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1Class Systems Empty Class Systems 05/07/16, 10:40 am

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Classes


There are a total of 6 classes on the forum:


Each Specialty classifies a character's combat style. Warriors revolve around melee weapons, Assassins are based around mid-range and gimmick weapons, Rangers are based around long-ranged tools, Magicians are  magic-casters, and Tamers raise and train beasts to fight for them, and Manipulators use strange and secret techniques to alter their bodies for use in battle.

Upon creation a character has a "Primary" class. A Secondary Class can be trained after reaching B-Rank by writing up 2,000 words. Tertiary Classes can only be received through events and special shops.

There are several general rules revolving around Classes:
  • A Class CANNOT outrank a character. Eg. A C-Rank character is incapable of upgrading a Warrior class to B-Tier.
  • Primary Classes can be equal to a character's rank. Secondary Classes can only be a rank below at the most, and Tertiary Classes must be two ranks below that of a Character's.
  • When your character Ranks up you must still upgrade their Class separately. (Training requirements are listed below.) Eg. If a character is of C-Rank, and he only has a Warrior class of D-Tier, he cannot register abilities as if he had C-tier Warrior until he upgrades that Class to C-Tier as well.
  • Items pertaining to Secondary and Tertiary Classes do not come for free and must be purchased. Eg. A character with a Primary Class of Magician can register a free staff to begin with. If they obtain Warrior as their Secondary they do not receive a starter melee weapon for free, and must purchase it instead.


Each class is then divided into further tiers. There are a total of five tiers, just like the character ranks.

Training Classes

Just like how you train abilities, you can train and rank up your classes via word counts. When training Classes, it should be trained over a period of time IC. While it is fine to learn and train an ability in one day, Class Training should be done over the course of many days IC to better show the progression of your character. A week or two has generally been accepted up to this point in time.

The required amount of words to train Classes are as follows:
D-Tier to C-Tier: 250 Words
C-Tier to B-Tier: 500 Words
B-Tier to A-Tier: 1000 Words
A-Tier to Ω-Tier: 1500 Words

Training a Secondary or Tertiary Class: 1000 words to initially obtain the new class. After this, it will be D-tier. Then you can follow the normal word counts for Class training listed above.

You must clearly state where the wordcount for your training begins and ends. You may not merge word counts for training other abilities or classes.



Last edited by Admin on 05/07/16, 10:46 am; edited 1 time in total

2Class Systems Empty Re: Class Systems 05/07/16, 10:40 am

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Warrior


Warrior is a class which revolves around the usage of melee weapons and martial techniques. This can include anything from martial arts and fighting styles to blades, axes, and even war-hammers. This class is most compatible with Djinn Equips as their abilities can often be applied to the djinn's weapon.

D-Tier: Can use C-Tier and below techniques. May bring up to 2 weapons/shields into a thread.

C-Tier: Can use B-Tier and below techniques. At this tier users can begin using Magoi Manipulation to enhance their abilities. A single Magoi Manipulation technique can be learned. May bring up to 3 weapons/shields into a thread.

B-Tier: Can use A-Tier and below techniques. Two Magoi Manipulation techniques can be learned. May bring up to 3 weapons/shields into a thread.

A-Tier: Can use A-Tier and below techniques. May bring up to 3 weapons/shields into a thread. A total of 3 techniques can involve Magoi Manipulation.

Ω-Tier: A total of 6 techniques can involve Magoi Manipulation. May bring up to 4 weapons/shields into a thread.

Parrying

Parrying is one of the ways a Strength specialization character uses a defensive technique. Unlike a Magician's Borg, which blocks/absorbs/dissolves an attack, the Warrior’s defensive technique ‘parry’ is executed by swatting away or redirecting a technique. Any given attack can only be redirected away from the Warrior who is using the ‘parry’ technique. This allows a Warrior to avoid the effects of attacks that require direct impact such as physical blows, magoi manipulation, or spells and projectiles that trigger an AoE on impact.

Magoi Manipulation


Magoi Manipulation is the ability for a Warrior to control and manipulate the magoi within his/her body. This allows them to coat themselves or their weapons in magoi and send it into a struck opponent's body to deal damage or interfere with their own magoi flow. There are a few things to note about Magoi Manipulation:

  • Using Magoi Manipulation increases the strength of an ability by one tier capping at A-tier. So a C-tier magoi manipulation attack would deal B-tier damage. A D-tier magoi manipulation defense would block up to C-tier. But an A-tier ability only lets you do more complex/advanced things with magoi manipulation and will not buff the effectiveness beyond A-tier. This bonus is negated if your attack or the enemy attack is parried.
  • This means split effects will be raised as well, with A-tier magoi manipulation being capable of two A-tier effects. In clashing this means damage only A-tier Magoi abilities will be treated as a tier higher in the clash against other A-tiers, and in the case of two effects non-damaging or non-clashed effects may still apply.
  • A Magoi Manipulation attack must land a direct hit to send magoi into an opponent to damage them physically. This will work even if they block the attack, however if your attack is parried this effect will not occur.
  • Coating a weapon with magoi manipulation protects it from being influenced by magic. For example, a djinn equip with the passive magic to melt through anything will be unable to apply this effect to your weapon if you coat it in magoi.
  • Magoi may not be expelled away from the body without a physical catalyst. Ex. First Harpoon can only be thrown when used on a weapon. If it is used bare handed, the user must hit the target directly in melee range.



Important notes about the Warrior Class:

  • Warrior abilities are specific techniques that have been trained and practiced many times over. They can't be so vague that they fit any situation and use any limb. Simply saying that you hit the opponent with your arms or legs and deal a certain amount of damage is not satisfactory. A proper strength ability description must include a type of attack being performed(punch, kick, throw, etc.) and the manner in which it is being executed(a vertical kick, a punch to the gut, a horizontal hammer fist, etc.)

3Class Systems Empty Re: Class Systems 05/07/16, 10:41 am

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Assassin


Assassin is a class which revolves around the usage of unorthodox melee weapons and medium range thrown weapons both making use of supplementary techniques. This can include anything from wire daggers and bladed fans to throwing knives and three part staffs. They are also masters at paralytic techniques, poisons and other supplementary abilities, such as smoke bombs.

D-Tier: Can use C-Tier and below techniques. May bring up to 3 weapons into a thread. 5 free ammunition outside of abilities for ranged weapons.

C-Tier: Can use B-Tier and below techniques. May bring up to 3 weapons into a thread. 10 free ammunition outside of abilities for ranged weapons.

B-Tier: Can use A-Tier and below techniques. May bring up to 3 weapons into a thread. 15 free ammunition outside of abilities for ranged weapons.

A-Tier: Can use A-Tier and below techniques. May bring up to 4 weapons into a thread. 20 free ammunition outside of abilities for ranged weapons.

Ω-Tier: May bring up to 5 weapons into a thread. 25 free ammunition outside of abilities for ranged weapons.

*Important Notes -
  • All Assassin abilities must be close to mid range.
  • An Assassin may register abilities that make use of pre-prepared poisons, or target vital pressure points in order to apply debuffs to an opponent.



Trick Weapons

Assassins have access to trick weapons. Trick weapons are simply weapons with functions or designs outside their standard use. Such as a hidden attachment, way of concealing the weapon, unorthodox firing method. Trick weapons may be simple or complex, with multiple functions or just a powerful punch. In simpler terms, a weapon may have multiple tricks or multiple functions to increase the power of one trick.

D-tier: 1 trick point
C-tier: 2 trick points
B-tier: 3 trick points
A-tier: 4 trick points


What is a trick?
Based on what I’ve seen and what my goal for the rework is a Trick weapon’s Trick would simply be defined as an aspect or modification to a weapon that allows it to take actions more advanced than what a simple weapon could do i/e Cutting, Bashing, Piercing, Regular Blocking, etc. This could be anything from an iron chain that extends weapons reach and allows for binding to something more subtle like gloves with poison coating the outside. Down below is an explanation of what each tier of a trick is along with an example trick of the said tier.

D-Tier- A D-tier trick would be defined as a modification or a simple part of the weapon that adds a basic function that allows for another use of the weapon for in, or outside of combat.  (Ex. A dagger coated with a reflective metal that allows it to reflect light back off of it.)

C-Tier- A C-tier trick would still fulfill the same action as it was before it was upgraded, but now it has been modified to perform that function in a better way, either allowing it to do new things or do old tasks with greater proficiency. (Ex. A hooked claw weapon that originally was curved to catch blades or a weapons shaft being upgraded with a harder curve and a coating of a harder metal inside the curve to allow it to parry or disarm.)

B-Tier- A B-tier trick is a trick that has been modified to the extent it’s perfect for the trick’s intended purpose, at this point a trick is generally more complicated with multiple materials, mechanisms, or alterations to help it perform its intended tasks. (Ex. A scarf lined with sharp metal that is woven into the edges with other flexible and soft materials to make it almost indistinguishable from a regular scarf while also functioning as a great weapon, it would take a weapons expert or someone with experience in similar weapons to tell that its nothing more than a regular scarf.)

A-Tier- An A-tier trick would exemplify what it means to dedicate all of a weapon’s resources and capabilities to one function, this trick would not only be excellent at its intended function, but it would be capable of performing actions above and beyond its original design, (Ex. A hidden wrist blade which trick went from slide hidden blade to the mechanism, assisted, to extendable, and finally, as an A-Tier trick it is not only a hidden extendable blade, but it can be fired out and replaced with other blades, allowing for interchangeable blade types and combination of their throwing weapons and their main weapon)

Ammunition

Outside of actual abilities which cost Magoi or Stamina, Rangers and Assassins have the ability to fire off ranged attacks without paying a cost. There are several things to note about regular pieces of ammunition:
  • You have a limited amount depending on your Class rank.
  • Ammunition cannot have any other uses other than applying simple damage. Ex.: No trapping, smoke bombs, etc.
  • After your ammo stock is depleted in your topic, you cannot use anymore ammunition for the rest of that topic. Ammunition replenishes once you enter a new topic.
  • Ammunition varies depending on the weapon type. Bows shoot arrows. Crossbows shoot bolts. Slings throw rocks, etc.
  • Assassin ammunition only has mid-range.



Last edited by Admin on 01/02/21, 09:43 pm; edited 2 times in total

4Class Systems Empty Re: Class Systems 05/07/16, 10:41 am

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Ranger

Ranger is a class which revolves around the usage of long-ranged weapons and hunting skills. Their abilities revolve around marksmanship, concealment, and tracking. Outside of their abilities they have a limited amount of ammunition for their given weapons, producing long-ranged attacks with no stamina cost.

D-Tier: May bring up to 1 ranged weapon and 1 hunting knife into a thread. 5 free ammunition outside of abilities. C-Tier and below abilities can be used.

C-Tier: May bring up to 1 ranged weapon and 1 hunting knife into a thread. 10 free ammunition outside of abilities. B-Tier and below abilities can be used.

B-Tier: May bring up to 2 ranged weapons and 1 hunting knife into a thread. 15 free ammunition outside of abilities for your ranged weapons. A-Tier and below abilities can be used.

A-Tier: May bring up to 3 ranged weapon and 1 hunting knife into a thread. 20 free ammunition outside of abilities for your ranged weapons. A-Tier and below abilities can be used.

Ω-Tier: May bring up to 3 ranged weapon and 1 hunting knife into a thread. 25 free ammunition outside of abilities for your ranged weapons.


Ranger Skills

A ranger is skilled in the art of tracking as well as surviving in the wild. They may create abilities focused on these skills such as increasing their senses or making camouflage. They are capable of making use of their surroundings and are most effective in forests or other remote locations in the middle of nature where poisonous plants or local wildlife can be used to their advantage.


Ammunition

Outside of actual techniques which cost Magoi and/or Stamina, Rangers and Assassins have the ability to fire off long-ranged attacks without paying a cost. There are several things to note about regular pieces of ammunition:

  • You have a limited amount depending on your class rank.
  • Ammunition cannot have any other uses other than applying simple damage. Ex.: No trapping, smoke bombs, etc.
  • After your ammo stock is depleted in your topic, you cannot use anymore ammunition for the rest of that topic. Ammunition replenishes once you enter a new topic.
  • Ammunition varies depending on the weapon type. Bows shoot arrows. Crossbows shoot bolts. Slings throw rocks, etc.
  • Ammunition damage is based off the tier of the Ranged Weapon being used to launch it.

*Important Note - All Ranger abilities that use a Ranged Weapon must be Long Range.

5Class Systems Empty Re: Class Systems 05/07/16, 10:42 am

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Magician

Magician is a class which revolves around the usage of magic and magoi. All characters that are Magicians must use their staff or wand to channel their spells. Their techniques are the most versatile of all the classes. Must be of the Magician race to pick this class.

D-Tier: May bring up to 1 staff/wand into a thread. C-Tier and below spells can be used. Can know 1 magic type.

C-Tier: May bring up to 1 staff/wand into a thread. B-Tier and below spells can be used. Can learn 2 magic types total.

B-Tier: May bring up to 1 staff/wand into a thread. A-Tier spells and below can be used. Can learn 4 magic types total.

A-Tier: May bring up to 1 staff/wand into a thread. A-Tier spells and below can be used. Can learn 6 magic types total. Can learn 1 Borg spell.

Ω-Tier: May bring up to 1 staff/wand into a thread. Can learn all 8 magic types. Can learn 3 Borg spells.

Magician's Constitution - All Magicians have initially weak bodies. They may not obtain Traits that increase physical strength or speed unless they have a Secondary Class.

Borg

The borg is a protective barrier formed by the rukh in order to defend a magician against harm with ill intent. The borg will activate on its own, but can also be activated and controlled at will or even suppressed to prevent its activation. Each magician will receive the basic borg ability which ranks up as their class does. A Magician may create spells for their borg starting at A Tier. These could be utilized to detect ill intent in others, amplify its defensive capabilities, or even manipulate it to use offensively. The guidelines for these are as follows:

  • A borg will retain its ability to defend against equivalent damage to the tier of their class. The spell exists to further enhance it by manipulating it in different ways and the additional effects it grants are equivalent to the tier of the ability.
  • If a Magician's borg is broken or unable to activate under any circumstance, the spell is unable to be used. The spell may not be cast if the borg is not active.
  • While the borg spell may be scaled, it can not be sustained. The cooldown and cost of the spell follows basic ability rules.


Basic Borg Ability:

*Important Note - A magician's borg will never kill them due to magoi exhaustion. If a magician does not have enough magoi to maintain the borg, it will not form.

*Important Note - As a magician you may keep up to 3 staff/wands in your vault. However, you can only use one in any given thread.

*Important Note* - Once a magician reached C-tier, they may begin registering combination magic spells at this time. Combo magic spells must be C-tier or higher.



Last edited by Admin on 05/07/16, 02:38 pm; edited 1 time in total

6Class Systems Empty Re: Class Systems 05/07/16, 10:44 am

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Beast Tamer

Beast Tamer is a class which revolves around the taming and/or befriending of beasts. These creatures, like players, do not have "health" and take damage logically. A reasonably lethal wound is required to kill one. A Beast Tamer may own an unlimited number of beasts. However, the number of beasts they can take into a thread is limited by their tier.

D-Tier: Can use beasts whose total tier is equal to one D-Tier in each thread. Beasts can register C-Tier and below techniques.

C-Tier: Can use beasts whose total tier is equal to C-tier in each thread. Beasts can register B-Tier and below techniques.

B-Tier:  Can use beasts whose total tier is equal to B-tier in each thread. Beasts can register A-Tier and below techniques.

A-Tier:  Can use beasts whose total tier is equal to A-tier in each thread. Beasts can register A-Tier and below techniques. At this tier you may possess up to 1 A-tier Legend Beast.

Ω-Tier:  Can use beasts whose total tier is equal to Ω-tier in each thread. Beasts can register A-Tier and below techniques. At this tier you may possess up to 2 A-tier Legend Beasts. Or a single Ω-tier Legend Beast.

Beast Abilities

Unlike people who specialize in other areas and use their own abilities, Beast Tamers are practically defenseless on their own. All of their abilities and attacks come from and are produced by their beasts. There are several things to note about Beast Abilities:

  • These abilities take up stamina points from the owner, and beasts don't have stamina limits of their own.
  • Ability slots are spread throughout all of your beasts. Just because you have multiple beasts, you don't have any more ability slots than the average person.
  • The type of beast you have determines what kind of abilities they can use. Ex. A normal tiger cannot use wings to fly, or shoot its claws out as a ranged attack unless it has unique biology and traits that allow it to do so.
  • All beast deal basic attack damage equal to their own tier.


Beast Traits


Beasts possess more traits than people which allows them to have various physiological functions to aid them and their tamers in battle. The number of Trait Points available to beasts is listed below.

D-Tier: 3 Trait Points
C-Tier: 5 Trait Points
B-Tier: 10 Trait Points
A-Tier: 15 Trait Points
Ω-tier: 20 Trait Points

Important Note - Any Ω-Tier traits created for a beast must be worked on with or created by a staff member.

Types of Beasts:


Normal: These beasts are straightforward stand alone creatures. Each one possesses unique traits and powerful attacks that they use by themselves. Examples would be a tiger that can breath flames.

Swarm: These beasts only count as a single "beast" as far as the system is concerned, however, they are actually groups of smaller beasts acting together. Swarm beasts possess half(rounded up) the trait points of other beasts of the same tier and each individual creature in the swarm can only deal D-tier damage. However, they make up for this weakness by being numerous. Examples would be a small army of bees or a colony of rodents.

Swarm beasts are actual swarms, although the numbers would drop significantly if it was a "swarm" of birds or rats as they are much larger creatures. A D-tier rat swarm would probably get half a dozen rats. But if they are small like insects, a D-tier swarm would have dozens nearing a hundred with numbers growing out from there.

Parasite/Symbiote: These beasts live inside of hosts such as the Beast Tamer or another beast. They are unable to perform basic attacks and offensive abilities are performed by the host, however, they also can't be damaged and only die if their host dies. Their purpose is to support their host. However, each Parasite/Symbiote beast must come with a drawback equal in severity to their rank. Examples would be a worm that causes anemia in exchange for poison immunity or an insect that devours internal organs in exchange for producing hormones that increase physical capabilities.

Parasites / Symbiotes are not allowed to register offensive techniques and are purely defensive or supplementary.

Beast Size and Speed

There are no set limits for the size and speed of beasts. Each beast will be considered with balance in mind. So larger beasts will likely be slower and faster beasts will likely be smaller. The higher tier the beast, the more leeway you will have in balancing its speed vs its size.

Training Beasts

Unlike weapons and staffs, Beasts are living creatures. So, instead of purchasing higher-tiered beasts, a tamer can instead train them into higher tiers. The process for training beasts is the exact same as training abilities, including the word-counts. When training a beast to a higher tier, the focus should be similar to Class training and focus on the beast gaining power, whether that is through strength, utility, or awakening passives.

D-Tier to C-Tier: 500 words
C-Tier to B-Tier: 1000 words
B-Tier to A-tier: 1500 words
A-tier to Ω-tier: 2000 words

Legend Beasts

"Legend Beasts" are creatures that are typically thought of to be mythical. This can include anything along the line of dragons, phoenixes, and any otherworldly creatures. There are several things to note about these special beasts:

  • These beasts gain an additional free Ω-tier trait that is created by staff with player input.
  • All Legend Beasts must be at least A-Tier.



Last edited by Admin on 05/07/16, 02:40 pm; edited 1 time in total

7Class Systems Empty Re: Class Systems 05/07/16, 10:44 am

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Body Manipulators


Body Manipulator is a class which revolves around the manipulation of one’s own body in battle. Throught secret training techniques, they have gained the ability to alter their bodies in unnatural ways. This can include forming whip-like arms, forming boulder-like legs, or secreting a slippery oil-like sweat. However, they are still human and are unable to grow new limbs or regenerate lost ones.

D-Tier: Can manipulate a single limb and use C-Tier and below techniques. Body manipulators get a free trait that ranks up with their tier.

C-Tier: Can manipulate two limbs and use B-Tier and below techniques.

B-Tier: Can manipulate four limbs and use A-Tier and below techniques.

A-Tier: Can manipulate their entire body and use A-Tier and below techniques. Gains the ability to register partial transformations.

Ω-Tier: Gains access to a single complete transformation.

Transformations

What are transformations? Transformations are buff to body manipulators in the form of bodily modifications altering their traits by trading them off for temporary ones. Transformations come in two different levels, partial and complete.

Partial Transformations

Partial transformations are modifications to the body that may change how a person looks all over, but only offers minor power boost and ability enhancement. They always cost 20 stamina or magoi to activate and cost 10 stamina or magoi for every post after. Partial transformations get access to Three abilities to be used only in the transformation which One of can be A-tier. Partial transformations replace two traits with new ones for the duration of the form. Partial transformations once deactivated go on cooldown for 4 posts. Partial transformations are 2000 words to train, there is no hard limit but if players start exceeding around 3 or 4 those may be imposed as hard limits.

Complete Transformations

A complete transformation is a pinnacle of body manipulators' training, a complete change of form to make them more powerful or altered for combat. A complete transformation costs 40 magoi or Stamina with a constant 20 magoi or stamina for each post after. Complete transformations gain access to 5 new abilties to be used in the form which two of can be A-tier. A complete transformation replaces Three A-tiers worth of traits in exchange for Three A-tier Traits. These forms MUST take a weakness in the form of a negative A-tier trait. Complete transformations go on cooldown for 8 posts after use. These forms come free with Omega Rank.

*Important Notes -
  • All Manipulation-based techniques must use the body as its only weapon.
  • Body Manipulation abilities cannot be used to create extra “appendages” meaning you cannot make separate wings, however you could make wing like flaps coming from your arms.
  • Body Manipulators are incapable of healing themselves. However, they can mitigate damage by using abilities to stop bleeding, or reattach a severed limb if they can recover it.
  • The torso and head are considered "limbs" for Manipulators.
  • The Number of Limbs available is to show how many limbs can be used for the abilities of those tiers when the limb use is unlocked. So when C-tier you may use 2 limbs for C-tier abilities and up and so forth which each limb unlocked.

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