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WoG v2.0 Classes, Professions & Techniques Sticky Goto Page: 1 2 3 [>] [»|]

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Sey
Captain

PostPosted: Tue Dec 27, 2005 12:10 pm


idea Class, Profession & Technique Sticky idea
WoGv.2.0


This thread contains all the information about all the Classes & Professions that are included in The World of Gaia. Each class is unique: from their descriptions, to the abilities that sets each of them apart. For questions during the RP, decisions on which class to create when making your character, or just some interesting reads, please check out this sticky.

idea Classes Index idea
WoGv.2.0


Click on the Classes Image to go directly to that classes description.

Physical:

Knight - Hyphos

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Archer

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Ranger

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Mercenary - Swordsman - Fighter

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Thief

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Fighter - Martial Artist

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Ninja - Higashi

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Lord Samurai - Higashi

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Paladin:
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Proper Image Pending

Rifleman: - Astraena
Proper Image Pending

Engineer: - Astraena
Proper Image Pending


Magic Classes:

Fire Mage

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Earth Mage

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Dark Mage

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Air Mage

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Water Mage

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Light Mage
Proper Image Pending

idea Professions Index idea
WoGv.2.0


Under Construction

 
PostPosted: Tue Dec 27, 2005 12:17 pm


idea Technique List Index idea
WoGv.2.0


- Under Construction -
 

Sey
Captain


Sey
Captain

PostPosted: Tue Dec 27, 2005 12:18 pm


idea Spell List Index idea

Proposed Magic System for WoGv.2.0


There are 6 tiers in Gaian Mage Hierarchy:
(From Highest to Lowest)

Avatar of ____ (Element)
(There can only be 2 Avatars for each element, typically 1 Male & 1 Female)
Sage
Cleric
Adept
Acolyte
Initiate


The Focuses open to Initiates are as follows:

Support
Healing
Curing
Buffs
Barriers

Offensive
Summoning
Curses (Status Effects)
Enchanting
Area of Effect

This list is open to suggestions! WE NEED THEM DESPERATELY!



Edited, edited, edited.  
PostPosted: Tue Dec 27, 2005 12:44 pm


TMJ says:

arrow Notes: Status effects listed are exactly as stated, common sense should state what they mean simply by the names. Rage is akin to a berzerk state, enemies will be attacked feverously, and then allies may be turned on if it persists.

exclaim Updated - January 9th, 2006


Knight | By: TheMightyJello
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A noble fighter, trained in various forms of melee combat, as well as mounted combat. Mainly Knights will follow the code of chivalry and work to preserve the Knight's noble image, though dishonorable knights are not unheard of, especially in troubled times. Knights tend to be either in service under a noble or royalty, or nobility themselves.

Knights are fully proficient with a weapon type that they have chosen to specialize in, and partially proficient with every other weapon type allowed to them (the closer the weapon is to their chosen variety, the more capable the Knight will be of handling the weapon :: example: a broadsword-weilding knight would have little trouble swinging about a shortsword or a greatsword, but a spear or halberd would be unfamiliar).

A Knight's proficient weapon may be any of the following: Shortsword, Broadsword, b*****d Sword, Great Sword, Double-Bladed Sword, Flamberge (any type), Spear, Halberd, Glaive, Voulge, Hand Axe, Bardiche, Great Axe, War Hammer, Great Club, Mace, Heavy Flail, Lance and Javelin.

A Knight is also proficient in the use of heavy armor and all types of shield (if their chosen weapon is suitable to pair with one). If a Knight has a mount, (s)he often grows close to the animal after years of training with it.

Strengths:
  • Strong and tough.
  • Proficient with melee weapons.
  • Trained to fight well in heavy armor.
  • Trained in mounted combat.


Weaknesses:
  • Usually not trained in ranged weapons.
  • Heavy armor restricts and hinders movement.
  • Rage presents a danger to allies.


Knight Techs
Swordsman



Melee Weapon Knowledge
General knowledge with the chosen weapon is known, such as which end is held, and which end goes into things that you want to die. A few basic techniques are known and a little practice has been had, enough to give an advantage over someone unskilled in that weapon.

Heavy Swing
Calling upon hidden strength, the Knight readies a strike that hits hard against his opponent; harder than even the heaviest blow that he could have dealt with only his own strength. Attacks that connect or are blocked with a shield cause the target to be stunned for half a second.
Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within reach of weapon

Shoulder Tackle
Throwing his own weight against an enemy, a Knight can shove an opponent violently, causing them to become unbalanced. Additionally, the shield can be used for more than defense, it can also be used to attack. By striking an opponent with the broad surface of a heavy shield, a Knight can unbalance his opponent.
Charge time: None | Damage: Superficial | Targets: 1 | Range: Adjacent

Charge
Using his intimidating presence to his advantage, a Knight can charge at a hapless opponent before delivering a blow. The terrifying image of a Knight bearing down upon his opponent can incite fear into an enemy(s) (opposed roll: d6 plus class level). When charging, a Knight moves twice as fast as normal, but only across open terrain in a stright line. If mounted during a charge, the mount will also deal minor trample damage to the opponent, in addition to the attack.
Charge time: None | Damage: Varies | Targets: 1 group | Range: 60 feet (120 feet mounted)


Page


Melee Weapon Training
A little bit of training with the chosen weapon has been undertaken. Practice makes perfect, and though this level of skill is still far from perfect, it reflects perseverence and dedication to improvement. A trained weilder can easily best a clumsy oalf who has just picked up this weapon.

Parry
A Knight is trained in defense, as well as attack. The Parry is a quick movement of a weapon in order to defend against a single attack coming from the front.
Charge time: None | Targets: 1 attack | Range: Adjacent

Battle Cry
Uttering a terrifying Battle Cry, a Knight is able to intimidate his foes without even needing to draw a weapon, granting the status effect fear (opposed roll: d6 plus class level).
Charge time: None | Targets: All within range | Range: Able to hear the Knight

Ride-By Attack
A Knight's training with his mount has made both skilled and cool in combat. When performing a Charge while mounted, a Knight is able to continue charging even after delivering an attack to the target, and perform another Charge attack against a second target (a change in direction is allowed, but both charges must be in a straight line). Trample damage caused by the mount increases to Moderate.

Squire



Melee Weapon Proficiency
Time and training have made a skilled warrior out of what once was a clumsy youth. Proficiency reflects knowledge and training in every aspect of the chosen weapon's use, and the beginning of true skill.

Knockdown Blow
A heavy-handed blow that the Knight deals either with a weapon, unarmed, or with a strike from the shield. This attack is similar to a combination of the Heavy Swing and Shoulder Tackle skills, and draws upon a supernatural strength to deal a crushing blow to the enemy, causing knockdown.
Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within range of weapon

Second Wind
Intense endurance training allows the Knight to possess fortitude above that of a normal man. Once a Knight has fallen from injury or exhaustion, he is able to rise again with a Second Wind to continue fighting for another 5 minutes, or until he is defeated. After the duration has expired the Knight will collapse in exhaution, unable to rise again.
Charge time: None | Reuse time: 24 hours | Target: Self | Range: Self | Duration: 5 minutes


War Cry
Shouting a War Cry for his allies, a Knight can inspire them for battle, and bolster them against cowardice. All allies within earshot of the Knight recieve immunity to fear for the duration of the effect, and are less prone to exhaustion. However, bolstered allies, and the Knight himself, become prone to fits of violent rage due to their enthusiasm for battle (roll 1d6 with every post, if a 1 is rolled the character goes into a violent fit of rage which subsides after all enemies are defeated or after 1d4 posts).
Charge time: None | Targets: All within range | Range: Allies within hearing distance | Duration: 5 minutes

Knight



Melee Weapon Mastery
Unlocking the full potential of the weapon, a Master is able to use it in ways that a novice could only imagine. Strikes are fast and accurate, and a Master fighting with his head should be able to best nearly any opponent in close combat.

Sunder
A crippling blow delivered with the aid of a Knight's hidden reserves of supernatural strength, Sunder is capable of destroying certain objects with an attack due to the brute force involved. This carries with it the risk of damaging the Knight's own weapon, however, but it is often worth the risk if the situation calls for such.
Charge time: 1 second | Damage: Major | Targets: 1 | Range: Adjacent

Die Hard
Due to the constant stress and strain that a Knight puts upon his body, he had adapted to learn to cope with the punishment that he recieves and the injuries that he suffers in battle. A Knight can no longer be rendered unconcious by injury or exhaustion, and will continue to fight until the blood stands still in his veins and his lungs draw no more breath. Magical sleep spells will still effect a Knight normally, however.

Overrun
When performing a Charge a Knight is able to perform a Knockdown Blow against any number of opponents that he encounters in his Charge. If mounted, the Knight is able to change course up to twice during the charge and trample damage increases to Major for opponents that suffer knockdown. Even if not mounted, a Charge will deal minor trample damage to opponents that suffer from knockdown.


Baron/Baroness


One with the Blade
A warrior and his weapon are hardly even separate existences anymore. The weapon itself is nearly an extention of the weilder's own arm, and even impossible feats seem within reach to a warrior who has reached this level of true mastery.

Eruption
An attack that uses every ounce of a Knight's inner strength in one attack. Eruption is a pussiant strike that will cause knockdown and Sunder any opponent or object that it strikes. Though, not stopping there, the blow can drive the enemy hard into the ground (or an adjacent solid object) to cause a shockwave that tears up the earth for up to twenty feet around on all sides; causing a violent eruption that strikes everyone in the area for moderate bludgeoning, slashing, and piercing damage due to the debris. This attack can easily break the Knight's own weapon, as well as the Knight's own arm. The Knight is not immune to the collateral damage of Eruption.
Charge time: 3 seconds | Damage: Critical | Targets: 1 | Range: 20 feet

Juggernaut
A true pinacle of strength and endurance, the Knight draws upon his inner strength to perform feats that are truly heroic in stature; gaining the strength of ten men for the duration. A Juggernaut is immune to knockdown, unbalance, fear, sleep, and poison, as well as fatigue. In this state, a Juggernaut does not feel pain, will not respond to injury, and is prone to fits of violent rage (roll 1d6 with every post, a roll of 1 or 2 will result in the Juggernaut going into a fit of violent rage which subsides after 1d4+1 posts; even if all of the enemies are defeated before this time, a Juggernaut will continue to evicerate their remains until the rage subsides).
Charge time: 5 seconds | Target: Self | Range: Self | Duration: 3 minutes

Mounted Combat Mastery
The horse and rider become so atuned to each others thoughts and feelings that there is almost a mental link between them. Due to perfect coordination and much practice, a mounted Knight can perform acts in the saddle that would require perfect coordination and balance; even such things that would, to any normal rider, cause him to fall from the saddle or throw the horse due to unbalanced weight.
 

Sey
Captain


Sey
Captain

PostPosted: Tue Dec 27, 2005 1:45 pm


~ Reserved for Knight Expansion ~
 
PostPosted: Tue Dec 27, 2005 1:47 pm


Archer | By: TheMightyJello
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Master of ranged weapons, the archer trains in the art of staying far from any fight that he chooses to participate in. Specializing in things such as bows, crossbows, and thrown blades, the archer prefers to strike from a distance with speed and accuracy.

Strengths:
  • Strong and agile, having great hand-eye coordination.
  • Proficient in ranged weapons.
  • Stealthy, with a knowledge of camoflage.


Weaknesses:
  • Not practiced in close quarters combat.
  • Heavy armor restricts movement and interferes with ability to aim.
  • Can get into trouble quickly if they are not engaging a single opponent at a distance.



Archer progression: Slinger, Hunter, Archer, Sharpshooter, Sniper
 

Sey
Captain


Sey
Captain

PostPosted: Wed Dec 28, 2005 12:25 pm


~ Reserved for Archer Expansion ~
 
PostPosted: Wed Dec 28, 2005 12:27 pm


Ranger | By: TheMightyJello
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The huntsman, knowledgable in the ways of the wilderness. Understanding of the ways of animals, how to track them and how to hunt them, as well as how to befriend them, comes with the job. Rangers need to know how to use what they have available to accomplish the task at hand, and make use of their special hunting tools and wilderness lore often.

Strengths:
  • Hardy and perceptive.
  • Proficient with bows (crossbows), axes, and knives.
  • Skilled at moving silently and quickly at the same time.
  • Able to set traps and snares (complex traps require special tools).
  • Oftentimes keep an animal companion.


Weaknesses:
  • Somewhat uncivilized.
  • Heavy armor inhibits movement and stealth.




Rangers utilize the terrain to their advantage. They are skilled trackers who use both melee and ranged weapons (though they specialize in neither). Some rangers have been known to fight with two weapons, one in each hand. Rangers are also very in tune with animal and plant life, often bearing an animal companion of some sort and possessing knowledge of herbs.

Ranger progression: Traveler, Guide, Ranger, Strider, Watcher
 

Sey
Captain


Sey
Captain

PostPosted: Wed Dec 28, 2005 12:28 pm


~ Reserved for Ranger Expansion ~
 
PostPosted: Sun Jan 01, 2006 2:30 pm


[ Message temporarily off-line ]  

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 2:34 pm


~ Reserved for Fighter Expansion ~
 
PostPosted: Sun Jan 01, 2006 2:36 pm


Thief
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Thieves are masters of trickery, and prone to bouts of stealing and mayhem. Many cities have thieves’ guilds (and the accompanying underground communities), but there are plenty of thieves who work outside the auspices of the guilds. Thieves tend to prefer small, easily concealed weapons, and like rangers, have been known to wield a weapon in each hand.

Thief progression: Footpad, Pickpocket, Thief, Assassin, Ghost


Strengths:





Weaknesses:



 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 2:40 pm


~ Reserved for Thief Expansion ~
 
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WoG v2.0 - Twisted Fates

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