comfort mage
druid. can heal, but not burst heal. prevents ailments and cures them.
druids generally spend calories to cast their spells. they're also rare.
basically utility character, but not the same kind of utility that a wizard has
can give buffs and wards, but does them slowly with long duration
kinda sucks in a fight, but will keep everyone very comfortable
unlike the healer priests, does not become crippled by negative energy
and can prevent their allies from becoming sickened by the energy
field chemist
battle medic. makes poisons and potions with alchemy, utilizing materials..
..in the field
most teams that want some healing have to take one of these
because magic healing is rare/expensive
can heal most wounds fine. lost limbs are impossible. curatives are iffy.
most potions can be made and distributed before combat to use..
..during
will make drugs that provide a mix of buffs and debuffs. minmaxing stuff.
some of these are only suitable to use as poison
nature of poison demands biological foreknowledge
what's poisonous to monster A might heal monster B
this aspect should not be stressed, because it's overly complex
many of their ingredients come from dead monsters
only field alchemists can reliably discern which parts are good for..
..drugs
obviously, better potions are made from stronger monsters
a lot of the potions taste like shit. it's made with some awful stuff.
there'd be a chance for most people to gag or puke while drinking
be aware that logistically, use of poison on monsters here means creating..
..a hazard
it is done often either by splashing caustic fluids or by creating gases
injection-type poisons carry risk in a different way
dangerous to rub poison on your sword
pairs great with comfort mage because they fill each others' gaps
comfort mage can make the potions taste good
comfort mage can make poison smell good to draw in enemies
shaper
druid. alters existing surroundings temporarily.
druids generally spend calories to cast their spells. they're also rare.
dangerously free-form, but basically reshapes walls, floors, and ceilings
-must- put things back how they were found
exception is extractions
obviously very difficult to implement in vidya without weakening
can also isolate and extract elements from within compounds
manipulating organic stuff like this is very difficult, but not impossible
doing it to something alive and with a will is basically impossible
weakest link should be targeted
so a door made of wood and iron would have the iron targeted
even though the iron is tougher, it's elementally simple
breaking the door with the iron would be very unpleasant to..
..the shaper
can rearrange components into new compounds
can forge steel magically, if he knows how
can generate a granite broadsword
can make a shield of ice
can coat ally gear with elemental stuff
while the shaper can do elemental attacks, they tend to dislike it
can alter enemy items, but shapers tend to keep track of their edits..
..by limiting edits
and they usually have better things to do than editing some items
synergizes with field medic
doubles ingredient yields from inorganic, non-magical monsters
ruiner
druid outcast. deconstructs existing surroundings permanently.
druids generally spend calories to cast their spells. they're also rare.
being basically the opposite of a shaper, similar design difficulties apply
possibly easier to implement, but not by a lot
selective deconstruction allows creation of traps, like well-hidden pitfalls
also allows simple ceiling drop/collapse, as a possibly reckless attack
has no qualms about destroying the whole dungeon from outside
pretty good at destroying enemy items
special to note that they are the best at destroying inorganic, non-magical..
..enemies
the only resistance would be if they have a will
first thought might be that shaper and ruiner would synergize well, but..
..they do not.
this is because they are philosophically opposed; they hate each other
feral
more of a race than a class. stronger, bigger, and faster than a man, ..
..but not clever
they're difficult to manage since they don't understand language
but make great pets/bodyguards if somehow convinced to join you
not clever enough to use most items. some specialized gear can be made..
..for them.
generally fights like a wild animal. opportunistically.
treated more like pets than people, so they avoid the horse/bird problems
kinda rare anyway
daredevil
melee fighter that relishes danger. relies on high risk actions like parrying.
bit of a wind up fighter. starts out with basic ability, but adrenaline ramps..
..it up.
has high endurance
his weak point is his endurance and his heart, because he can't..
..cool down
in this way, he's like a berserker.
though berserkers don't act like addicts.
doesn't really go for big hits unless it puts him at risk
so he ends up not being great for damage, but he's an outstanding..
..evasion tank
stupid dangerous actions can sometimes turn the tide of battle
graduated wizard
mage. kind of like [protag S], but all grown up.
preps spells at start of day
does not carry tomes. has memorized the spells they like.
familiar enough with their spells to be able to use them under stress
some can be cast reflexively
can create combos by chaining spells
spell precision much higher due to familiarity
sorceror
mage that inherited a spell or class of spells (granted by monsters in the..
..past)
not needing specialized training or focus frees up skills for customization
sorcerors focused on magic can rival kineticists in ability
what they tend to lose in utility they make up in not being socially..
..crippled
possibly considered nobility in their homeland
generally their spells are cast like tensing a muscle (usually non-physical)
no preparation or ritual needed. training can allow some blaster..
..styles.
assassin
specialized in killing people
skills can apply to monsters that have similarities to people
limitation implies stronger benefits
against normal monsters, is just a crappy fighter
butcher
specialized in crippling organic lifeforms. basically melee dps plus debuff.
also a pretty good cook. if you want food buffs, here it should be.
synergizes well with field chemist
the two combined will double ingredient yields for both alchemy..
..and cooking
butcher can also modify the potion recipes to have a tolerable..
..taste
method actor
mage that focused solely on mastering kinetic magic.
for balancing games and worldbuilding, should probably limit this to a..
..few schools
like a method actor, you have to get into character to really cast kinetic..
..magic
this is done at the start of the day and lasts until rest
the appropriate personality gets applied
all magic of the school is opened for the rest of the day to cast at will
each kinetic school will have its own limiters
method actors probably have shitty lives, but they have some nice power
card caster
yugioh plus chaos mage. risk and reward applied with a prototype magic..
..item
the magic item is the case holding the deck of cards. it's needed.
the cards themselves are densely scribed, to detail the spell
no pictures are used, generally
adding rules for deckbuilding adds more capability for this mage
the rules are actually up to the card caster, but can't be cheated
the magic item doesn't work unless risk was added
rules of play are currently unalterable
you draw a card and it is cast within the next breath you take
you only get to pick a time, place, or angle
if you don't there are defaults inscribed on the card
the card gets set aside in your pocket or anywhere
if the spell is a residual effect like enchantment..
..it goes in a side slot of the magic item.
if deck runs out, you're done for the day
people complaining about this hazard class find their complaints reinforced
because being told there's potential danger means it's a source of..
..power
shift knight
basically [protag F] without berserk. a disciplined fighter that relies on..
..stances.
has a handful of techniques tied to each stance
changes stance regularly in combat
each stance should have some passive elements as well, like stat..
..adjustments
each stance should largely influence reflexes and reactions
but idk how in depth the lite game mechanics are
weak to status effects and anything that disrupts their focus
as expressed with [protag F], the class demands a cool head
no real synergies to speak of, but is a reliable ally in combat
pathfinder
a scout, squared. "how to get from A to B" taken to its conclusion.
when the scout doesn't multiclass into something else, they do this.
normal scout talents apply: stealth and tracking
focused training appears to function like foresight, but is just complex..
..predictions
a pathfinder can pass through a well lit room filled with alert..
..monsters
by calculating all of their blindspots and having fine bodily..
..control
this isn't magic; if an enemy is watching a pathfinder, he can't..
..disappear
can spot traps and structural peculiarities. can figure out how things work.
like [protag L], can identify trap triggers at a glance
unlike [protag L], can disarm, disassemble, and renovate traps
good accuracy with projectile weapons
could navigate for a backstab during a fight
much better off navigating a stronger ally into that position
not always possible
when given a melee weapon, can perform well at intercepting incoming..
..projectiles
grappler
double entendre, can use wrestling on small targets, will use grappling..
..hooks on large
the wrestling side isn't worth saying much about
because small targets aren't often worth the effort
but the ability to dominate non-humanoids helps most people prefer..
..grapplers to assassins. this suits the assassins.
the wrestling side does provide extra defense against enemy grab attacks
against medium-sized enemies, too large for wrestling
grappling hooks used to try to tie them up or pin them down
against large enemies, too large to tie or pin
grappling hooks used to climb and make a path for fighters to climb
grapplers themselves generally don't use weapons
so can't do much direct damage to large monsters
attempts may be made to entangle the monster, but it can take a..
..while
and need a lot of rope/chain
they can climb without needing the grappling hooks themselves
guard
defense-focused. excels at protecting other units.
can't protect everyone at the same time
can fight normally. tends to use large items for deflective function
part of their guard training is dashing and jumping
with heavy gear, means they're fairly strong
so they'd be good at making a tackle attack, for what it's worth
needs to be able to throw stuff for desperate deflection
synergizes with most mages, as long casting times generally make..
..vulnerable targets
guard wouldn't be moving much like this, so he can do some other..
..things
like tossing items or throwing projectiles
thorn
harasser. doesn't care about dealing damage, just focuses on disruption.
generally picks one target enemy and disrupts every action they take
including efforts to defend themselves
there is more than one style of thorn, largely based on tools used
since most thorns do not carry all tools, may as well make subclasses
common tools likely: slings, rapiers, whips
sling thorns maintain distance, but can't attack while dodging
rapier thorns need high mobility
whip thorns need a clear striking path, but can dodge easier
they're also likely to suffer a penalty if their disrupt fails
against targets with central nervous systems, thorns are great
because thorns mostly employ pain responses
at best, they can completely stop enemy actions
thorns eventually draw aggro, based on how successful they are
rapier thorns are well suited for this
whip thorns struggle to perform here
sling thorns generally have to focus on running and dodging
if the thorn is performing very well, they can stop an angry enemy from..
..pursuing them
even if the thorn doesn't stop enemy action, they'll usually inhibit it some
so there would be some amount of non-status debuffing
synergizes well with most classes, as thorns mostly provide opportunities
thorns struggle to kill monsters on their own
anti-synergy with daredevil
daredevil cannot receive as much danger from impaired enemies
fey-bonded
single element spirit magic user. has bonded with a fairy.
spirit magic generally is of the elements: water, fire, earth, wind
other elements (and thus fairies) exist, but are rare
they're getting magic from the fairy, rather than normal spirit magic process
so they have the energy to spare to focus on martial combat..
..themselves
the magic is still based on negotiation, but since it's always the same fairy..
..the negotiation process is made very efficient.
so most fey-bonded can pre-arrange for single words to convey..
..complex commands
unlike normal spirit magic, the words must be out loud
the martial aspect isn't remarkable on its own
it's developed to integrate with the elemental magic
this means that the fighting style is largely based on the element
yes it is kind of like the avatar cartoon
the class being foundationally one of a relationship, this can create..
..weaknesses
both the fairy and person can act independently if they desire
one does not control the other
one party can upset the other and thus shut down class features
at best, it's like a tag team of a sorceror and a fighter, if the sorceror..
..could fly
necromancer
they still exist, even if not on the level of necrobuilders
a lot of the necromantic process is rewiring energy pathways in order to..
.."program"
this is a skill on its own, apart from the magic at work
thusly, the troops of one necromancer should differ from..
..another's
the undead don't exactly have personalities, but they should be..
..better/worse at actions
mostly dependent upon necromancer skill
also dependent upon type of corpse and state of corpse, obviously
undead may be given agency, but most necromancers don't even consider..
..trying this
the typical maximum number of undead for a necromancer is 10
they'll generally have half the strength and speed they had when alive
if the necromancer is good at optimizing, it can be 100%
this is due to how they are set to be controlled
they each are coded to take verbal commands from their master
backing up translation of words with a form of telepathy
it is okay to make undead monsters like this
but they will not be allowed inside citystates
some monsters won't be able to pass through doorways, due to size
necromancers become a little attached to their troops and are reluctant..
..to sacrifice
when one is destroyed, they can replace it normally
necromantic undead sort of gain levels, in that their programming gets..
..adjusted
there is normally some amount of errors that need to be fixed
performance needs to be monitored to identify problems
editing is hands on and can take an hour
generally this just increases their ability to follow complex orders
needs to hang back during combat to monitor and micromanage their..
..troops
weakness is losing sight of one
most necromancers need line of sight to give new commands
so a lost one will continue what it's last order was
cannot be remotely discharged, so wastes a slot
in an emergency, they can make a single undead with poor programming..
..in 1 minute
it is improper for them to have their undead be covered in flesh
they will have to make some sort of effort to strip it down to skeleton
allies could make this easier, as a normal fire can take a while
contrary to popular belief, they can't do shit to natural undead
they can't animate or command a previously animated (natural or..
..not) corpse
necromancy is actually a derivative of spirit magic, so antimagic crystal..
..does nothing
puppeteer
kinetic derivative. forcefully controls unliving matter
presence of a will is what actually matters
this part is done magically, to map the controls
can be disabled with antimagic crystal
the force aspect is kinetic and can be disabled with saintbreaker..
..moss
has some obvious functionality, like controlling corpses
does not need targets to be intact or stable
does not need line of sight except to initialize mapping of target
meaning antimagic crystal only prevents new connections
is given some leeway on necromancer faux-pas
it takes exertion to use puppeteering, so they generally don't travel..
..like that
a monster that just died in combat can help turn the tide
some puppeteers might bring their own puppets to use
these would need mundane maintenance
useful for operating in dangerous conditions, depending on materials
because the operating force is kinetic, the puppeteer's strength is capped
even if the strength is spread out among multiple puppets, the total is..
..capped
thus a puppet or corpse may be too heavy to move
can make their puppets fly, but it doubles force used
so most will rely on puppets that can walk
however, this means a sword can be used without a wielder
this should be a subclass of puppeteer, it functions differently
items may be targeted on enemies, but the mapping takes a minute
during this minute, the target must be stationary
can do this to ally equipment to function solely as a buffer
doing this without caution and warning could kill the ally
can animate a specialized doll or suit of armor that they are inside of
this should be a subclass of puppeteer, because mech suits
cannot selectively animate
so they can't tear a wall down by animating only part of it
they would have to animated the entire wall structure
beyond the room, meaning visual contact, meaning..
..impossible
can tear a door down by animating the whole door
some doors may be too heavy
synergizes well with shapers and ruiners
both can create elemental puppets for animation
necromancers look down on puppeteers. most people prefer..
..necromancers, personally.
commander
manager, kinda useless. tries to manage the flow of battle with..
..information.
unremarkable combat ability
relies on specialist knowledge from teammates to make better decisions
if one person would know about a special action or weakpoint, ..
..commander knows
commander can relay this information effectively to team at..
..once
generic commands utilize formations for positional advantage
can use charisma to rally team and bolster morale
more effective if trusted by team, but trust is built slow and lost fast
can manage the talent; keep conflicts minimal
only way to have a shaper and ruiner working together
abilities have no effect on allied undead
street fighter
basically a rogue. fights dirty, fights tooth and nail, treats everything as..
..a tool.
tends to keep a lot of items on their person for some batman action
has no favorite items; doesn't benefit much from getting good equipment
they have no sense of conservation or safeguarding their belongings
they won't hesitate to destroy their gear in order to win
is pretty good at finding useful stuff lying around in the environment
while developed for their own combat style, it fulfills a rogue trope
when outnumbered in a fight, will focus on defense while gaining advantage
when fighting 1v1, will give ground for a decisive takedown
if enemy is wielding anything, will often try to disarm them
if enemy has useful items equipped, will often steal them for use
does not focus on stealth and anatomy
synergizes well with daredevils, though both are typically solo fighters
daredevils are attracted to the spectacle of street fighter's style
street fighters utilize daredevils pretty well
don't have to worry about friendly fire
the risk of it amps up daredevils
so they make a great tag team in a fray fight
Paladin
unit of the Knights. stoic and high profile. anti magic monster specialist.
the sermon of a paladin is given in fury - it is a condemnation
as only wrongdoing (being against the natural order) warrants it
honestly a bit unbalanced; they get the good shit from the Knight vault
they also spend their time training rather than goofing off or exploring
ironically developed a solid ground against magic monsters in a type of..
..psych warfare
their martial techniques often involve feints and baiting attacks to..
..counter
based off of the understood betrayal given by monsters
they are prepared for stakeouts and long term battles
their final function is to clear monster dungeons that are in the..
..way
so they try to train their ability to adapt, as well
the stoicism helps against both intelligent types and feeders
they don't use magic, and keep a supply of anti-magic crystals on them
this means they can't get magic buffs from allies and may disrupt ally..
..magic
which creates an anti-synergy with most mages
brute
horse standard. imagine a bipedal horse trying to fight a gryphon with its..
..hooves.
they're strong and tough, but that's about it.
can't use tools or dress themselves.
if you just want to club some monsters to death, you get one of these.
acceptable sacrifice for frontline idiocy. can replace with some hassle.
yes, you can tie a weapon to their arm. it doesn't work well.
synergizes well with ferals. it can be a laugh.
the brute fights dumb and can be a distraction
this creates ample opportunities for the feral
any time the feral gets a hit in, will provide an opportunity for a..
..brute hit
harpy
bird standard, don't think literal harpy.
mostly uses flight. if unable to fly, kinda sucks.
warm light or visible ceilings are instinctually demanded for flight
has a small selection of spells
can create birdfire, a hovering flame that produces light and heat
birdfire can not create fire
minor form of telekinesis (not actually kinetic magic)
permits use of simple tools and self-dress
a few attack spells, doesn't matter all that much
needs to be directional/projectile, to utilize height advantage
could have been a better class, but had too much pride and spite to grow
will refuse to carry light people (unless they don't want it)
will refuse to use weapons with their feet except to pick up and..
..drop things
can at least drop a net
willing to get up in a monster's face and annoy them, but this usually gets..
..them killed
ancient druid
druid, unplayable. freeform spirit magic creates complex spells.
too complex for vidya, i think.
much more rare than a normal druid. most people don't know what..
..this is.
this is the class you'd take in tabletop if you wanted to go meta and make..
..a railgun
it is highly exploitable with knowledge
saint
kinetic. due to the nature of kinetic mage generation, this may be..
..unplayable here.
you have to have a certain type of personality to use kinesis
so using this kind of strips away design choices for personalities
having one of these personality types guarantees the kinetic power