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grezar β€” [UPDATE!]RPEEE - Classes

#classes #rpeee
Published: 2016-10-23 07:04:12 +0000 UTC; Views: 9061; Favourites: 115; Downloads: 32
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Description Oh gwad, I can't belive that I finally finished it. ;-;
(Special thanks to my old computer that did the favor to crash at least 3 times while I was doing this.)

These are the classes that will be featured in my upcoming RolePlay.
Originally, there were 100 (20x5) classes, but after some decisions (thanks to all who helped me), I re-distributed them and reduced their number to 84. (7x3x4). (You can say good bye to a myriad of "Sorcery" classes. xD)
(Later -But I don't know when-, I'll post a text file with all these classes and more.)

They're divided 4 cathegories: MIGHT, FINESSE, SORCERY and SENSES.

MIGHT features the classes that relies on Attack Power, Survival and Protection. Generally, their main focus are [Strength], to deal high damage to their enemies, and [Resistance], in order to draw attention and endure most of the hits.
This cathegory subdivisions are:

Balanced classes that can play solo, or leading the team.
Knight -With strong physical abilities, the knight is the most versatile combatant.
(Signature Move: Might | Preferred Weapon: Sword | Preferred Armor: Plate | Power Source: Stamina/Cooldown)
Warrior -Warriors seek to merciless strike down their foes with powerful impacts of their weapons.
(Signature Move: Assault | Preferred Weapon: Great Axe | Preferred Armor: Plate | Power Source: Stamina/Cooldown)
Tamer -Tamers have the power to manipulate enemy monsters at their favour.
(Signature Move: Control | Preferred Weapon: Halberd | Preferred Armor: Leather | Power Source: Stamina/Cooldown)
Reaper -Wielders of destructive power and ferocious swiftness, the Reapers are specialist in extermination.
(Signature Move: Harvest | Preferred Weapon: Scythe | Preferred Armor: Leather | Power Source: Stamina/Fury)
Dragoon -Specialized in wielding spears, this class assaults their opponents with swift and potent strikes.
(Signature Move: Jump | Preferred Weapon: Spear | Preferred Armor: Plate | Power Source: Stamina/Cooldown)
Gladiator -This class is specialized enhacing its strenght to deal massive damage to enemies.
(Signature Move: Battlecry | Preferred Weapon: Axe/Hammer | Preferred Armor: Plate | Power Source: Stamina/Fury)
Soldier -Having both good strenght and endurance, this class focuses on dealing efficiently with a single foe at time, while being also able to cure itself.
(Signature Move: Tech | Preferred Weapon: Anything Melee | Preferred Armor: Plate | Power Source: Stamina/Cooldown)

These are the protectors of the team, taking charge in the front line.
Guardian -They use heavy weapons as both offensive and defensive equipment to charge fearlessly into battle.
(Signature Move: Overwhelm | Preferred Weapon: Claymore | Preferred Armor: Metal | Power Source: Stamina/Cooldown)
Breaker -Focused in breaking defenses, this class endure all kinds of offensive to unleash their counter-attacks.
(Signature Move: Counter | Preferred Weapon: Warhammer | Preferred Armor: Metal | Power Source: Stamina/Fury)
Samurai -Honorable sword users that wait calmly for the perfect timing to unleash precise strikes.
(Signature Move: Ougi | Preferred Weapon: Katana | Preferred Armor: Plate | Power Source: Cooldown/Fury)
Defender -A defensive class who stands in the frontline to hold back their enemies
(Signature Move: Cover | Preferred Weapon: Shield + Another Weapon | Preferred Armor: Plate | Power Source: Stamina/Fury)
Berserker -This class takes advantage of the natural rage to become an unstopable force.
(Signature Move: Rage | Preferred Weapon: Anything Melee | Preferred Armor: Leather | Power Source: Fury)
Sentinel -This class sacrifices mobility in exchange for high resistance, which is improved by its abilities.
(Signature Move: Bastion | Preferred Weapon: Flail | Preferred Armor: Metal | Power Source: Stamina/Cooldown)
Warden -Wardens specialize in reaction, hard-hitting their foes at the same moment they're hitten.
(Signature Move: React | Preferred Weapon: Hatchet/Mallet | Preferred Armor: Plate | Power Source: Cooldown)

Damage-focused classes that can deal more hits than the others.
Grappler -Combatants who learned how to use the whole extension of their bodies as weapons.
(Signature Move: Combo | Preferred Weapon: Gauntlet/Greavers | Preferred Armor: Leather | Power Source: Stamina/Cooldown)
Acrobat -The Acrobat dances freely through the battlefield, slicing their enemies with sharp weapons.
(Signature Move: Acrobatics | Preferred Weapon: Wrist Blade | Preferred Armor: Cloth | Power Source: Stamina)
Duelist -Close-range specialists who uses dual weapons to deliver a series of combined attacks.
(Signature Move: Swordplay | Preferred Weapon: Twin Blades | Preferred Armor: Leather | Power Source: Stamina/Cooldown)
Fencer -Nimble swordplayers that focuses on constinuously strike their foes.
(Signature Move: Lunge | Preferred Weapon: Rapier | Preferred Armor: Plate | Power Source: Stamina/Cooldown)
Monk -Martial artists who mastered the harmony between body and mind.
(Signature Move: Chakra | Preferred Weapon: Tonfas/Cane | Preferred Armor: Cloth | Power Source: Cooldown/Chi)
Striker -Strikers swing its weapons quickly to hurt as much as possible.
(Signature Move: Swing | Preferred Weapon: Swallow | Preferred Armor: Plate | Power Source: Stamina/Cooldown)
Bouncer -Bouncers focuses on attacking and then retreating to avoid major damage, being also able to counter some attacks
(Signature Move: Rebound | Preferred Weapon: Nunchuks | Preferred Armor: Leather | Power Source: Stamina/Chi)

FINESSE have the most elegant and deadly classes. Focusing on Stealth, Swiftness and Precision, they aim right in the weak spot of their foes to deal lethal damage in less time than other classes could do. Their main focus are [Dexterity], so they never draw attention to themselves, [Strenght], to deal their killing damage and [Speed], to quickly react to any harm.
This cathegory subdivisions are:

Silentious classes that know where and how to hit hard without getting caught.
Rogue -Rogues rely on their stealth skills to unleash attacks without being spotted.
(Signature Move: Backstab | Preferred Weapon: Dagger | Preferred Armor: Leather | Power Source: Stamina)
Hunter -Specialized in hunting specific enemies with sophisticated and well executed maneuvers.
(Signature Move: Pounce | Preferred Weapon: Claw | Preferred Armor: Leather | Power Source: Cooldown/Chi)
Assassin -Killing machines ready to deal devastating blows.
(Signature Move: Assassination | Preferred Weapon: Katar | Preferred Armor: Cloth | Power Source: Stamina/Cooldown)
Ninja -Masters of stealth, the ninja can use the power of jutsus to efficiently slay theirs foes.
(Signature Move: Ninjutsu | Preferred Weapon: Katana | Preferred Armor: Cloth | Power Source: Stamina/Chi)
Saboteur -The Saboteur fights using traps and explosives to get rid of a high number of enemies at once
(Signature Move: Trap | Preferred Weapon: Grenade | Preferred Armor: Leather | Power Source: Cooldown)
Prowler -Masters in the art of stealing.
(Signature Move: Steal | Preferred Weapon: Anything Melee | Preferred Armor: Leather | Power Source: Stamina)
Shadower -Acting in the shadows, they silentiously stalk their victims, waiting to deliver a fatal blow from a blind spot.
(Signature Move: Stalk | Preferred Weapon: Shuang Gou(Hook Sword) | Preferred Armor: Cloth | Power Source: Stamina/Chi)

Fighting at distance, they ensure their safety while dealing a incredible amount of damage.
Ranger -Precise shooters capable of hitting targets from great distances.
(Signature Move: Archery | Preferred Weapon: Bow | Preferred Armor: Cloth | Power Source: Cooldown)
Gunslinger -Gunslingers are specialized in diverse quick shooting techniques using pistols.
(Signature Move: Quickdraw | Preferred Weapon: Pistols | Preferred Armor: Cloth | Power Source: Stamina/Cooldown)
Sniper -Ranged assassins focused on attacking weak spots at safe distance.
(Signature Move: Aim | Preferred Weapon: Rifle | Preferred Armor: Cloth | Power Source: Cooldown)
Marksman -This class has high shooting proficience, acting in perfect syncronism with their foes to frustrate their actions and destabilize them.
(Signature Move: Sharpshoot | Preferred Weapon: Crossbow | Preferred Armor: Leather | Power Source: Stamina/Cooldown)
Grenadier -Grenadiers focuses on mass destruction with the outstanding power of their weapons.
(Signature Move: Ballistics | Preferred Weapon: Launcher | Preferred Armor: Leather | Power Source: Cooldown)
Pirate -This class mix shooting and effective close-quarter combat skills to deal with their foes.
(Signature Move: Piracy | Preferred Weapon: Flintlock | Preferred Armor: Cloth | Power Source: Cooldown)
Scout -Specialists in infiltration and reconnaissance, being able hide themselves to detect weaknesses.
(Signature Move: Reconnaissance | Preferred Weapon: Anything Ranged | Preferred Armor: Leather | Power Source: Stamina)

A mix between Attacker and Shooter, they can fight from long to close range, pushing their enemies away.
Lasher -Lashers hurt their foes at medium distances with quick and painful attacks, being also able to move them.
(Signature Move: Lash | Preferred Weapon: Whip/Chains | Preferred Armor: Leather | Power Source: Stamina)
Trickster -Tricksters are masters of harrassment, constantly disturbing their enemy with nasty and tricks while maintaning their distance.
(Signature Move: Tricks | Preferred Weapon: Slingshot/Yo-Yo | Preferred Armor: Cloth | Power Source: Stamina/Cooldown)
Nihang -Specialized in close and mid-range combat, they can dispatch multiple enemies at once with chained attacks.
(Signature Move: Sweep | Preferred Weapon: Chain Blade | Preferred Armor: Cloth | Power Source: Stamina)
Juggernaut -Mobile fortress who use heavy armor to endure damage while dealing with their enemies.
(Signature Move: Demolish | Preferred Weapon: Wrecking Ball | Preferred Armor: Plate | Power Source: Stamina/Fury)
Bulwark -Bulwars excels in sophisticated rhythmic maneuvers to hurt their foes.
(Signature Move: Stances | Preferred Weapon: Urumi | Preferred Armor: Cloth | Power Source: Stamina)
Burster -The Burster has the power to knock back the enemies surrounding him with powerful blasts.
(Signature Move: Impact | Preferred Weapon: Buster | Preferred Armor: Plate | Power Source: Stamina/Cooldown)
Clasher -Masters in the art of throwing sharp objects, Clashers rely on luck to achieve random yet powerful effects.
(Signature Move: Throw | Preferred Weapon: Cards | Preferred Armor: Cloth | Power Source: Stamina)

SORCERY englobes all kinds of practitioners of miraculous feats, being them sacred, profane, spiritual or purely arcane. Their main focus are [Intelligence], to improve their casting, and [Wisdom], to ensure the effectiveness of their magic.
This cathegory subdivisions are:

Magic-users of all kinds.
Magician -A mage well versed in different kinds of magic.
(Signature Move: Spellcast | Preferred Weapon: Staff | Preferred Armor: Cloth | Power Source: Mana/Prana)
Summoner -A mage capable of summoning creatures to aid him in combat.
(Signature Move: Summon | Preferred Weapon: Book | Preferred Armor: Cloth | Power Source: Mana/Blood)
Enchanter -A magic-user specialized in enchanting his weapons for combat.
(Signature Move: Enchantment | Preferred Weapon: Anything | Preferred Armor: Leather | Power Source: Mana/Blood)
Mancer -Practitioner of variants of arcane magic art based on different elements.
(Signature Move: Mancy | Preferred Weapon: Symbols | Preferred Armor: Cloth | Power Source: Mana/Prana)
Warlock/Witch -Witchcraft pratictioneer that have a familiar to empower their spells.
(Signature Move: Witchcraft | Preferred Weapon: Wand/Broom | Preferred Armor: Cloth | Power Source: Mana/Blood)
Bard -This class uses the power of music to casts buffs to his allies and debuffs to his foes.
(Signature Move: Song | Preferred Weapon: Instrument | Preferred Armor: Cloth/Leather | Power Source: Mana)
Magiknight -A magic-user focused on combat, being able to cast powerfull spells to aid in destroying his targets.
(Signature Move: Arts of War | Preferred Weapon: Magic Sword | Preferred Armor: Plate/Metal | Power Source: Mana/Blood)

Adepts of Sacred or Profane arts that uses the magical blessings bestowed by their gods.
Cleric -Devoted to healing the others with sacred powers and casting blessings upon then.
(Signature Move: Prayer | Preferred Weapon: Rod | Preferred Armor: Cloth | Power Source: Mana/Prana)
Exorcist -A battle priest focused on banishing evil entities and bad statuses.
(Signature Move: Exorcism | Preferred Weapon: Cross | Preferred Armor: Leather | Power Source: Mana/Prana)
Paladin -A battle mage capable of using the power of gods to defend himself and the others.
(Signature Move: Luminance | Preferred Weapon: Aegis | Preferred Armor: Plate/Metal | Power Source: Mana/Prana)
Aeraf -A religious mage that have control over both sacred and profane powers.
(Signature Move: Dualism | Preferred Weapon: Flying Swords | Preferred Armor: Cloth | Power Source: Mana/Blood)
Cultist -A cultist utilizes the others as sacrifice to cast buffs to himself and to execute some magics.
(Signature Move: Sacrifice | Preferred Weapon: Orb/Cube | Preferred Armor: Cloth | Power Source: Mana/Blood)
Defiler -Specialized in weaken the others with his curses.
(Signature Move: Stigma | Preferred Weapon: Scepter | Preferred Armor: Cloth | Power Source: Mana/Blood)
Heretic -Focused on vanishing sacred powers and applying curses through his attacks.
(Signature Move: Profanity | Preferred Weapon: Chakram | Preferred Armor: Leather | Power Source: Mana/Blood)

Worshippers of Nature and everything involving it.
Druid -Nature magic-user that can transform himself into a magical creature through its tribal tattoo.
(Signature Move: Transformation | Preferred Weapon: Staff | Preferred Armor: Leather | Power Source: Mana/Prana)
Taoist -Has the power to seal powers and punish if they were used again.
(Signature Move: Balance | Preferred Weapon: Vajra | Preferred Armor: Cloth | Power Source: Mana/Chi)
Animist -This class is capable of fusing himself with animal spirits to give him special abilities.
(Signature Move: Feralism | Preferred Weapon: Anything Melee | Preferred Armor: Leather | Power Source: Mana/Chi)
Spiritualist -This class can project his soul out of his body to attack the others as well as use them.
(Signature Move: Projection | Preferred Weapon: Anything | Preferred Armor: Cloth | Power Source: Mana/Chi)
Shaman -A Nature Magic-User that channels its power through his totem to use the nature in his favor.
(Signature Move: Shamanism | Preferred Weapon: Scepter | Preferred Armor: Leather | Power Source: Mana/Prana)
Onmyouji -A mage capable of channeling the power of nature with his mantras and Shikigamis.
(Signature Move: Mantra | Preferred Weapon: Kakkhara | Preferred Armor: Cloth | Power Source: Mana/Prana)
Bokor -Voodoo pratictioneer well versed in curses and punishments.
(Signature Move: Voodoo | Preferred Weapon: Wand | Preferred Armor: Cloth | Power Source: Mana/Blood)

SENSES shows that some classes don't need the aid of outer sources in order to achieve miraculous feats, because this power resides with themselves, in their minds. Their main focus is [Wisdom], so they'll have Will Power enough to challenge reality and modify it. (and, of course, their sanity.)
This cathegory subdivisions are:

It is in the heat of battle that these classes shows their powers.
Bender -Through cultivation, they can manipulate the elements by the movement of their bodies.
(Signature Move: Bending | Preferred Weapon: Anything Melee | Preferred Armor: Cloth | Power Source: PSY/Chi)
Projector -Projectors have the power to materialize weapons made of mental energy.
(Signature Move: Materialize | Preferred Weapon: Anything | Preferred Armor: Anything | Power Source: PSY)
Lurker -Lurkers honed their mental abilities to avoid detection and unleash lethal attacks.
(Signature Move: Ambush | Preferred Weapon: Dagger | Preferred Armor: Leather | Power Source: PSY)
Adjuster -Combatants that use psychic powers to improve their feats.
(Signature Move: Enchancement | Preferred Weapon: Anything | Preferred Armor: Leather/Plate/Metal | Power Source: PSY)
Driver -They have mastered the art of controlling mentally inanimate objects.
(Signature Move: Conduct | Preferred Weapon: Anything | Preferred Armor: Leather/Plate | Power Source: PSY)
Injector -Through physical contact, they can destabilize mentally and physically their opponents.
(Signature Move: Overdrive | Preferred Weapon: Anything Melee 2-Handed | Preferred Armor: Plate/Metal | Power Source: PSY)
Jumper -They utilize teleport to either reach or get far from their enemies, and also to cause impacts on them through their teleport techniques.
(Signature Move: Teleport | Preferred Weapon: Anything | Preferred Armor: Cloth/Ranged | Power Source: PSY)

Through concentration, they can manifest their powers the same way some mages do.
Psycher -Masters in psychic arts.
(Signature Move: Psionics | Preferred Weapon: Anything | Preferred Armor: Cloth/Leather | Power Source: PSY)
Esper -A mental-power user that developed their abilities to the extreme.
(Signature Move: Trigger | Preferred Weapon: Staff/Rod | Preferred Armor: Cloth | Power Source: PSY)
Telepath -They can read and affect the mind of others and even project their mind into them.
(Signature Move: Telepathy | Preferred Weapon: Scepter | Preferred Armor: Leather | Power Source: PSY)
Kinetic -A psionic power user who can control the elements.
(Signature Move: Kinesis | Preferred Weapon: Anything | Preferred Armor: Cloth | Power Source: PSY)
Seer -Using their mental powers, they can detected things predict the future.
(Signature Move: Claivoyrance | Preferred Weapon: Orb/Cube | Preferred Armor: Cloth | Power Source: PSY)
Hacker -Specialists in invading and annulling magical and psychic effects.
(Signature Move: Jamming | Preferred Weapon: Pistols | Preferred Armor: Leather | Power Source: PSY)
Ardent -Using their mental powers to create auras, they project invisible structures to attack their foes.
(Signature Move: Invisible Hands | Preferred Weapon: Book | Preferred Armor: Cloth | Power Source: PSY)

They use their mental powers to affect the mind of the others, either in a good or bad way.
Leecher -The Leecher focuses on stealing the energy of their foes to become stronger.
(Signature Move: Parasitize | Preferred Weapon: Anything | Preferred Armor: Anything | Power Source: PSY)
Vitalist -They have power to manipulate the body structure, healing and strenghtening themselves and the others.
(Signature Move: Mend | Preferred Weapon: Flail | Preferred Armor: Leather | Power Source: PSY)
Empath -Linking his mind with their allies, the Empath can reduce the pain and improve their strenght.
(Signature Move: Link | Preferred Weapon: Club/Mace | Preferred Armor: Plate | Power Source: PSY)
Hypnotist -Inducing their enemies to a trance-like status, they have total control over them.
(Signature Move: Hypnosis | Preferred Weapon: Yo-Yo | Preferred Armor: Cloth | Power Source: PSY)
Wilder -User of raw mental power which sometimes can trigger powerfull mental surges.
(Signature Move: Surge | Preferred Weapon: Anything Melee | Preferred Armor: Leather | Power Source: PSY)
Harmonizer -Through their auras, they can nullify abnormal status and damage their sources.
(Signature Move: Stabilize | Preferred Weapon: Instrument | Preferred Armor:Β  Cloth | Power Source: PSY)
Tormentor -Focused in mental attacks from afar, they inspire fear in their victims.
(Signature Move: Torment | Preferred Weapon: Anything Ranged | Preferred Armor: Cloth | Power Source: PSY)


UPDATE!
11/06/16 - Added Classes' bios, Signature Moves, Preferred Weapons/Armors and Power Sources.

---
That's all folks. Stay tuned for more info, and be prepare for more posts about the RP. See ya! :3
Also, Special Thanks to mah betch BatMed , who is helping me with this since the beginning behind the curtains. (Please, don't ask what we were doing there. He'll get embarrassed if I tell.)
Related content
Comments: 54

grezar In reply to ??? [2021-05-08 18:15:39 +0000 UTC]

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beneil [2016-12-27 11:36:53 +0000 UTC]

that cool hope to know more.

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Supah-Nisso [2016-11-07 09:39:18 +0000 UTC]

this shit sounds promising, it gives me an instant boner

πŸ‘: 0 ⏩: 1

grezar In reply to Supah-Nisso [2016-11-07 20:00:39 +0000 UTC]

Heheheheheheheh.
If I can't have the relief I need, the I will relieve myself in the RPEH!
Also, WHY DON'T U CHAT MOAR WITH ME!?

πŸ‘: 0 ⏩: 1

Supah-Nisso In reply to grezar [2016-11-08 15:03:29 +0000 UTC]

I will once I have a chance. Work is taking over my life

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beast981 [2016-11-06 15:44:46 +0000 UTC]

Question due to confusion: How fluid are these classes? I understand that there's probably more to each class than what I'm seeing, but I didn't think it could hurt to ask. Some of them can do very similar things to other classes within or outside of their own subdivision (even their main division in some cases). The main example I was thinking of were the similarities between Telepath and Tormentor.

As a Telepath you have access to the minds of others and as a Tormentor you manifest fear in your opponents. If you could do both you could access someone's deepest fear then torture them to hell and back with it. That sounds really cool, but the classes are separate. Some other combinations I thought of were Monk + Taoist, Reaper + Defiler, Tamer + Animist, etc.

Now if these classes are in fact fluid then this comment is negated and I wind up with my foot in my mouth; I was just wondering how much creative freedom was allowed. There already seems to be a lot available, the question just came to mind as I was thinking up scenarios.

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grezar In reply to beast981 [2016-11-07 01:37:15 +0000 UTC]

Well, your question is very pertinent, based on the quick bios I wrote for them. My fault.
To be honest, some classes do look like others available, but what differ them, gameplaywise, is their statuses and skillsets.
As a Telepath, you have some kind of mind control, being able to see what kind of action the target will perform and project your consciousness into the it to control their acts for a certain ammount of time.
Now, as a Tormentor, you focus on the emotinal state of the target, attacking by creating ilusions on the victim's mind, making them paralyze in fear, so you and the others will be free to attack it.

To sum it up, Monk is a melee martial fighter and a Taoist deals with Magic in a Stronger VS Weaker elemental wheel. Reaper is another melee fighter focused on sustained damage and swiftness, while Defiler deals with curses and debuffs. Tamer can use beasts to aid in combat while the Animist fights using animal spirits residing inside him to give him their powers.

πŸ‘: 0 ⏩: 1

beast981 In reply to grezar [2016-11-07 04:05:14 +0000 UTC]

Ok so if I'm comprehending this correctly, the divisions and subdivisions are based primarily around the mechanics of the RP itself and not the overall potential of a character (I think ). Either way, I was just concerned that these classes would wind up being gimmicky in execution. There's a lot of variety here, but (to me at least) they seem a little narrow. And I understand that we're not bound to preferred weapons, armor, elements, races or backgrounds; I was just a little worried about putting a limiter on our creativity (not to say that a limited isn't needed, you can't have a bunch of OP planet-busting characters flying around).

πŸ‘: 0 ⏩: 1

grezar In reply to beast981 [2016-11-07 04:47:26 +0000 UTC]

Well, to be honest, I could do it 2 ways (that would end being the same thing):
1: Presenting only the Primary classes, and then, their specializations. (The Telepath/Tormentor thing)
2: The way I choose.
Listen, these skills will be what defines classes, but they aren't "locked" to them. They all will have a set of staple actions.
For example: You choose to be a Summoner. What can you do? Only Summon creatures? Nope! You can cast other skills to, offensive and defensive, but the SUMMON is what makes you different from the other Arcane Classes.

Preferrence, not Limitation, 'cuz I hate this. BUT, of course, there'll be some limitations.
Like... Let's say that you pick a Race that can transform into another creature. A Werewolf, for example. Being a Werewolf, you can't be a Druid! Why not? Well, the main feature of Druid Class is that you can transform yourself into another creature. Being able to transform into Werewolf form and Mystic Beast form (Druid's skill) would be overpower... and redundant. '-'
Or a Vampire, that can't be a Necromancer (Mancer Class + Darkness Element Specialization + Death Subpower). And again, why not? Becase Necromancy is the power to deal with undead creatures, right? Right! And guess what? A vampire is an UNDEAD creature! Fascinating! An undead that has the power to control the... undead. The power would be risky to himself. '-'

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beast981 In reply to grezar [2016-11-07 04:59:24 +0000 UTC]

And thus, we've reached an understanding! Thanks a lot for clearing that up

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grezar In reply to beast981 [2016-11-07 05:07:52 +0000 UTC]

I'm the one who should thank you for pointing things that I should've made clear. ^^

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beast981 In reply to grezar [2016-11-07 05:09:48 +0000 UTC]

Eh, don't worry about it I just want this to be fun.

πŸ‘: 0 ⏩: 1

grezar In reply to beast981 [2016-11-07 05:19:18 +0000 UTC]

Me too. Next round i'll bring an explanation about the power sources and their features.

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BatMed [2016-11-05 20:04:43 +0000 UTC]

AAAAAAAAAAAAAAAAAAAAAAAAA

πŸ‘: 0 ⏩: 1

grezar In reply to BatMed [2016-11-05 20:38:40 +0000 UTC]

Invisible hands....

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BatMed In reply to grezar [2016-11-05 21:27:39 +0000 UTC]

don't .__.

πŸ‘: 0 ⏩: 1

grezar In reply to BatMed [2016-11-05 22:30:49 +0000 UTC]

Too late.
(Go get him.)

πŸ‘: 0 ⏩: 1

BatMed In reply to grezar [2016-11-05 22:55:40 +0000 UTC]

you can't wake the dead 3

πŸ‘: 0 ⏩: 1

grezar In reply to BatMed [2016-11-05 23:47:13 +0000 UTC]

OHOHOHOHOHO I can.
Priest! C'here

πŸ‘: 0 ⏩: 1

BatMed In reply to grezar [2016-11-06 14:13:51 +0000 UTC]

oh no ._.

πŸ‘: 0 ⏩: 0

exile0025 [2016-10-23 18:06:01 +0000 UTC]

no blue mage?

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grezar In reply to exile0025 [2016-10-23 18:06:44 +0000 UTC]

Animist*

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exile0025 In reply to grezar [2016-10-23 20:11:57 +0000 UTC]

blue mage sounds better

πŸ‘: 0 ⏩: 1

grezar In reply to exile0025 [2016-10-23 22:25:00 +0000 UTC]

C'mon dude, don't let the FF nostalgia take your head. xD

πŸ‘: 0 ⏩: 1

exile0025 In reply to grezar [2016-10-23 22:51:05 +0000 UTC]

well my favorite color is blue

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grezar In reply to exile0025 [2016-10-24 02:43:39 +0000 UTC]

Makes sense, judging by your avatar.

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exile0025 In reply to grezar [2016-10-24 04:06:45 +0000 UTC]

to be honest i forgot what my avatar was

πŸ‘: 0 ⏩: 1

grezar In reply to exile0025 [2016-10-24 04:24:47 +0000 UTC]

Mega Man Volnutt - Megaman Legends

πŸ‘: 0 ⏩: 1

exile0025 In reply to grezar [2016-10-24 15:09:51 +0000 UTC]

i remember i just haven't looked at it in a while

πŸ‘: 0 ⏩: 1

grezar In reply to exile0025 [2016-10-24 16:39:54 +0000 UTC]

Oh. XD

πŸ‘: 0 ⏩: 0

BatMed [2016-10-23 13:26:49 +0000 UTC]

finally *^*

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grezar In reply to BatMed [2016-10-23 17:30:04 +0000 UTC]

Yep, and moar to come!

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BatMed In reply to grezar [2016-10-23 18:59:14 +0000 UTC]

OH *-*

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KingZanderSanchez-i [2016-10-23 11:19:23 +0000 UTC]

Okay, I noticed you misspelled Strength at one point, and emotional has two O's. that's small potatoes, though, as I'd really love to see where you take this idea. I'd kinda like a bit more detail on the individual classes in each section (unless this is kinda like Final Fantasy's job system where they have basically five different palette swaps of everything but change up the weapon/armor proficiency, magic, etc.) since this class system seems similar to my own game.

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grezar In reply to KingZanderSanchez-i [2016-10-23 17:27:32 +0000 UTC]

Thanks for pointing these. I was sleepy when I started to type the desc. xcD
You'll have to wait a bit, because their bios are already done, but there are some more info to be prepared. I might have not explained this before, but this is not a "Class Evolution" scheme. Each Class here is an individual Class, and they'll be played way differently from eachother.

This division was mainly based on "Kingdoms of Amalur: Reckoning"'s (PC game) class system and on "The King's Avatar"'s (Chinese Novel) Class cathegories. But, of course, there are influence from other media, such as Final Fantasy, Disgaea, D&D, etc.

But now I'm curious. Tell me more about your game.

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KingZanderSanchez-i In reply to grezar [2016-10-23 21:18:37 +0000 UTC]

Well, the original game, Ultraverse Expanded, was meant to be a game that fused 6 different RPG settings (Fantasy, Sci-Fi, Western, Horror, Cyberpunk, and Modern) into a single game, with an emphasis on the massive character creation system with over 50 races and nearly 80 classes (this is between ALL the settings, just to be clear; especially since Modern and Western were the hardest to come up with ideas for) and, not only that, but transfer those characters between settings (create a troll character and place him in a Cyberpunk world, create a centaur and put him in the Western setting, stuff like that). Eventually, though, the final product was streamlined and stripped down to only include 10 Races and 10 Classes in the Fantasy setting right out of the box, with everything else locked up through DLC but additional settings like Western and Cyberpunk capable of being unlocked upon fulfilling certain conditions. Here's everything I have on it so far; any and all notes would be really appreciated: www.dropbox.com/sh/x6zecykwwb0… Β 

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grezar In reply to KingZanderSanchez-i [2016-10-24 04:23:15 +0000 UTC]

Well, mine still don't have a name, but yet, it is as ambitious as yours. I plan to cover these settings too, and maybe a bit more, but each will have their own scenario and set of rules, while the MAIN scenario contains them all, but in a minor scale (like Underground, ruled by Vampires, have Horror/Punk/Gothic/Medieval features, while MirAI, ruled by androids, have Modern/Sci-Fi features, and so on.)
The character creation can be deep or not, depending on the setting, but the main scenario will feature a "dynamic" character sheet, being 1~3 universal sheets (Attributes, Arsenal, ETC), and 1~2 specific sheets. (1 being for the Class Power System, and the other, probably, for the Class' own system.)
Transfer the character created in one scenario to another will need some adaptation, but it won't be a complex job. But woah, 50 races? Guess I'll stick with the Humanoid ones... (TBH, I never liked Centaurs, Nagas, etc... as playable races.)
I was suggested to reduce the number of classes, compressing them into a single class, while them being optional roles (Let's say you have 5 classes; one of them is the Rogue. You choose him, and then you can follow the path of a Ninja, Swashbuckler, Assassin, etc...)
It's a good way to deal with "problem" you're facing, since you can keep the core concept, and easilly adapt it to every scenario.

Looking at some of the classes you choose, I noticed that you're following the same rule as me: The most generic possible.
And why I choose it? Because in my setting, there will be a "Title System", where meeting certain requeriments, you'll be rewarded with a title that will grant you some bonuses.

Well, putting all these things aside, I saw some of your files, and I gotta say that you're developing a good system. I can't wait for the first release of it.

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KingZanderSanchez-i In reply to grezar [2016-10-24 04:37:47 +0000 UTC]

I tried to build Ultraverse as an RPG for people who don't know where to start in RPG's and use this as a springboard for stuff like D&D or Fallout and stuff, so I figured things like multiclassing might seem a bit advanced for the intended audience. I also wanted to keep a lot of options in, so ultimately the final product was a bit stripped down with a lot locked away behind DLC or just unlocked in game after the feedback from a lot of shopping the ideas around to various forums and RPG sites. I've been on and off the game for a long time, mostly because it's hard to find someone to help me with it (especially in the technical areas) but I do have the idea of basically modelling the game after Suikuden II (I figured that rendering so many 3D models would be extremely taxing on a full dev team so working with sprites might be an easier alternative). Those ideas actually are pretty helpful, so thanks for that.

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grezar In reply to KingZanderSanchez-i [2016-10-24 04:50:01 +0000 UTC]

I know what you mean. Sometimes, D&D and other systems are kinda hard to play. Another thing that I should point is that my aim is to develop a tabletop rpg system, not an actual Game. (Albeit this was among the original idea - Anime/Manga and Game(being it a pc/console or a mmo).
Either way, anytime you need help, I'm here.

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KingZanderSanchez-i In reply to grezar [2016-10-24 06:04:26 +0000 UTC]

Thanks, I really appreciate it. Most of the help I need is mostly technical stuff: stats for equipment, monsters, and items, NPC's, map layouts, stuff like that. Any suggestions you have for what I can add to the other settings? I kinda had to stretch for the Western setting by including Centaur, Dwarves, and Elves into the game but saying, in this timeline, they're extinct by the Civil War.

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grezar In reply to KingZanderSanchez-i [2016-10-24 06:32:17 +0000 UTC]

Well, first things first: you must be coherent with your setting. This means that not only adding exclusive features or adapting technical stuff from other scenarios; you must also change some names. This will provide a more immersive experience.
Also, for each setting, don't explore just the major features, like powers and monsters. Think about the society, how it works, its organization, the relation between civilization and other creatures, things like that.
Define major elements for each setting, like: Modern [Companies, Net Mafia and Secret Societies], Western [Dangerous Wanted list and Corrupt people], Sci-Fi [Malfunction and Extraterrestrial menace], Cyberpunk [Network, Viruses and exposition], etc. These things will help you as guides for most of the features of your game.

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KingZanderSanchez-i In reply to grezar [2016-10-25 00:55:43 +0000 UTC]

I did actually plan to elaborate more on the settings in greater details as I gathered more information and had more ideas for them. For the Western setting, I did plan on adding a Bounty system (and the ability to collect bounties on dangerous criminals, or even gain your own bounty), the galaxy exploration of the Sci-Fi setting, the cybernetic/chemical enhancements of the Cyberpunk setting, just to name a few. I have every intention of going back to this game and expanding upon or tweaking elements of each setting, but for now everything that is here on the other settings is basically a rough blueprint and the game is still developing.

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grezar In reply to KingZanderSanchez-i [2016-10-25 04:37:33 +0000 UTC]

I must say that you should focus on the main scenario, because, you know, every DLC will be made based on it. So, for now, leave these aside for a moment and direct all your atention to it (yet, keep them on mind while making the set of rules, so you won't have to revise them for the new material.)

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KingZanderSanchez-i In reply to grezar [2016-10-25 20:40:44 +0000 UTC]

Well, the idea was supposed to be that the gameplay and mechanics remain the same but each setting adds it's own unique quirks: magic and alchemy in Fantasy, collecting bounties in Western, traveling through space and building robots in Sci-Fi, among other things. The thing is there really isn't a main storyline, except the one you create for your character and why they are on their own personal adventure.

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grezar In reply to KingZanderSanchez-i [2016-10-26 02:45:31 +0000 UTC]

Oh, then you won't have major problems while developing these. I see them as different Scenario Mechanics, changing the "focus" of the gameplay, but not its rules.
Also, based on what you said, I see now your game as a System. To be more specific, as a Tabletop RPG System, like GURPS.

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KingZanderSanchez-i In reply to grezar [2016-10-26 08:22:04 +0000 UTC]

I did model the game after GURPS, in the idea of multiple scenarios and settings all connected under the same gameplay. This way, the game is easier and simpler to jump into any scenario in any order and not have a massive learning curve between settings. All the stats remain Β consistent, however some settings mess around with the Character Creator a bit: the Horror setting fuses the morality system with the class selection (just think of the last horror game when you could actually play as the VILLAIN; not in an antihero sense, but just literally become a serial killer or just a full-blown monster), the Hero setting does away with "Classes" altogether in favor of forming your own, and the Modern setting has the idea of morality as relative to your own character not your actions. While combat remains exactly the same throughout the settings, the weapons and environment change up things quite significantly to differentiate one setting from another (until you become a Traveler, but by that point the game is essentially over so you have every excuse to do anything and basically turn your character from a hero/villain into the most broken character in the game).

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grezar In reply to KingZanderSanchez-i [2016-11-02 22:45:08 +0000 UTC]

Sorry for the late reply.

I see. Then, your project will work better as a tabletop RPG than a computer game. So many settings, rules, etc.
And btw, I liked the idea of different character creation rulesets for each scenario, but be careful to not make the characters for a certain setting be more powerfull than in other. I know, this can be a challenge in the Super Hero setting, but think with me: What if, during a gameplay, a crossover between scenarions happens? Be it through time-travel, Dimensional Gates, etc, you must think in a way (or set of rules) to balance them.

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KingZanderSanchez-i In reply to grezar [2016-11-03 04:19:32 +0000 UTC]

That's a good note to use. I'm kinda shooting for a video game, but I did have the idea of having it as a miniature tabletop game.

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grezar In reply to KingZanderSanchez-i [2016-11-03 23:36:34 +0000 UTC]

Then I'd recommend to go for the Tabletop game first. Build the core rules, see how they work in an actual gameplay, receive the feedback and get notes of what you must/should change in order to provide a better experience. THEN, you can invest into the video game.

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KingZanderSanchez-i In reply to grezar [2016-11-04 00:43:01 +0000 UTC]

Okay, so construct a prototype for proof of concept, lay out the ground rules, and build from there; gotcha. Really, one of the biggest issues I have is numbers, developing a sliding scale of weapon efficiency (all games have an ever-escalating climb from using sticks and leather to going Mano a Mano with gods and lovecraftian hellbeasts), and fine tuning the other settings. This is why I feel like it might help to get a few people on board who know what they're doing and can help to sharpen and fine tune the groundwork.

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