Welcome to Inkbunny...
Allowed ratings
To view member-only content, create an account. ( Hide )
?
« older newer »
lizord
lizord's Scraps (7)

there are other classes

doorstep
extra_classes.txt
Keywords rpg 2521, worldbuilding 330, classes 44, 4thkeyword 2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
page
1
page
2
page
3
page
4
page
5
page
6
page
7
page
8
page
9
page
10
page
11
page
12
page
13
page
14
page
15
page
16
page
17
page
18
page
19
page
20
page
21
page
22
page
23
page
24
page
25
page
26
page
27
page
28
page
29
page
30
page
31
page
32
page
33
page
34
page
35
page
36
page
37
page
38
page
39
page
40
page
41
page
42
page
43
page
44
page
45
page
46
page
47
page
48
page
49
page
50
page
51
page
52
page
53
page
54
page
55
page
56
page
57
page
58
page
59
page
60
page
61
page
62
page
63
page
64
page
65
page
66
page
67
page
68
page
69
page
70
page
71
page
72
page
73
page
74
page
75
page
76
page
77
page
78
page
79
page
80
page
81
page
82
page
83
page
84
page
85
page
86
page
87
page
88
page
89
page
90
page
91
page
92
page
93
page
94
page
95
page
96
page
97
page
98
page
99
page
100
page
101
page
102
page
103
page
104
page
105
page
106
page
107
page
108
page
109
page
110
page
111
page
112
page
113
page
114
page
115
page
116
page
117
page
118
page
119
page
120
page
121
page
122
page
123
page
124
page
125
page
126
page
127
page
128
page
129
page
130
page
131
page
132
page
133
page
134
page
135
page
136
page
137
page
138
page
139
page
140
page
141
page
142
page
143
page
144
page
145
page
146
page
147
page
148
page
149
page
150
page
151
page
152
page
153
page
154
page
155
page
156
page
157
page
158
page
159
page
160
page
161
page
162
page
163
page
164
page
165
page
166
page
167
page
168
page
169
page
170
page
171
page
172
page
173
page
174
page
175
page
176
page
177
page
178
page
179
page
180
page
181
page
182
page
183
page
184
page
185
page
186
page
187
page
188
page
189
page
190
page
191
page
192
page
193
page
194
page
195
page
196
page
197
page
198
page
199
page
200
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
next
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
previous
page
 
 
page
1
page
2
page
3
page
4
page
5
page
6
page
7
page
8
page
9
page
10
page
11
page
12
page
13
page
14
page
15
page
16
page
17
page
18
page
19
page
20
page
21
page
22
page
23
page
24
page
25
page
26
page
27
page
28
page
29
page
30
page
31
page
32
page
33
page
34
page
35
page
36
page
37
page
38
page
39
page
40
page
41
page
42
page
43
page
44
page
45
page
46
page
47
page
48
page
49
page
50
page
51
page
52
page
53
page
54
page
55
page
56
page
57
page
58
page
59
page
60
page
61
page
62
page
63
page
64
page
65
page
66
page
67
page
68
page
69
page
70
page
71
page
72
page
73
page
74
page
75
page
76
page
77
page
78
page
79
page
80
page
81
page
82
page
83
page
84
page
85
page
86
page
87
page
88
page
89
page
90
page
91
page
92
page
93
page
94
page
95
page
96
page
97
page
98
page
99
page
100
page
101
page
102
page
103
page
104
page
105
page
106
page
107
page
108
page
109
page
110
page
111
page
112
page
113
page
114
page
115
page
116
page
117
page
118
page
119
page
120
page
121
page
122
page
123
page
124
page
125
page
126
page
127
page
128
page
129
page
130
page
131
page
132
page
133
page
134
page
135
page
136
page
137
page
138
page
139
page
140
page
141
page
142
page
143
page
144
page
145
page
146
page
147
page
148
page
149
page
150
page
151
page
152
page
153
page
154
page
155
page
156
page
157
page
158
page
159
page
160
page
161
page
162
page
163
page
164
page
165
page
166
page
167
page
168
page
169
page
170
page
171
page
172
page
173
page
174
page
175
page
176
page
177
page
178
page
179
page
180
page
181
page
182
page
183
page
184
page
185
page
186
page
187
page
188
page
189
page
190
page
191
page
192
page
193
page
194
page
195
page
196
page
197
page
198
page
199
page
200
by lizord
CE04 - monsters
+2
CE04 - culture
+2
I was getting tired of someone saying that ttrpg class tropes could not be broken, so I wrote out a list of some non-standard classes.  Took like an hour to think of them, no big deal, but it took several hours to write all this out.  It would have taken a lot less text if I'd had a specific system in mind.

It's left in the formatting I use for my text files.  You'll figure it out.  This was a pain to put on this site because every indentation had to be replaced with 8 spaces.  It's crazy how the 'story text' section can't handle tab, nor can it handle tab indents when imported.  No, make that a huge pain, because it doesn't tell me where it's forcing a new line to start, so I had to keep editing it because it doesn't like my formatting.  Wow that sucked - I'll just reformat next time.

If you want to use any of this for something, go ahead, I'm really tired of seeing fighter/cleric/mage/rogue, or worse, a mimicry of mmorpgs.  A lot of it is tied to my worldbuilding, but it's just some quick examples anyway.

Keywords
rpg 2,521, worldbuilding 330, classes 44, 4thkeyword 2
Details
Type: Writing - Document
Published: 2 years, 4 months ago
Rating: General

MD5 Hash for Page 1... Show Find Identical Posts [?]
Stats
60 views
0 favorites
4 comments

BBCode Tags Show [?]
 
TheRevengeX11
2 years, 4 months ago
Actually quite a collection of classes! They definitely shake up the standard tank/dps/support class types, mixing in what even look like RTS unit types (like the harasser Thorn and the recon Pathfinder). And quite a bit of them have synergy with other classes. Actually nicely thought out.
lizord
2 years, 4 months ago
:)  Thanks.
Reizinho
2 years, 4 months ago
Calories in place of MP, that is pretty nice. I usually go that way. Back when I did home brew systems, the HP and MP were drawn from the same poll. So you could die from spell casting. It's kinda the same thing.
Risk of vomiting the potion is another deterrent for healing abuse, I like that. Might even use that in my own game. The shaper reminds me of Fullmetal Alchemist.
I specially like the card caster. It would be interesting if different cards had different rarity. Finding a few could be an adventure hook. What other elements exist, besides the four?
lizord
2 years, 4 months ago
I was expecting more "Avatar the Last Airbender" than "Fullmetal Alchemist".  I tried to allow forms of both, but the basis is really just stuff like "what if you could tell a rock to bring you some food" and a micro-scaling of H.P. Lovecraft's "blind idiot gods".  Little spirit critters that can do anything at all if you can only give instructions to them well enough and in a way they can understand.

" What other elements exist, besides the four?

"what exists" is hard to answer sometimes.  Going off of memory, it extended past physical attributes.  Time and space spirit magic was possible, for instance, but I made it practically impossible because it demanded a layman explanation for how the dimensions are seperated and governed.  Let's see...there was a spell to hide things in physical locations behind a veil that could only be unlocked with specific feelings and memories, so there were spirits/elements for those.  There was basically a spirit/element for anything you could think of, but it just wasn't practical so it fell out of oral tradition, which caused them to "stop existing" (most of these fall under what I used to call "void").

But you're probably asking about the classes and they're intended for practical playing systems, so I'd just go with physical stuff.  I found my old magic file, so I'll copy some other examples from there:  steam, magma, lightning, mud, fog, dust.  These can be broken down into combinations of the primary 4, and recombined to make other things like sunlight.  Still, each one could be counted as its own element and governed by a single spirit, so in present day for the setting that may be more necessary as knowledge has diminished for how the magic school works.  It's simpler to conceptualize orders being given to magma, compared to giving seperate orders to fire and earth in order to make the magma do something.

And yeah, the card caster is fun.  Based off of my time with card games.  Dnd players be barking for chaos magic because the devs are hacks who can't even integrate the parallel IP of Magic the Gathering as a class option.  What's really fun is that when you make this kind of class in a ttrpg, you get to make your own physical cards that you basically rely on for your actions, in mirror of what your character is doing.
New Comment:
Move reply box to top
Log in or create an account to comment.