and possess incredible durability and stamina. In combat, they play the role as bait and tank at the same time. The wear specially crafted armour with serrated edges, and gauntlets and boots with spikes on the tips. The armour is most commonly chain mail with serrated rings. Battleragers frequently shred their foes by hugging them, then shredding them with the serrated rings.

Berserker: The all combat class, they excel in melee combat. They are typically tanks, being able to take and deal large amounts of damage. Most berserkers use heavy armour and large weapons, such as great-swords. This is not to say that they can't use other skills, but the don't make the best mages or soldiers.

Bounty Hunter: Bounty Hunters are a group which dedicates themselves to the capture of cargo, whether living or not. They typically have higher-end weaponry and equipment, as well as their own signature techniques. Bounty Hunters are better at live capture, but will resort to bringing their target near death to catch them. Bounty Hunters are any other class in addition to their own, and they can be well-known or not well-known. Bounty Hunters can fill any role, much like a Cultist. They are also usually linked with an Information Broker, who supplies contracts and information in return for a cut of the payoff.

Cultist: Not as crazy as Battleragers, but still loose in the head, Cultists are the generic mad religious nuts (NOTE: the forum does not imply that everyone who is religious is crazy). They are blind followers of their chosen force or being. Cultists come from all backgrounds, and as such have some very versatile fighting tactics. They also try to convert others to their belief on a fairly regular basis. In combat, they can really be anything, as decided by the GM or the player, whichever applies to the situation.

Demolitionist: Basically, someone who wants a big boom. The typically have a wealth of information about explosives, and are typically pretty good at tactics and strategy. Most use small sidearms or melee weapons as some sort in melee combat, but try to avoid it as much as possible.

Druid The Druid is the classic healer, relying on nature and magic to heal teammates. The Druid can also commune with nature, and is proficient with a close range weapon, and usually a bow or longbow. Druids work best as team healers, but can also provide limited stealth attacks and combat aide.

Duelist: Duelists are skilled in wielding one handed weapons such as rapiers or sabers, but they can also wield a sword and dagger combination. Duelists hold a high standard of honour, and believe that if you forsake your honour, you forsake yourself. Duelists are fair fighters, and never hold a grudge to an enemy in a fair fight. Duelists are good at taking on a single enemy, but they can also take on multiple foes at a time.

Enforcer: Enforcers are like police officers, they try to keep the peace and restrain criminals with non-lethal means. Enforcers typically wield small clubs, or a jutte. The also use support magic and non-lethal magic to pacify foes. They can be useful in combat due to their support nature.

Engineer: Engineers are the best with common technology, and about on par with Reclaimers in terms of depth of knowledge on machinery. Engineers generally enjoy tinkering with various machines, as well as building their own. Most Engineers build their own unique type of companion, whatever it is is up to them. Engineers usually use only sidearms or SMGs in combat, as well as any other support they may have built. They are the best class for those who want tech-based crafting.

Extremist: Extremists are those who are willing to go to any lengths to achieve their own goals or the goals of their organization. They care little for the law, and will not hesitate to attack law enforcers when the situation arises. They will attack anyone who opposes their views, and will openly proclaim their ideals. They are typically any other class, and can fill just about any role in combat.

Gunslinger: The Gunslinger class specializes in pistols and other types of small firearms. They can dual wield pistols and other small guns, and typically possess custom made guns and ammo. Gunslingers make good mid-range fighters, and are typically explorers. They can use magic, but they mostly use it to support themselves or their party members.

Heavy: The classic Heavy, uses big guns and heavy armour. Not very fast, but can deal a lot of damage. Most Heavies use weapons such as machine guns, miniguns, rocket launchers, or any large, heavy, destructive weaponry. In combat they make powerful tanks, and heavy fire support.

Information Broker: Information Brokers are usually people such as ex-special forces, mercenaries, assassins, merchants, or criminals. They have information at their fingertips, and they know how to use it. They can start a war with words, or actions. Typically, no one is solely an Information Broker, due to the hazardous nature of the job. Most are known only by nicknames, and none are known by there faces.

Mage: The heavy magic class, mages typically specialize in one school of magic, but possess knowledge of others. Mages are good AoE attackers, but suffer in physical combat. Most mages carry a short-sword or dagger when they become engaged in melee combat.

Medic: As the title states, they are a medic. While Druids are based on natural healing techniques, and Spiritcallers are based around magic, Medics are tech based healers. They usually carry some form sidearm, as well as a medical kit, surgical supplies, and both antiseptic, and anistetic. In combat, they tend to the wounded and usually don't engage in open battle.

Monk: Specialized in one or many martial arts, Monks are fighters with many talents. Because of their long and hard training in their isolated home temples. Their strength and speed is unmatched. And because all their life they have lived in isolation, they have incredible mental and physical control. They are very calm due to their meditation, and are very disciplined. Their control is to the point that they can, with great concentration, slow their heartbeat to almost a stop. Monks are excellent in hand to hand combat, but are also incredible melee weapon users. Most Monks use traditional weapons such as katanas or staffs, but on very rare cases, they have ventured into more modern weapons. Because most Monks don't leave their home temples, they are a rare class of fighter. They combine speed, strength and battlefield analysis, which makes them a great asset, or, if you are unfortunate, a formidable and potentially deadly foe.

Paladin: Representing absolute justice and peace, Paladins are the most righteous people in the universe. Paladins don't tolerate lawlessness or evil, and will attack it on sight, without thought for their own lives. Paladins typically wield a lance or spear while on horseback, and a sword while on foot. Paladins are also trained as healers, and usually use only support magic. In combat, they make good tanks, but they also try to keep their horses safe from harm. Paladins will never fight each other, but some take more extreme measures than others.

Philosopher: Quite simply, one who studies philosophy. They are intelligent individuals who now a considerable amount about multiple topics, as well as the questions of life itself. They make breakthroughs in many fields, but their ultimate goal is to answer the questions of life. They tend to know some magic, but they avoid combat most of the time. They are really only a hinderance in combat.

Politician: Typically the most likely teammate to get or have you killed. Are normally exceptionally good at speaking and convincing. They have a bad nack for selling people out and also getting killed in combat (try to convince the opponent to not attack). Also normally avoid combat like the plague.

Pyro: Pyros are, like their name suggests, people who like fire. They may not be the most durable, but they are the most fireproof initially. Pyros usually carry a flamethrower, or other such middle range, fire-based weapon, as well as a steady supply of Molotov cocktails. In combat, they are good support and suppression, being able to coat large areas in fire rather easily.

Templar: Templars are followers of the belief that necromancy is evil. They seek to root out necromancy and stop it at all costs. They use sword and shield tactics while in combat, as well as fire magic. They make good tanks, especially against the undead.

Trader: The Trader is just that, a trader. They are very influential, usually charismatic, and have a network of other traders that they work with. While not a good fighter, they can use small guns and swords, and have limited knowledge of magic. They make better scouts, assuming they're skinny, due to the fact that most traders avoid combat and usually become rather obese.

Scout: The recon class, Scouts are usually lightly armoured or unarmoured, but very fast, stealthy, and armed with a sidearm and any other gun of their choice. They can also carry knives, though that is more personal preference. They are not the best fighters, but they can analyze enemy formations easier than most other classes can. They can also analyze battlefields quickly, making them good tacticians.

Sentinel: The Sentinel is like the anti-thesis of the Battlemage. While Battlemages rely more on magic than their physical skills, Sentinels rely more on their physical skills than their magic. Sentinels typically use support magic, and are proficient with a weapon of their choice. In combat, they make good tanks or support.

Sniper: The Sniper is the long range class, typically armed with a scoped rifle. They typically use camouflage and magic to conceal their position. They make good support characters because they can pick off enemies from long range, and cover the team.

Soldier: The soldier is the classic shock trooper, they get in fast and hit hard. Soldiers typically use assault rifles, shotguns, or machine guns, as well some form of sidearm. Soldiers can also use grenades. Soldiers are good mid-range fighters, but can also be used as a distraction, or diversion. They also carry some form of small weapon for use in melee combat.

Soulforger: The Soulforger is the ultimate in magical crafting and non-tech-based weaponry. Soulforgers are typically well-built, stocky individuals who are experienced with some form of magic. Soulforgers are located in every major city, and might be found in smaller villages. They typically wield a warhammer, and whatever magic school they specialize in. In combat, they can be crushing allies, and are good against larger numbers of enemies.

Spiritcaller: The Spiritcaller is a conduit of souls, being able to speak with them and summon them. Spiritcallers typically rely on long range tactics such as bows and arrows, as well as distraction. They can ask spirits to influence the senses of a target, but this will not work if the target is stubborn or intelligent. Spiritcallers are also knowledgeable in the healing arts, and make good healers.

Spotter: The Spotter is the other half of the sniper's art. The Spotter gauges the distance to the target, factors in wind direction and gravity, as well as any other forces they could affect the bullet. Spotters make great long range support when paired with a sniper, as they can run communications over a long distance as well as alert the team to any changes in the enemies tactics or position.

Reclaimer: Reclaimers are seekers of the lost technology of the Timeless. They seek to learn what happened to them and why, as well how their technology works. They are well-versed in Timeless lore, and know significantly more about the Timeless than the average person. Reclaimers are good problem solvers and tinkerers. They also know more about everyday technology than the average person. In combat, Reclaimers use whatever tactics they choose, as well as any weapon or magic they are versed in.

Thief: While the Assassin specializes in killing, the Thief specializes in stealing. Thieves are skilled in the art of stealth, as well as common tricks like pick-pocketing, burglary, and are also good negotiators. Thieves may carry a knife with them while they are on a job, but the are skilled with the use of knives and short-swords. Thieves are good at depriving enemies of their advantages, such as sabotaging communications, misinformation, and stealing important documents or information from commanding officers. They do not make good warriors though.

Trapper: The Trapper specializes in traps (duh!) and usually carries around materials to make them on the spot. The trapper is also skilled in explosives, and typically carries some form of explosive with them. Trappers make good support characters, as well as demolitionists.

More to come later, I'm out of ideas right now.


Last edited by The Dark King on Wed Apr 04, 2012 8:53 pm; edited 8 times in total (Reason for editing : Added more classes and verified class regulations.)
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Post  Megaprr Sat Mar 31, 2012 11:19 pm

are these ideas on playstyle? or a mandatory part of the character sheet.
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Post  The Dark King Sun Apr 01, 2012 11:25 am

*sigh* Nobody reads ALL of my posts do they? See above for details, but I will add my class to my character sheet once I finish the list of classes. Not the class list.
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Post  BAM Blind And Mad Sun Apr 01, 2012 8:01 pm

why oh why do you keep making refrences to things I havent read yet? Sad

EDIT: These classes have been moved to the full class list. Good job BAM for the preliminary work.

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Post  Megaprr Sun Apr 01, 2012 8:39 pm

i did read all of it. and you didn't specify weather or not they are mandatory. i know you said they are to give new members ideas, but you still didn't say if it was or not.
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Post  BAM Blind And Mad Sun Apr 01, 2012 10:16 pm

@Megaperr: NO its not if you read and I quote
are there to give an idea of the class, not to dictate the rules on how they must be played

EDIT: This class has been moved to the full list. Again, thanks for making my job easier BAM.

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Post  Megaprr Mon Apr 02, 2012 12:41 am

i understand it says that it doesnt dictate how it must be played. BUT IT DOESNT SAY IF IT'S MANDATORY TO CHOOSE ONE OR NOT!
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Post  Megaprr Mon Apr 02, 2012 12:42 am

as in to put it in the character sheet.
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Post  Blackstar88 Mon Apr 02, 2012 10:18 am

It seems some of the classes remined me of mass effect and who exactly are the other people that will join our obscure forum
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Post  The Dark King Mon Apr 02, 2012 10:53 am

Anyone who randomly goes to the forum, or other people we know want to join the campaign. And yes, some of the names were influenced by Mass Effect.
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Post  Blackstar88 Mon Apr 02, 2012 12:59 pm

How would they find said forum with its not so common name
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Post  The Dark King Mon Apr 02, 2012 5:02 pm

You underestimate how bored some people are. They could also just be directed here by a troll.
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Post  Blackstar88 Mon Apr 02, 2012 5:44 pm

Plausible but unlikely and also do we really want people we do not know in the game thus increasing the chances of a troll or dick to join the forum
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Post  The Dark King Mon Apr 02, 2012 9:01 pm

Dude, you're a moderator. You can ban them, just ask us first, and because the staff here thinks alike, we will most likely agree. But if they legitimately want to join the game and abide by the rules, there's no reason to not let them join.
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Post  Blackstar88 Tue Apr 03, 2012 12:08 am

Fine but still do not like the addition of people I do not know Crying or Very sad Crying or Very sad
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Post  The Dark King Tue Apr 03, 2012 1:09 pm

Wow, you have issues. You need to be more accepting or others.
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Post  BAM Blind And Mad Tue Apr 03, 2012 8:46 pm

Blackstar88 you do relize the reson we that we are all staff is so we can have other people!!! Mad
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Post  Megaprr Tue Apr 03, 2012 9:14 pm

how about a monk? here's an idea.

EDIT: The Monk has been added to the full list of classes. Thanks for the well-written, thoughtful idea Megaprr!

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Post  BAM Blind And Mad Mon Sep 10, 2012 9:17 pm

here is some ideas I just came up with

Martial Artist: Well that a Martial Artist someone who is really really good at hand to hand combat, they are very agile they typicly will not use any weapons and have a mindset of that weapons are bad. Most Martial Artists make good support characters for close combat

Star Pirate: Pretty much the dumbist person you can think of givving them a gun. As I said they are really stupid, they generaclly don't have much skills in tech or magic they typicly use pistols and other small guns. They are not very usefull in combat as their so stupid.

Star Pilot: now don't get this and Star Pirates mixed up these guys actually have some sort of talent. These are normaly good support character in the sense their pilots meaning they can typicly take apart and rebuild an engine in seconds are usefull in combat for a quick get away. Unfortunatly these talents typicly TYPICLY come with the price of not much combat skills.

Zomhums: The only comparison I can make is zombies. They basicly are canibalestic people that can only think about the next person they will eat. They are super derable making them really good destractions. These derablity comes at a price though they CAN'T be any other class

Procrastenaters: easy to describe they NOTHING done they just say "I will do it later" all day
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