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Posted: Thu Aug 05, 2004 10:04 am
This is where the current list I have will be posted. It is also the place for the discussion of what you see here. Anybody is free to invent a new class or debate an existing one. PLEASE PM ALL NEW CLASS APPLICATIONS TO ME, and we can work out the major kinks before posting them here. It would be a big help if you have filled in one of the classes to PM it to me, even if you have posted it in the thread. Much easier for me to find.Current News:
--5 classes have moved from the Speak Now section to the approved class list. Ciplomat through Alchemist.
--The druid class has been completed and moved to the Speak Now section. So you'd better if you have any problems with it.
The form for submitting a new class Class Title
Weapons They Can Use: Armor They Wear:
Abilities: Strengths:
Weaknesses:
Rank titles:
See the existing classes or ask a question if you need clarification on what a field means. I should think they are pretty self-explanatory.
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Posted: Thu Aug 05, 2004 10:05 am
Approved Classes and Their Ranks:Warrior Paladin - Shrine Maiden subclass Bard Thief Martial Artist Archer Berzerker Diplomat Taoist Mage Shaman Dreamer Alchemist
Warrior Class Warriors Warriors are the basic melee-weapon-using class. They are knights, samurai, or just random guys with a weapon, ready to fight. Their skills, weapons, and official titles may differ, but they are all warriors at heart. They are highly skilled in the weapons they use, and may develop their own style of combat. Weapons They Can Use: Bladed weapons, blunt weapons, and throwing weapons. They can use heavy weapons and pretty much anything, though they are not best with aiming ranged weapons. Armor They Wear: They can wear any kind of armor. Abilities: They are strong and skilled in the use of melee weapons. They can wear heavy armor and use shields effectively. They may develop special techniques. Though they have no real magical abilities, they can equip magical weapons and armor and combine the magic with their attacks to make ever more special techniques. Strengths: High attacking and defensive ability. Can face opponents head on. Weaknesses: May move slowly because of heavy weapons and armor. They take a lot of damage because of close combat with the enemy. They are weak to magic and ranged attacks. Rank titles: Rookee - Combatant - Slayer - Vanquisher - Champion Paladin Class PaladinPaladin are blessed warriors who have fully dedicated themselves to an elemental spirit. As a reward for their faith, they recieve powers. These powers are effective not only against opposing elements, but abominations, such as undead beings and monsters. They are great attackers and can also use some magical abilities, but since they believe that their god/dess will protect them, they wear little armor. Weapons They Can Use: Swords, maces, and spear/polearm-type weapons. Armor They Wear: They wear little armor because of their faith. It may be tough clothing, leather, and in some cases chainmail, but usually they just wear light armored clothing and use small shields, such as bucklers or arm guards. Abilities: Skill with bladed and blunt weapons. They may develop special techniques. They can use magic equivilent to a initiate mage at Zealot level, and equivilent to Alcolyte power at crusader level.(this is used for special techs, to imbue weapons with power, make magic shields, and cause status effects.) They may pray for "blessings" that enhance them in some way for a period of time. They have minor healing abilities, and can make blessed water that will help heal and will harm undead type things. Strengths: Great attackers. Have some magical abiliy. Can heal people somewhat, and use blessings to become stronger in an ability for a while. Weaknesses: Little armor Rank Titles: Convert - Zealot - Paladin - Crusader - High Warrior Paladin subclass: Shrine Maiden Shrine Maiden Guardians of the lesser elemental shrines scattered across the Eastern lands and unclaimed area of the world. Traditionally female, they live in a small dwelling near the shrine with their families, the role of shrine maiden being passed down to daughter or grandaughter. They are trained to use a weapon, as well as call upon the elemental spirit that resides in their shrine. Weapons they can use: Any light weapons. Swords, glaives and other polearms are favored. Armor they wear: Light armors, favor traditional robes that don't hamper movement. Abilities: Some proficiency with their chosen weapon, equivalent to that of a low-ranked warrior. They can call upon the elemental that inhabits their shrine to cast a few spells. Naturally, these elementals are weaker than the six main ones. Strengths: Proficient in using a weapon as well as magic. Weaknesses: Almost any warrior will surpass them with a weapon, and almost any magi will surpass them with magic. They have a limited number of spells they can draw on. Their physical strength is also not much more than that of a mage's. Bard Class BardA Bard is an adept musician. With practice comes enough skill to manipulate people's emotions and, for some, select thoughts. A bard is highly dexterous and intelligent, although not a particularly apt fighter. Usually, a bard is also very charismatic, or else they soon fail in the entertainment field. Weapons (Instruments?) They Can Use: Any musical Instrument, or a staff, or anything they can grab and fling. Armor They Wear: light garments. Leather clothing at the most. Abilities: Public/pursuasive speaking, good with their hands and aiming thrown objects, Emotion/Status effecting speech and song. Strengths: High dexterity. They are good at manipulating and throwing things. They can add support in combat with status effects. They have high intelligence and mental fortitude, making it hard to take over or influence their minds, and also giving them good memory. Weaknesses: They aren't really meant to fight, at least not directly, so they risk easy injury in combat. Rank Titles: Apprentice - Entertainer - Minstrel - Bard - Virtuoso Thief Class ThiefThieves are the most agile and lithe of persons, and specialize in stealing valuables and escaping from dangerous situations. They tend to only think of themselves, stealing for their own profit, but there are some who are known as “valiant”. These kinds of thieves steal for the good of others, like supporting a family. Thieves also are skilled fighters, who use not strength, but speed to overtake and undermine an opponent. All are stealthy fighters who’s agility is their greatest asset. Weapons They Can Use: Thieves tend to use light, speedy weapons such as daggers. They easily use any weapons of that nature. Armor They Wear: Thieves, as stated above, rely on their agility to battle. Thus, they can only wear the lightest of armors, and rely more on not being hit than absorbing a blow. Abilities: Thieves can steal anything and everything from their opponent, be it money, items, or equipment. The only thing standing between the thief and his bounty is the person he is stealing it from. Thus, they must be quick and efficient. Also, thieves are master escape artists, and have little or no trouble getting out of sticky situations. Thieves are dexterous fighters, and can use their innate speed to make up for any lack of strength. Also, are very stealthy, and can go to and from places unnoticed with some ease. Strengths: High dexterity, speed, and excellent ability to hide. Weaknesses: Thieves bodies have muscles that are built for motion, and do not possess great strength or endurance. As such, they are susceptible to injury if they cannot dodge whatever may be assaulting them. Also, thieves are generally not trusted by the society, leaving them social outcasts, and generally disliked. Rank Titles: Vandal, Brigand, Rogue, Pickpocket, Hood Martial Artist Class Martial ArtistThe masters of hand to hand combat. They train their bodies to the limit, thus being able to perform feats of strength, stamina, speed, or agility respectively (depending on their doctrine) Weapons they can use: They are able to use any weapon (one-handed, two-handed, two one-handed, heavy weaponry) although they tend to utilize their bodies instead. They believe there is no greater weapon that their own bodies, thus it is not common to see a martial artist with a weapon. Armor they wear: Very little (leather armor/vest) to no armor at all. the reason to this is that they tend to use their "ki" or body energy to imbue themselves with extra stamina, thus withstanding most impacts and blows. Abilities: They are able to control their bodies as one, uniform, flowing powerhouse by using the energy within their bodies, called Ki or Qi reffering to the spiritual energy one stores on their bodies. Using this energy allows them to inflict more damage as well as lessen the damage they recieve. Strengths: Are avid melee combatans as well as hand-to-hand experts. They do massive damage in very little time, using very little effort, while performing special and oftentime secret techniques on their opponent(s). Have very high stamina. Weaknesses: They are weak to magical and ranged attacks. Also, since they use little or no armor, they can recieve major injuries by a heavy bludgeoing object and or sharp blade. Rank Titles: Apprentice - Student - Fighter - Master - Grand Master Archer Class ArchersArchers are deft and swift, relying on a single well-placed strike to knock out their opponent rather than dragging it out into something heated, where they would be at a disadvantage. They prefer wide-open spaces to closed ones, so that they can take advantage of their skill in ranged weaponry to get the drop on an opponent, and are generally found as backup to a companion; providing cover fire from a safe distance. Weapons they can use: Archers are most skilled in ranged weapons, such as bows, darts, and crossbows. They can also use small blades reasonably well, though a longer sword is a bit too cumbersome for the liking of the common Archer, as he prefers his strikes quick and precise. Armor they wear: Archers wear little or no armor, as they tend to stay out of direct combat whenever possible, and the impedement to motion that heavier armors would provide is detrimental to their ability to quickly and skillfully fire an arrow. Common types of armor would include leather jerkins, chainmail, ringmail, splint mail, greaves, bracers, and helmets without a faceguard. Archers do not wear gauntlets, however, because the thick fingerguards make notching an arrow difficult. Abilities: As an archer progresses in his skill, he gets more proficient in his art, being able to fire off arrows more rapidly and accurately, being able to fire while moving and still hit the target, and improving their skill with a melee weapon as well. They tend to keep a low profile, and most manage to sneak about almost as well as a thief or rogue in order to find a good vantage point to fire from. Strengths: Archers are very good at ranged combat, and it would take a fool to rush head-on at one across an open area. In close combat, they are quick and agile, as well. Archers generally are in good physical condition, because they do a great deal of running to get to a good firing position, and their upper body strength is similar to that of a warrior due to the draw of their bows. Weaknesses: Not as sturdy as some of the more combat-oriented classes, and generally focusing more upon stealth and speed than wearing heavy armor to protect themselves, when these marksmen take a hit, they tend to take it hard. Rank titles: Trainee - Archer - Ranger - Sharp Shooter - Ace Berzerer Class BezerkerMuch like a Warrior, the Berzerker class is focused mainly upon melee combat, specializing in larger weapons and heavier armor than most other classes, though what sets them apart from a simple Warrior is their intensity, savagrey, and furocity. That normal rush of adrenaline that normal people get when put into a combat situation is nothing compared to the sheer animalistic fury that overcomes these individuals; it makes them stronger, faster, focuses them on their one goal so resolutely that they will ignore nearly anything else going on around them, even pain. Weapons they can use: Berzerkers tend to use heavy and large weapons more than anything else, things which, when all else fails, can be used simply to bludgeon someone to death... Flimsy things like katana and bows do little good to them when they can't think clearly enough to do more than flail wildly at whatever it is they are intending to make not quite so alive... Armor they wear: Berzerkers may wear any type of armor that they choose. Abilities: Berzerkers have two general types of anger, and their effects vary in intensity depending upon just how utterly pissed the individual is at the time. Uncontrolled rage is undirected, simply a force that acts without thinking... anything that it crosses it is liable to destroy, and there are few things that it would take care to keep safe while blinded by rage. Directed anger, however, is focused upon a single target or objective... a bodyguard would do everything in his power, even to the point of carrying on after a fatal wound, to protect his charge, while an assassin might wade through a hail of arrows just to get close enough to thrust his dagger into the heart of his hit... While enraged, a Berzerker tends to ignore many things around it, nearly forgetting that pain even exists, and simply using it as a reason to hate what had caused that pain... Unnatural strength comes from this anger, as does stamina; a Berzerker will not notice fatigue until his rage subsides, even if he has driven himself to the point where he will collapse into unconciousness shortly after. Strengths: Strength and determination. The more a Berzerker endures, the stronger he becomes, until either he or that which incited him is no longer breathing... and then some. Weaknesses: Anger clouds judgement and hinders perception. They tend to charge blindly forwards regardless of what might be in front of them. Rank titles: Brute - Savage - Brawler - Barbarian - Warmonger Diplomat class DiplomatThe diplomats are well educated individuals who attempt to fight their battles through peaceful means as opposed to violence. They are well versed in the arts of negotiation, and tend to have spent several years being tutored in some way. The diplomats more often than not know several languages and can talk their way out of most situations. Some diplomats are even known to possess “diplomatic immunity” which prevents them from being affected by most laws. Because diplomats are usually pacifists, they do not possess much fighting strength. Most train in a specific weapon for basic defense, but never gain too great a proficiency at it, relying instead on their innate ability to talk their opponents out of fighting them. Weapons They Can Use: Diplomats are allowed to use any weapon; however, because they train themselves in the arts of mediation they do not grow very powerful with any weapon. Armor They Wear: Diplomats usually wear light armor and robes because they usually lack the strength to tote around heavy mails. Also, some diplomats feel unsafe with others knowing their identities, and thus wear cloths wraps or helmets to cover their faces. Abilities: Diplomats are extremely intelligent. They usually become fluent in several languages and have incredible persuasive abilities. They sometimes study people’s behavior and find a way to appeal to certain groups in order to get them to comply with their terms. Strengths: Skilled at negotiations and persuasion, they try seek answers through peaceful means. Weaknesses: Little physical strength. Even with weapon diversity, they cannot fully master any weapon because they study their arts of persuasion more. Rank titles: Negotiator, Delegate, Envoy, Emissary, Ambassador Taoist Mage Taoist MageTaoist mage's hail from Eastern Gaia. These warriors are adept at the art of magic, meditation, and various therapys. Centered around the unifaction of the light and dark, they can not be classed as good or evil. Instead they are neutral, and many will have a yin-yang somewhere upon their body or clothing to signify this. They are not violent warriors, and will instead use their magic to normally defend or stop a battle. While they can weild a staff, rarely if ever is this used for battle. Only in the way of defending themselves or those close to them will they actually go into battle. These people are also adept at ritualistic spell-craft, such as blessings and such. But when it comes to battle, more then a few of them are inept. The Student rank of Taoist mages can not use spells, and can only use their staff in battle if their lives are threatened. Weapons They Can Use: Taoists can only use staffs. They can not use any other weapon. Even these are rarely used. Armor They Wear: They are mages, and not warriors, and thus often wear a robe. They can also adorn other styles of clothing but these will usually have a yin-yang upon them. Abilities: Their ability to use both the spells of light and dark is a great advantage. Though they can only use up to Monk rank light or dark magic, and these spell's are normally of the defensive or status attacking type. They refrain from violence whenever possible and will only take part if pushed to it. Those of the 'Student' rank can not use spells, but upon hitting the 'Monk' level can use both elements to Monk level on the light and dark magic trees. Taoist are also very good at meditation, the art of clearing the mind. This makes their spells a bit more focused when used. Also, due to their neutral alignment, they can be a mediator in problems between the two elements. Some say that those of the 'Oracle' rank can even do things such as predicting the future, or finding someone in the world through skry. Strengths: They are adept at using defensive and status attacking magic of the two elements. Their neutral status between good and evil often let's them go where others could not. For instance, they could enter into the dark or light temple without problem. Also, with their greater focus, little will disturb them when they are forced into battle. Weaknesses: Normally Taoist's are not warriors. They can only weild staffs and wear robes or normal clothing. They must also mark themselves as a taoist trainee with a Yin-Yang upon their body. Also, a Taoist who strikes down someone un-provoked is 'disgraced' and a blight upon their group. These will normally be hunted down and punished by the Taoistic culture laws. This mean's that they will handed over to the city they were born in, and executed there. While Taoist's can use light and dark magic of Monk level, they are only allowed defensive or status attacking spells. Rank titles: Student - Therapist - Monk - Taoist - Oracle Shaman Class ShamanIt began as a vision; The spirits required a sacrifice, a ceremony. The tribes answered with blood, and the shamans were born. It is arguable that the shamans control spirits…some say that it is the shaman controlled by the spirits. Shamanic spells require deep concentration and proper ceremony (not to mention the right “magic words”). Shamans also believe in self-inflicted wounds and piercings for certain spells. Certainly being a shaman is not for the faint of heart. Shamans use their spells by tribal chanting and/or meditation. Most religious groups generally view shamans as “heathens”, but in truth they are quite civilized; they simply live by the way their ancestors did. Weapons They Can Use: Shamans fight more fiercely with weapons than most mages. They tend to fight in animalistic way. Most shamans use claws or decorated clubs. The elite of the shamans use decorated spears. However, the spears are not normally used as weapons; instead, they are used to connect the shaman to the spirits more freely and to channel power. Armor They Wear: Shamans wear mostly fur and other light clothing. Heavy armor is against the “will of the spirits” or so they believe. Abilities: Shamans can communicate with spirits and use a wide variety of spells like status effects, mental, and physical damage. Strengths: Wide spell arsenal, powerful spells, stronger at physical combat than most other mages. Weaknesses: Spells require great concentration and proper rituals. While shamans do have some spells that can be used on the fly, the more powerful ones are almost always costly to use. Rank titles: Diviner, Spiritualist, Medium, Mystic, Maharishi Dreamer class DreamerThe Dreamer tribe, their true name forgotten, was a group of people who studied the magical energies within dreams and subconsciousness. For the most part the Dreamers felt it their duty to stay out of the business of others, but some Dreamers were hired to interpret dreams or ward off nightmares. Presently, only their descendants remain, and history has failed to record their existence. One in every ten descendants of the Dreamer tribe inherits the mystic power of their ancestors and possesses heightened intelligence and eyes of an unnatural color. However, few of those gifted with the Dreamers’ legacy ever gain any real power above the ability to see into the dreams of other people. Weapons they can use: Staves, canes, scrolls, books, daggars. (Freddy used a claw weapon himself...not that he's a Dreamer) Armor they wear: Robes, cloth, light armor. Abilities: Can enter the minds of people as they sleep, interpret dreams, create illusions based on the a target's own desires or fears. Most Dreamer abilities that do actual damage only harm the mind. However, a few can strike physically as well. Strengths: Strong to status effects and magic. Very helpful in causing status effects and playing around with enemies' minds. Weaknesses: Not very great against smashing, striking, ranged, projectile, and well...any weapon in general. Dreamers have terrible weapon defense and offence, and aren't very fast either. Dreamers also may experience side effects from their spells. Mostly insomnia. Rank titles: Dreamer Initiate - Visionary - Wraith Tamer - Nightmare Master - Will-o'-the-wisp Alchemist class Alchemist Alchemists are the bridge between magic and science, and are experts at creating items and endowing magical properties. Some alchemists even gain the power to endow life into certain things, such as dolls, golems, machines, and puppets. This ability makes the alchemist a powerful class, though they rarely fight themselves, and rather use their magical creations to do it for them. They are among the most ingenuous of all classes, seeing as their profession requires creativity and genius when creating and enchanting. Weapons they can use: Alchemists are not advocates of fighting themselves, though they often employ staves and other magical weapons to magnify their powers. They rarely fight with these weapons, instead choosing to employ their servants. They are more physically competent than most general mages, but not up to snuff with melee classes. Armor they can use: Alchemists are not as weak as mages, as stated before, and tend to wear light armor, if any at all. They tend to opt to wear normal clothes, seeing as they do not usually risk their own lives in the heat of battle. What they wear is usually up to their own preference, but heavy armors are not feasible for them. Abilities: Alchemists are the bond between magic and science. They are master enchanters, varying from bringing life to inanimate objects to endowing magical properties to items. They also are expert inventors, with great ingenuity that gives them great inspirations and ideas for making the very best in machines and items. At times they will meld these two abilities to create magical servants, such as golems, puppets, dolls, and robots. These servants are usually used to fight for them, allowing the alchemists to stay out of the fray directly. Strengths: They have powerful magical servants which can fight for them, which make them a low risk fighter. They also are masters of creating things, and can make a variety of handy devices. Also, they can endow magical properties in items, which allows them to have a livelihood in that if they choose to become more merchantlike than live as a fighter. Weaknesses: Alchemists possess little or no innate fighting abilities, because they rely on their magical servants so heavily. If the servant should be destroyed they are next to helpless in battle. Also, the alchemist path requires a large amount of time and energy, so their lives will be fraught with stress. Rank Titles: Inventor - Mech Mage - Magic Scientist - Alchemist - Creator
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Posted: Thu Aug 05, 2004 10:46 am
Classes Pending Approval: (a.k.a. HELP!!!)This is the post where the pending classes will be listed. If a class is solid, completely filled out, well-balanced, and physically possible, it will probably go into the "Speak Now or Forever Hold Your Peace" section. This means after 5 days of being there, if nobody raises any reasonable objections, it will be approved. If a class is missing a field (or several) or is a little iffy, it will be listed in the "Needs Input" section. In such cases, a support and dissent field will be added to the bottom of the class form. PLEASE discuss these classes in the thread. Input is needed. Needs Input: Geomancer Monk
Speak now or forever hold your peace: (after 5 days these move up.) Druid (9/13/04)
Geomancer Class GeomancerGeomancers are the masters of nature's forces. They rely on their bond with nature to fight, and they are adept at manipulating it. Geomancers use only the 4 Elemental Spirits that are truly nature's own: Fire, Water, Wind, and Earth. Of course, their power relies on the spirits around them, and also is much weaker than that of specialized mages. Geomancers are also more physically capable than most mages, and as thus can use heavier weapons. Their specialty is still magic, so their skill in wielding these weapons may suffer. Geomancers powers also fluxuate because of the spirits around them. This makes them a risky class that relies a lot on the conditions around them. Weapons They Can Use: Geomancers can handle most one handed weapons, such as small axes, swords, daggers, etc. They can also use staff type weapons. They are not trained to handle heavier weapons. Armor They Wear: Light armors, because mage type characters are not trained to sustain the weight of heavier things. Robes are a staple, as well as other lighter armors, (Tunics, jerkins, etc) Abilities: The use of elemental spirits to manipulate nature and its powers. Strengths: Can alter nature in most ways to aid them when needed. A variety of magical powers are in a Geomancer’s employ. Weaknesses: Their abilities depend entirely on their location and what spirits are present, and their magic is usually weaker in all aspects than specialized mages. Rank titles: Initiate - Spirit Talker - Meteorologist - Naturalist - Force of Geo Support: The mage would be able to use all elements, although not powerfully. Ability depends on the terrain, which needs to be said in the description. Dissent: Not sure if this works in the WoG system; in many places, the terrain is not defined. How to limit the power of spells? Also, does this create an alignment issue for the character? Needs a description. Monk Class Monk
Weapons they use:
Their weapons range from heavy to light, but usually are weapons designed to maim (i.e. staffs), not to cut (i.e. swords)
Abilities:
Are able to communicate with spirits of all classes and can see through the illusions cast by magic.
Strengths:
besides being able to cast charms and magic, they also train their bodies, thus utilizing the "ki" energy to attack and defend from enemies.
Weaknesses:
their magic is much less weaker than that of a Mage, because they use their interlan reserves of energy to use spells, as well as use up time in training their bodies, thus they relatively lack in the magic area, unlike Mages, whom are fully empowered by the elements themselves
Rank:
Initiate - Spirit Tamer - Monk - Elder Monk
Support: This would be a nice religious alternative to har core mageness.
Dissent: Well, the class is obviously incomplete. Finish filling it out. xp And there are only 4 ranks. Typo?
Druid Class DruidDruids are in essence, the basic defenders of nature. They are unconcerned as a whole with what is right or wrong, so long as everthing continues in its natural cycle. This said, they don't necessarilly have anything against cities being built, but they try to prevent over expansion, too much foresting, over hunting, and all manner of things that would harm the ecology of the wilds. They draw magical power from all six elements, not seeing as any single one being more important than the others, since all are needed in the cycle of life. While they don't have fine control over any specific element, their versatility gives them the strength they need to protect nature. As a final note, Druids have no problem in using things found in nature as tools, so long as they don't harm the grand scheme of things by taking them. Collecting dead wood for a fire, or cutting down a single tree, or hunting a lone stag are all acceptable, as they don't have great impact on the ecosystem. Weapons They Can Use: Any Armor They Wear: Non-Metallic Armor and Wooden shields. Abilities: Spell casting (pan-elemental), Herbalism (learned), Animal Empathy Strengths: Strong against lightning and fire. Weaknesses: Cannot wear metal armor, or use metal shields. Rank titles: Aspirant, Initiate, Druid, Archdruid, Grand Druid, Great Druid (There is only one Great Druid per continent, and one Grand Druid per city.)
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Posted: Thu Aug 05, 2004 10:46 am
Fill These Bitches Out Already!:Approved, needs filling out:Beast Master Light Mage Dark mage Air Mage Earth Mage Water Mage Fire Mage Ninja Beast Master Class Beast MasterThe true title of "beast master" is reserved for those who have reached the height of their area of expertise, one who can tame any type of animal, regardless of species. A Tamer is usually one who has kindled a relationship with at least a single species. Most usually stop here, and take on specific names (all with Tamer rank) according to their area of specialization. (ex: Falconeer, Hawker, Dolphineer, Herdsmen (aka Horse Tamer)) Weapons they can use:Whip, Darts and animals of course Armor they wear:Abilities: Altering the beastmaster's shape to one of an animal, altering the size of an animal (larger or smaller), etc. Strengths:melee combat, spying, enhancement spells, illusions can be easily seen through or smelled out Weaknesses:elemental magic and things of psychic nature Rank titles: Caretaker - Vet - Trainer - Tamer - Beast Master Ninja Class Ninja
Weapons they can use: Armor they wear: Abilities: Strengths: Weaknesses: Rank titles:
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Posted: Thu Aug 05, 2004 11:05 am
Thread open for discussion! Woot! xd
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Posted: Thu Aug 05, 2004 12:09 pm
Well, here's what I can fill in...
Elemental Mage
Weapons they can use: Generally magi use staff weapons, but occasionally a magi will choose a more unusual weapon. Since elemental mages have devoted themselves to the study of magic, they have little to no proficiency with their chosen weapon. Armor they wear: Magi usually wear robes. Often these robes will be colored to represent the element the mage is aligned with, or adorned with magical symbols. Abilities: Magi can see and communicate with spirits of ONE elemental. They can call on them to cast spells that can do a variety of things. The elements include: Air, Water, Fire, Earth, Light, and Dark Strengths: Powerful spellcasting Weaknesses: Magi generally are not in the best physical shape. Physically, they're probably the weakest of the classes. Rank titles: (Don't know them by heart, but they're listed on the Guild Home page.)
My wording definitely needs to be worked on, but I think I got the information right.
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Posted: Thu Aug 05, 2004 2:18 pm
I'll have some free time while waiting for RP responces tonight... as every night... so I'll probably finish those for you, and maybe make a few more, then...
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Posted: Thu Aug 05, 2004 6:39 pm
I'd like to help! I'm not a veteran roleplayer of the guild...but I'll offer suggestions and ideas when I can. If you need any of those filled out and you think I'd be able to do it, though, I'd be glad to help.
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Posted: Thu Aug 05, 2004 10:22 pm
Considering the magi have different kinds of power and primary uses for their spells, I think they should be seperate classes. Also they use different weapons. I believe Sey's light magi can't use weapons, while the Air magi, as far as I am concerned, can use ones that aid in their spell casting. Also, they might not be proficient with a sword, but they can train using their magic with their weapon. <_< You can train and learn, you know. It's like having extracurricular activities, like training in/playing a sport while having your classes. No one just studies at every waking moment. If you use a staff, and have had it for a while, you probably know how to use it to defend yourself. You're not going to be the best staff user ever, but you could use it better than someone who hadn't held one before. Same with throwing weapons and Air magi. You can control the air around the flying weapon to make youself really good at aiming the weapons, thereby being pseudo-proficient at them. The thing is that you don't train/are not strong enough to proficiently use heavy weapons, like two handed swords. I suppose an earth mage could make themselves stronger and use a large hammer like weapon, but yeah, no heavy weapons or specialized stuff not related to their magical training. There's no reason you can't be good with a dagger or staff. Say you sleep for 8 hours. Then you have 16 to study or whatever, not that you would do that for the entire time. There's no reason you couldn't set aside a couple of hours a day to practice with your staff. I'd say magi are as strong as average people today who don't particularly exercise much or swing swords around. Self defence would be a very important part of learning how to be a mage who takes time and energy to cast things. Still, you're not going to depend on the weapon to do anything more than keep yourself alive. (as opposed to killing things with it) All being weaker means is that they would need lighter weapons. Sey really needs to be the one to do the Light magi, and Kairos made the beastmaster one so you should let her do that one when she gets back from Japan. Here's two more I'm still working on, and therefore haven't shown you, SJ. People can add stuff to this if they want. Quote: Archers
Weapons they can use: Various types of bows and crossbows. They may also use daggers for if they need to defend themselves at close range. Armor they wear: They wear little armor as they are not usually in close combat and have no need to be protected as much. Abilities: Skill with ranged weapons. As they rise in rank, they will learn tricks to make their attacks more effective, such as firing more than one arrow at a time, adding poison to the arrows tip, or igniting the arrow before firing. Strengths: Can hit targets at long range and from protected areas. Great at aiming and are very dextrous. Weaknesses: They wear little armor and are not good at close combat. Rank titles: Trainee - Archer - Ranger - Sharp Shooter - Ace Quote: Martial artist
Weapons they can use: Their bodies, and certain weapons as extentions of their bodies. Various things that are not intended as weapons but can be made to be weapons. Armor they wear: None. Their training makes their bodies tough, and they need to be as fast and flexible as possible. Abilities: They can acheive great skills at using their bodies eyond what a normal person could do. They can preform feats of great strength, and mastery of using their natural energy allows them to do incredible things. Strengths: They may become incredibly strong. They excell at close combat, with or without weapons. They have great stamina and a very strong will. Weaknesses: No armor; they can take blows from blunt objects, but swords will cut them. Rank titles: Student - Fighter - Pugilist - Black Belt - Master
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Posted: Thu Aug 05, 2004 11:24 pm
While it doesn't make much sense that a mage can't train with a weapon logistically, I think its supposed to be a balance thing. As far as in game terms go, they can't simply because if they could, they would be to powerful. Also, you can justify that by looking at it like this: WOG is not earth. The capabilities of close combat fighting are much beyond ours, more like that you see in anime. However, to achieve that skill, you must focus hard. So a mage might be able to wield a weapon as a normal person- but a fighter can wield it like an anime badass. The difference is so huge there is no comparison.
Or at least, thats how I took it.
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Posted: Fri Aug 06, 2004 2:58 am
That's what I mean, and that's the determining difference. They can be proficient using lighter weapons, but not capable of special attacks or secret techniques with them. There's no reason they can't fight normal, though they'd still be less strong. They can use them, but they won't slaughter hords of enemies. Hmm... technically, they could use magic through their weapons for special attacks, but no feats of strength. Basically, yeah. They'd be decent with it, just not anime secret technque using level. No heavy things at all either. And even if they could use anything, they still have no armor. So, pretty much what you said. < >
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Posted: Fri Aug 06, 2004 3:35 am
True.
Normally, magi's weapons are magical - mostly used to amplify their abilities and also in case of emergencies. xP I personally like to make Sey retarded with swords except for the basic "Pick it up and slash as hard as you can" technique. xd
Maces, Staffs, Rods, Wands, Knives and Daggers.
I think that's a sutible list for weapons of a mage. It can be added to of course since A) xd God, anything can be added to, B) It's damn faking early, C) I'm going to play RO now.
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Posted: Fri Aug 06, 2004 3:42 am
Psychotic Nature That's what I mean, and that's the determining difference. They can be proficient using lighter weapons, but not capable of special attacks or secret techniques with them. There's no reason they can't fight normal, though they'd still be less strong. They can use them, but they won't slaughter hords of enemies. Yup. Exactly what he said. Put it this way... Do you know how to use a flail? I mean... Like the really, really big and heavy ones? Or if you want to use a sword... >_> Do you know how heavy those can get? Those one handed ones? And don't even get into those massive claymores... How retarded will a mage be using one of those? ^_^; I can't pick one up, much less try to do much aside from drag it along the ground and slash upwards in a diagonal fashion, and then have it fly from my hands and smack someone. How gimp will you be? As gimp as you are. xd Mages are the base 'normal' physic of WoG.
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Posted: Fri Aug 06, 2004 3:52 am
Sey Put it this way... Do you know how to use a flail? I mean... Like the really, really big and heavy ones? Or if you want to use a sword... >_> Do you know how heavy those can get? Those one handed ones? And don't even get into those massive claymores... How gimp will you be? As gimp as you are. xd Mages are the base 'normal' physic of WoG. Put it this way... WoG is not modern society, everyone will be getting a lot more exercise than the people today tend to get, so we can safely say that the 'normal' then is a bit more than the 'normal' now, right? Even if you factor in things like malnutrition and the fact that mages don't tend to go out of their way to do physical labor when they can simply 'magic' something up, it still comes down to the fact that they're not going to be twigs. ...now, have you ever used a sword? One handed, two handed, it doesn't matter... The most one of those things weighs is ten pounds. They're not that heavy, it's all just strain on the arm and wrist for holding it out away from the body. ...anyway... I think you're under a bit of a misconception about how 'heavy' those types of things are. I mean, at the rennaissance fair, I wandered into one of those swordsmithy places and started playing around with this big honkin' iron sword... I didn't know until they pointed it out to me, but apparently it was a two-handed weapon, and, at least to me, it seemed almost too light for what I had expected a one-handed sword to be like. :shrug:
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Posted: Fri Aug 06, 2004 2:00 pm
Rogue
Weapons They Can Use: Rogues can and most probably will use any weopen they know how to use. They improvise quite alot although most tend to have one favoured weopen.
Armor They Wear: Rogues normally wear thin armour as it is much easier to move around in. In their class movement is essential to the way they make money.
Abilities: Rogues are quick and extremely dexterous. They are usually in the top phsyical fitness state. They are also extremely stealthy and quite cunning. Strengths: Rogues are fast thinkers and improvise alot. To them anything is of use. They are quite silent as well as being fit. They are a deadly foe.
Weaknesses: Their lack of armour is a major factor. The thickest thing Rogue's normally wear are leather vests.
Rank titles: Thief - Spy - Assassin - Mercenary - Rogue
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