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Retired Staff
Join Date: May 2006
Location: Kansas
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Hello there, I see you are reading Basic Races and Classes. Here is a compilation of races and classes that you have seen before, or may not have seen before. Look here if you are stuck on an idea for a character. This will be constantly updated.
Within are three types of classes and races: fantastic races (think Lord of the Rings or D&D), modern (more military type classes here) and futuristic (think like modern, but futuristic. These will mostly be space based, but will include some more post-modern ones.) Be sure to match the class and race with the setting you're RPing in! It'd be odd having an Elvish swordsman in a space ship. Also note that there are class specific notes for each race. An Elf generally isn't the same type of warrior as a Dwarf, so I decided to list the basic differences for each basic class rather than with each class itself. __________________________________________________ ___________________________________________ --------------------------------------------------------------------------------------------- Races Races are the species of your character. I will include non-PC classes. Humans Unless otherwise stated, humans are always a playable race. They are also what all other races are measured on. Human - Do I really need to explain what a human is? The main advantage of the human is their adaptability; they can be almost any class and any specialization. They range from paragons of civilizations to brutes of tribal society. Standard Fantasy Races These are the main races in any fantasy setting. Half-Elf - Either descended from a human and an elf parent or other half-elves, these people don't have the versatility of humans, but possess elven senses and magic immunities. To Humans, they appear Elvish, and to Elves they appear like Humans, and are therefore not fully accepted in each society. Normal elf - These are nimble, wise, and beautiful beings. They appear to be Human, except for their small frame and pointed ears. Elves live for hundreds of years, sometimes even a millennia. They have a rich cultural past, and have long memories. Elves tend to associate mostly with other longer-lived races, and only companion Humans if they have few other options. Extremely wise and intelligent due to their long life-span, and possess very refined senses. Their ability of sight makes them deadly archers. As well, they are skilled artisans and craftsmen, and when it comes to crafting artifacts of beauty, none are the rivals of the Elves. Elven Mages are among the finest of the Art. They have extreme patience when tackling a magical problem, and their command of magical energies in unwavering. What they lack in total raw power they more than make up in versatility and confidence. Elven Warriors are excellent. Although not very strong, or hardy, they are professionals in their craft. They spend decades honing their ability with the sword, and make adept use of the light but strong Elven worksmanship. Elven Archers are unrivaled. Combining excellent eyesight and dexterous hands, they can hit a target the size of a pinhead from a hundred yards. Elven bows are of rare quality, and they take advantage of this. Elven Thieves are rare, but good. They use their small, nimble body and good eyesight and dexterous hands to their advantage of their craft. Dwarf - If you had to describe a Dwarf in one word, you'd say 'tough,' because that is exactly what Dwarves are. Tough. They live in Clan-based societies and live up to three hundred to even five hundred years. That is, if they don't get killed before then. For the most part, Dwarves live underground in giant cavernous cities, but can be found in most major cities of the world. They are characterized by their large beards, stout frame and small four foot to four and a half foot tall bodies. Don't let the size mislead you, though: Dwarves are the toughest of the standard races. Their compact bodies are hard to hit, and if you do hit them, they barely notice it. As well, Dwarves the greatest craftsmen. Although Elves can craft beauty with a hammer, Dwarves craft excellence. A Dwarven sword, although heavier than an Elf's, will last longer without magical enchantments and does not require as much sharpening. A Dwarven suit of armor is unmatched in its perfect balance between protection and mobility. Although Dwarves are extremely strong, they are not as nimble or dexterous, and therefore do not make many delicate creations like Elves or Gnomes. Dwarves are impatient and headstrong, and are, in general, not very likable since they can't take a social hint. Dwarves are very resistant to poison and disease. A Dwarf caught sick is a rare sight, and it is even rarer to see a Dwarf admit it. Dwarven Mages are incredibly rare, but held in extremely high esteem. They prefer to focus their Art on runes and transmutation, and Dwarven mages are more often than not craftsmen who make magical weapons and armors and other things. Nonetheless, they are fierce in combat. Dwarven Warriors are among the best, taking advantage of their strong arms and sturdy constitution to overwhelm an opponent, or tire them out. They take advantage of heavy armor, and prefer axes and hammers over swords. Instead of going for a specific place to hit like an Elven warrior would, a Dwarf would simply try and hit the opponent, and let their incredible strength do the rest. Dwarven Archers do exist, but they lack the dexterity to properly use a bow. Instead, they use crossbows, and will often use other mechanical weapons such as bombs and traps to make up for their lack of aim. Dwarven Thieves are rarer than Mages, probably due to the Dwarf mentality of honor. Dwarves prefer to attack directly, and look down upon thieves. Besides, Dwarves lack the dexterity of hand to be good at stealing anything, and are too loud to be good at sneaking. Nonetheless, a Dwarf, if driven enough, can still make a good Thief. Halfling - Halflings are little, but with a big heart. They are the size of a child, and as weak as an adolescent, but they are cheery fellows and love good jokes and good wine. They could easily be mistaken as a Human child except that they are very hairy. Halflings have a ruddy complexion, and enjoy the outdoors very much. Surprisingly, they are not timid creatures, but are actually fearless, and are not capable of panic or terror, although they have been known to shake in their boots when cornered by three ogres. They even more nimble than Elves, but are still yet weaker. Halflings aren't know for their craftsmenship, but they have made a few clever inventions when it comes to lessening the load on their shoulders. Their love of a good prank makes them among the best trappers and experts at the ambush. Usually, a Halfling will be offended if someone other than a fellow Halfling, Gnome or Dwarf make fun of their size, but will often jokes among themselves about being the little folk. Halflings are a little less common than Humans, but can still be found anywhere in the world. They are family oriented, much like the Dwarves. They live about as long as Humans. Halfling Mages that focus purely on the Art are rare, but a lot of the time a Halfling of another profession will pick up a few magical spells to help them along. They focus on more practical, innocuous use of magic, rather than on warfare. Halfling Warriors actually exist, and are surprisingly many in number. A halfling warrior is much like an Elven warrior in that they focus on grace and speed rather than brawn. However, they do not possess the same discipline as an Elf, or the same equipment. Instead, a Halfling Warrior masters hundreds of little tricks and feints, and are the master of the parry and the dodge, rather than the offensive attack. They do not wear heavy armor most of the time since it greatly hampers their mobility, and a non-mobile halfling is a sitting duck. As well, they do not carry heavy weaponry since it is harder for them to use. Halfling Archers prefer the shortbow and the throwing knife over the longbow, and like to shoot from a high point in the fray, rather than far away from the battle like an Elf. Halfling Thieves are the best. Their small size, good night vision, and dexterous hands allow them the advantage in sneaking and disarming traps. Gnome - What would you get if you bred a Halfling and a Dwarf between each other? Well, that wasn't how the Gnome was created, but you'd get something close to it. Gnomes are bigger than Halflings but smaller than Dwarves, possess small beards and are considered the "younger cousin" of Dwarves. Gnomes prefer brains over brawn, and their society shows it. Gnomes are by and large the most advanced technological race, and Dwarves owe most of their mining equipment to the ingenuity of a Gnome. They are capable of seeing through most illusions. Most Gnomes like to tinker, either seriously or as a little hobby, and Gnomes know their way past mechanical locks and traps like none other. Plus, Gnomes, although timid, always try and keep a good attitude about everything. Gnomes are also surprisingly sturdy, and can take a good hit despite their skinny stature. Gnome Mages are fairly common, but unlike Humans who focus on destructive magics, or Halflings on practical magics, Gnomes focus on illusions. Since Gnomes have their mechanical creations down to an art, Gnomes use the actual Art to hide these creations. Gnomish Mages are masters of deception, and seeing through lies and illusions. If you need to trick someone, there is absolutely none better than a Gnomish Mage. In warfare, Gnomish Mages have been known to hide their war engines and let the enemy walk straight into the trap. Gnome Warriors are rare. For the most part, Gnomes are very peaceful creatures, and do not have a large standing infantry based army. Instead, they focus on war engines. Nonetheless, Gnome militiamen are fierce and strong. They combine the tricky tactics and subtle swordsmanship of the Halflings with the sturdy defense of a Dwarf. Gnomish warriors prefer light shields and small swords, and have been known to keep a few explosive powders on the inside of their shield in case they're ever disarmed. Gnome Archers are like Dwarves in that they use crossbows, but their crossbows are among the most advanced ever crafted. Usually, only a Gnome can use a Gnomish crossbow, and they have specialized bolts for them that can explode upon impact. Gnome Thieves generally combine their natural illusion capabilities with their thieving skills. Their night vision comes into great use. Half-Orc OR Half-Giants - Half-Giants are big, strong, sturdy, and stupid, and ugly. Since they are ostracized by society, they rarely receive a good education of any standard except in warfare. Half-Giants, being hunted by most fanatical monster-hunters, are born into danger and bigotry, and must fight to survive even at a young age. Their parents usually hate them since most Half-Giants are the product of rape. The term gentle giant rarely applies to Half-Giants because of their short temper and their great anger. They are humongous and make the best front-liners of any standard race. Since they are hated or disliked by most, Half-Giants aren't the most persuasive. Instead, they master the art of intimidation to get their way, and take advantage of their fiercesome reputation. Half-Giants are the opposite of Gnomes in that they are brawn over brains. Due to their mixed blood and giant size, Half-Giants rarely live past sixty, but the adventure and danger in their life time makes them live their lives fully. Half-Giant Mages exist, but are rarely, if ever, found. Half-Giants simply don't possess the patience of spell casting, and when angry they can barely cast the simplest of spells without it horribly backfiring. However, some Half-Giants use this to their advantage, and learn the most reckless, dangerous spells to augment their combat abilities. Usually, they live as mercenaries or muscle for hire, wandering the lands since they have no home. Half-Giant warriors are the ones you want to have your back guarded by. They are strong, sturdy, and big, and scary. Half-Giant warriors like to tattoo themselves with barbaric symbols and wear savage things like skulls or ears of their enemies. They prefer more savage weaponry as well, such as the axe or hammer, rather than the more refined swords. Half-Giant Archers exist, but rarely as a single fighter. Instead, Half-Giant bowmen exist in packs of sorts for hire, up to twenty of them usually, and they wield gigantic long bows, larger than any other long bow, and stronger, and use their amazing strength to shoot powerful arrows. They don't care much for accuracy, since one hit in any part of their body is crippling. Half-Giant Thieves are so rare because if they're caught stealing, they are generally killed on the spot. Their big size and big hands make it hard for them to disarm traps or break locks, and even harder for them to sneak about. Fantasy Monster Races Goblin - Weak creatures that prefer to attack in groups. Goblins are small, ugly creatures that are weak, but agile. They can see in the dark, and are very good at moving quietly and riding. (0) Kobold - Pathetic relatives of dragons, with similar skull structure but not the brain or body. Kobolds are small, scaly humanoids. They are very weak and not very durable, but are agile. They can see in the dark, but are dazzled by the light. They are skilled at making traps, mining, and searching. (0) Orc - Deadly creatures who perfer to attack in groups. Orcs are very strong, but stupid and lacking common sense and charm. They can see in the dark, but are dazzled by bright light. They have a warfare based tribal society, where the strongest and most deadly Orc leads. Orcs are extremely violent and the bane of all civilization. (0.5) Hobgoblin - Larger cousins of goblins. Agile and tough. Hobgoblins are very good at moving silently. (1) Bugbear - The most powerful of the goblinoid monsters. Bugbears are very strong, agile, and tough, but lack charm. They can see in the dark, and are very skilled at moving silently. Their body is difficult to damage. (1) Gnoll - Gnolls are nocturnal, tribal monsters with the head of hyenas. Gnolls are very strong, and tough, but stupid and lack charm. They can see in the dark. They are slightly difficult to damage. (1) Lizardfolk - Lizardfolk seem to be something between humans and lizards, humanoids with scales, tails, and all that they come with. Lizardfolk are strong and tough, but stupid. Lizardfolk are very difficult to damage. They can hold their breath for long periods of time. They can also attack with their claws and teeth. Lizardfolk are skilled with simple weapons and shields. (1) Aasimar - Aasimars are humans with celestial blood down their bloodline. They may have minor distinctive features. Aasimars are wise and charming. They can see in the dark, and can create bright light once every day. They have good hearing and are good at noticing things. They are a little resistant to acid, cold, and electricity. (1) Tiefling - Tieflings are humans with demonic blood down their bloodline. Most are indistinguishable from humans, but some have tiny horns or other features. Tieflings are agile, smart, but lack charm. They can see in the dark, and can create darkness once every day. They are good at lying and hiding. They are a little resistant to fire, cold, and electricity. (1) Drow - Drow are subterranean Elves with stark white hair and skin black like coal. They are powerful warriors, whether it be with a bow, a sword or a spell, they are some of the most deadly beings in the world. Drows exist in a matriarchal society, where the woman rules and men are treated like second class citizens. The vast majority of them are extremely evil, and hate anything belonging to the above world or relating to light. Drow are blinded by the light and cannot go outside during the day hours, and even the light of the stars and moon greatly bother them. (2) Centaur - Centaurs are humans with a horses' body for their lower body. They are large, and move fast. They are extremely strong, very agile, very tough, wise, but stupid. Centaurs can see in the dark. They are a hard to damage. (1) Grimlock - Grimlocks are very strong, agile, tough, but lack common sense and quite lacking in charm. Grimlocks are blind, but can hear or smell creatures nearby. They are vulnerable to loud noises and powerful odours. They are immune to effects that are caused by what they see. They are hard to damage. Grimlocks have grey skin that makes them extremely difficult to see in when hiding in mountains or underground. (2) Minotaur - Minotaurs are large creatures with the head of bulls. They are extremely strong, very tough, very stupid and lack charisma. Mitotaurs are skilled with greataxes and simple weaponry. They can attack with their gore, which is very powerful at the start of a battle. Minotaurs are never lost, can track enemies, and are never caught off-guard. They are very hard to damage. Minotaurs are good at searching and spotting, and have good hearing. (2) Ogre - Ogres are large, ugly monsters that hate to fight fair. Ogres are massively strong, very tough, but not agile, very stupid, and quite lacking charm. Ogres can see in the dark. They are skilled with most weapons, light and medium armours, and shields. Ogres are very hard to damage. (2) Satyr - Satyrs are men with the lower bodies and horns of goats. Satyrs are agile, tough, smart, wise and charming. They move quite quickly, and see well in low light. Satyrs are very good at hiding, hearing, moving silently, dancing or singing, and noticing things. Satyrs are alert. They can attack with headbutts, and are very hard to damage. (1.5) Troglodyte - Troglodytes are reptilian humanoids with the ability to change in colour somewhat. They are stupid and not agile, but very tough. They see very far in the dark. They are greatly hard to damage, and are skilled at attacking with their claws and teeth. They are very good at hiding, and extremely good at hiding in rocky surroundings. When angry or frightened, troglodytes release a disgusting smell that sickens most creatures. (2) Azer - Azers resemble red-skinned, flaming dwarves. Azers are strong, agile, tough, smart and wise, but lack charm. Azers can see in darkness. Azers are greatly hard to damage. When attacking with metal weapons or without a weapon, azers burn their opponents. Azers are immunte to fire and vulnerable to cold. Spells are not very effective against azers. (4) Doppelganger - Dopplegangers are weak-looking, hairless, half-formed humans. Despite this, they are strong, agile, tough, intelligence, very wise, and charming. Dopplegangers can see in the dark, and cannot be magically put to sleep or charmed. Dopplegangers are very hard to damage, and very good with lying and disguising themselves. They can change their shape into any medium or small creature, and can read minds in order to better imitate the creature that they are copying. Usually they are employed as assassins and spies due to their shapeshifting abilities.(4) Hill Giant - Large, evil humans. Unbelieveably strong, extremely tough, but not agile, and quite lacking in intelligence and charisma. Hill giants see well in low light. They are extremely hard to damage. Hill giants can throw and catch rocks and boulders in combat. (3) Stone Giant - Large loners. Stone giants are ridiculously strong, very agile, extremely tough, and wise. Stone giants can see in the dark, and see well in low light. Stone giants are incredibly hard to damage. They can throw and catch boulders and rocks in combat. (4) Pixie - Pixies are small creatures who usually wear bright clothing. Pixies are very weak, extremely agile, greatly intelligent, very wise and greatly charming. Pixies see well in low light. They are good with searching and spotting, and have good hearing. They are very difficult to damage in battle, unless struck with cold iron. They can cast a variety of magical abilities at will. Pixies are invisible at all times, unless they chose to show themselves. Spells are not very effective on pixies. (2) Hound Archon - Hound archons appear like muscular humans with canine heads, and are good and just. They are very strong, tough, wise and chariming. They are extremely hard to damage unless by evil weapons. They can attack with bites and bodyslams. Hound archons can see in the dark, and see well in low light. They having a menacing, but couragous and good aura around them. They have a few magical abilities that they can cast at will. Hound archons are immune to electrity and petrification, and are resistant to poison. They can also change into a canine shape. (5) Gargoyle - Gargoyles appear to be winged statues of stone, until they suddenly attack. They do not need food, water, or air, but they still eat their kill due to their sadism. Gargoyles are very strong, very agile, extremely tough, but very stupid and quite lacking in charm. Gargoyles can fly. Gargoyles are good at hiding, hearing, and noticing things. They hide extremely well in backgrounds of stone, and can hold themselves so still that it is very extremely difficult to tell it is not a statue. Gargoyles are very resistant to damage, unless from magic. (5) Jann - Jann are the weakest of genies, formed of all four elements. A janni has great strength, is very agile, tough, very smart, very wise, and charming. It can fly, although slowly. Jann are slightly difficult to damage. Janni take damage after remaining in an elemental plane for two days. Janni can cast a few spells. Twice per day, a janni can magically change a creature's size. (5) Troll - Trolls are large, ugly creatures that move ackwardly. Trolls are incredibly strong, very agile, incredibly tough, very stupid, lack common sense and quite lacking in charm. They see in the dark and see quite well in low light. Trolls are very difficult to damage. Trolls attack with teeth and claws, tearing at opponent's flesh if both claws hit. Trolls heal quickly, so quickly that they are capable of growing back body parts in 3-20 minutes, or attaching it instantly by packing it back on the stub. The only damage to a troll that is permenant is from fire or acid. (5) Rakshasa - Rakshasas are strange catlike devils with their palms on the back of their hands. They are strong, very agile, greatly tough, smart, wise, and greatly charming. They can see in the dark, and are are greatly difficult to damage unless by good or piercing weapons. Rakshasas can attack with a bite or claws, and can change to any humanoid shape. Rakshasas are very good at lying and disguising themselves. Unless they suppress the ability, rakshasas hear surface thoughts. Rakshasas naturally have the ability to use magic. (7) Fantasy Psionic Races Psychic powers is an incredible ability often found in science fiction. But what about fantasy? Use the Dungeons and Dragons lists as well as this one. Elan - Elans may appear human, but they are concidered aberrations. Elans lack charm. Elans also have natural psychic power, and can use their psychic power to satisfy their hunger and thirst for up to one day, reduce damage taken, and increase their luck. (0) Maenad - Maenads have no facial or body hair. They have good natural psychic power. Once every day, a maenad can reduce their intelligence and wisdom to increase their strength for a short time. As well, once per day, a maenad can let out a harmful ray of sound induced by their psychic power. (0) Xeph - Xephs are weak, but agile. They can see in the dark, and have a natural psychic power. Xephs are very slightly resistant to attacks by psychic powers and magic spells. Xephs can naturally grant themselves bursts of speed three times per day. (0) Blue - Blues are goblins, a bit smaller than the more common breed, with blue-tinged skin, and brighter eyes. Blues are smart, but weak and lacking charm. They can see in the dark, and have a natural talent psychic power. They are very good at moving silently and riding. (1) Dromite - Dromites are small, monsterous humanoids with compound eyes are other insect-like features. Dromites are charming, but weak and lack common sense. They are difficult to damage. Dromites possess a natural psychic power. Dromites are resistant to cold, electricity, sound, or fire, and can fire a ray of the energy is it resistant to once per day. It is good at noticing things, and is effective at fighting enemies it cannot see. (1) Duergar (Gray Dwarf) - Duergar are dark-skinned dwarves that live deeper underground. They are tough, but quite lacking in charm. They move slowly, but can carry heavy loads without slowing down. Duergar can see in the dark twice as well as other dwarves but are dazzled in sunlight. They are skilled with crafting, appraising, and examining stone and metal as well as approximate depth underground. Dwarves are also resistant to poison and spells. Duergar have a very good natural psychic ability, and can make themselves grow or become invisible once per day. Duegrar are immune to paralsys, poison, and phantasms. Duergrars are the natural enemy of the Dwarves. (1) Half-Giant - Half-giants are big and heavy, capable of using weapons and throwing their weight about as if they were giants. They are tough and strong, but not agile. Half-giants see well in low light, and have good natural psychic powers. Half-giants take less damage from fire, once per day, they can use their psychic power to send a shockwave through the ground as they stomp, knocking down creatures and tossing loose objects. (1) Unbodied - Unbodieds are incorporeal, like ghosts. They are agile, tough, very smart, very wise, and very charming, but cannot exert force at all. They use telepathy to communicate, and manipulate objects with telekinetic force. Spells and psychic powers cannot identify the unbodied. Unbodieds can take the form of small, medium, or large creatures, though it does not change their abilities. They are very good at lying and disguising themselves. Unbodieds fly instead of walking, can see in the dark, and can make an attack that passes through armour.(4) Future Races Biodroid - Biodroids, more commonly known as "androids", roughly resemble humans in most ways. Since their body is artificial, they are immune to disease and poison and the like. Their bodies also cannot become stronger, though their minds can develop. They cannot be healed or heal over time, though they can be repaired. Their intelligence is artificial, so they are immune to telepathy and other mind tricks. Due to their robotic nature, though, they horribly lack social skills. It is fairly easy to tell a biodroid from a human. Biodroid sensors include video and audio sensors, chemical vapour sensors and pressure sensors.(0) Bioreplica - Bioreplicas, more commonly known as "synthetics", look, act, and even feel just like a human. They have average social skills due to their nature being like that on an biodroid, but slightly more human. They are otherwise like biodroids, but virtually indistinguishable from humans and unable to be fitted with mechanical parts. Bioreplica sensors include audio sensors, video sensors with nightvision, chemical vapour sensors, pressure sensors, and radar. (0) Dhamrin - Dhamrin are descended from creatures similar to octopi. They have six tentacle limbs; two which it walks on, and two with two fingers and an opposable thumb. Its skull in shaped like an oval, and has wide eyes. Most dhamrin serve the Medurr, and are happy to do so. Dhamrin are very agile, tough, but not wise. They can constrict enemies with their tentacles, and attack while grappling opponents. Dhamrins can attack with their tentacles. Dhamrins can communicate telepathically with other Dhamrins, and are very good at moving silently. (0) Vrusk - Vrusk resemble large insects, with eight legs from their abdomen and two arms from the shoulders of its humanoid body. Vrusks are weak, but smart and wise. They are difficult to damage. Vrusk hands are different from human hands, making it difficult for them to wield human weapons. Vrusk can see in the dark. Vrusk are poor swimmers, but are well educated. Vrusk society is revolved around business; Vrusk usually give their company name before their own, and Vrusk working for companies tend to refer to themselves as "we". All Vrusk are driven by desire for power, money, success and happiness, whether or not in a company. (0) Sathar - Sathar are aberrations resembling human-sized earthworms. It can pump fluid into its segments to harden them, as it has no skeleton. It has a single ring-shaped eye with pupils on opposite sides of the head, nostril pits, and sharp teeth. It has four tentacles; two ending with four fingerlike tentacles, and the other, strong two ending with pedal-shaped pads. Sathar are not agile or wise, but are very charming. Sathars are also rather slow. Sathar have amazing vision. Given twenty minutes alone, a sathar can brainwash other creatures, provided they do not attack them, threaten them, or give them suicidal orders. If a sathar is knocked out, they explode due to a colony of microorganisms that they willingly put into themselves to avoid capture. Sathars are immune to stun and resistant to electricity. Their gaze is incredibly distracting, and they can stun opponents with their stare. (1) Weren - Weren are large, furry giants with claws, and a great mane. Male weren also have tusks. Weren are very strong and tough, but not agile. They can do battle with their retractable claws. Weren see well in low light, and their fur shines and changes colour to match its surroundings, making weren very good at hiding. (1) Medurr - The Medurr are large, imperialistic, reptilian humanoids with four legs, two arms, and warm blood. Medurr are incredibly strong, tough, but not agile and quite lacking in charm. Medurr move quickly because they walk on four legs. Medurr can see without light, and are very hard to damage. Medurr can attack with claws and teeth. Medurr take pain better than other creatures. While medurr cannot have psychic powers for some unknown reason, they are also resistant to them. Medurr are bad at non-combat skills, or combat skills used out of combat. (2) Cykotek - Cykoteks are humans who have become insane from outfitting themselves with cybernetic implants, and now view themselves as machines or pathetic flesh that must be replaced. Cykoteks are accurate, difficult to damage, very good with computers, and can fly into psychotic rages that make themselves stronger and tougher, but lowers their ability to dodge, and to do anything involving concentration, patience, intelligence or skill with words. Cykoteks are very strong, greatly tough, but have a great lack of common sense. (4) __________________________________________________ ___________________________________________ Classes Classes define that character's abilities. Basic Classes Not everyone is born a hero. People may argue against it, but I like basic classes. It shows a transition from the average person to a hero, rather than starting off with amazing heroic abilities. These are from the D20 system. Strong Hero - While strength is not necessarily the character's best attribute, the Strong Hero's skills revolve around their strength. They deal more melee damage, strike at the weaknesses in objects, or know how to push themselves to the best of their ability. Fast Hero - While agility is not necessarily the character's best attribute, the Fast Hero's skills revolve around their agility. They can gain amazing skill in dodging, roll with attacks that would otherwise prove lethal, and move quickly. Tough Hero - While durability is not necessarily the character's best attribute, the Tough Hero's skills revolve around their durability. They can reduce the amount of physical damage they take, gain resistance to specific forms of energy (Fire, cold, electricity, acid, sonic/concussion), or even keep fighting after they should be downed. Smart Hero - While intelligence is not necessarily the character's best attribute, the Smart Hero's skills revolve around their intellect. They can master scientific or technological skills (Or even language), think up strategies, or analyze opponents' fighting styles to find weaknesses to exploit. Dedicated Hero - While wisdom is not necessarily the character's best attribute, the Dedicated Hero's skills revolve around wisdom. They can become sensitive to people around them and danger, become very skilled in the healing arts, or use their insight to their advantage. Charismatic Hero - While charm is not necessarily the character's best attribute, the Charismatic Hero's skills revolve around charm. They can captivate or acquire minor aid through their interpersonal skills, they can taunt, dazzle, and fast-talk, and they can inspire their allies with their leadership. Fantasy Classes Standard Fantasy Classes Fighter - The ever-loved standard warrior. The fighter's focus is combat, and in that area it is the most versitile. Fighters do not have any features unique to themselves, but they are capable of using most equipment, and learn various combat-related skills that suit their particular tastes. Barbarian - Barbarians are the terrifying warriors of the wild. Though they cannot not wear as heavy armour as fighters can, they can go into berserk rages, giving themselves difficulty dodging, but increasing their strength and toughness. While raging, they cannot concentrate for more than a few moments. They are also good at avoiding and taking damage. Rarely use shields, preferring to dual wield or use two handed weapons. Rogue - Though rogues are rarely trustworthy, they are terrific companions in a quest. Their sneak attacks are deadly when the opponent is caught off guard, and they are skilled at dodging what others cannot, and even defending themselves as well against multiple enemies as a single enemy. They are the best at dealing with traps. Monk - Martial artist and philosopher combined forms the monk. Without armour or weapons, their fists can eventually deal more damage than swords, they can jump very high and dodge exceedingly well. As their wisdom and strength grow, they can speak to all living creatures, kill with masterful strikes, and remain strong even in old age. Fantasy Magic Classes Unless otherwise stated, all magic users require to prepare their spells ahead of time. This means that each day, they must picks what spells they desire to cast for that day. Wizards, sorcerers, and bards cast arcane magic, which is cast from their knowledge of how to manipulate magical energies in the world. They cast spells using arcane gestures, phrases, and materials, and so cannot cast spells if they are unable to speak or gesture with at least one hand. Clerics, druids, and rangers draw their magic from their patron god or some philosophical power. They must pray to it or meditate on it each day to keep the power to cast spells. They have no difficulty casting spells with armour, things in their hands, or shields. One cannot cast a spell when one is distracted, making it very difficult to use magic when being attacking in combat. Spellbooks do not contain the instructions for casting spells, but notes and important details on how they are cast. Wizard - Wizards are those who study magic, and have a wide variety of magic at their disposal. They have a magical beast, their familiar, bonded to them. They are good with magical skills, like making potions, scrolls, and equipment. They cannot use spells very often, and keep a spellbook, containing notes on magic. Sorcerer - Sorcerers have a natural talent for magic rather than having learned it, even though they cast the spells the same as a wizard. They have a familiar just a wizard. They cannot cast as strong spells as a wizard, but they have much more magical energy to use, and do not need to prepare spells. Bard - Bards are musicians, and jacks of all trades. Their music is a source of inspiration for their allies, allowing them to fight at their best, and can counter sound-based attacks. Bards can also cast some magic, and do not require to prepare it ahead of time. However, bards cannot learn very strong magic. Cleric - Clerics are holy people. They dress in heavy armour to protect themselves on the battlefield. They can cast spells, but good clerics do not need to prepare healing spells and evil ones do not need to prepare harmful spells. Good clerics can cause the undead to turn and run, or even be destroyed; evil clerics cause undead to cower in awe or follow their command. Clerics MUST have a deity to grant them spells. Druid - Druids are guardians of nature, and cast spells, and do not need to prepare spells that summon animals. Druids are followed by animal companions, and can take animal form. More powerful druids can change their appearance at will and stop aging. Druids have a sort of nature sense, and are resistant to things such as poison and fairy magic. Ranger - Rangers are the defenders of the woodland. They are skilled with bows, and fighting with multiple weapons. They can gain aid from animals, as well as use their skills to dodge, hide, and hunt in the woodlands. Rangers are usually better at fighting a few certain types of enemies. They learn a little holy magic. Fantasy Psionic Classes Psychic powers: They're not just for breakfast anymore. The psionic equivalent of a spell is called a "power". The psionic equivalent of casting a spell is "manifesting a power". Psychic powers are similar to magic, but they have no requirements other than concentration, and psychic powers do not need to be prepared. One cannot manifest a power when one is distracted, making it very difficult to use magic when being attacking in combat. Psion - The psion is the primary psychic. Though they have no combat ability, psions have a variety of psionic-related skills, like the creation of psychic tatoos, power stones, or the possession of psicrystals. Psions learn the strongest powers, the most powers, and have the most mental energy to manifest them. Wilder - The wilder is second to the psion in pure psionic ability. The wilder is slightly better equipped for combat, but can manifest powers of the strength less than a psion's yet better than a psychic warrior's, and has the same amount of mental energy as a psion. However, wilders know very few powers, no more than ten. Wilders can boost their physical and mental strength, but doing so is very tiring on their mind. Psychic Warrior - The psychic warrior has various fighting skills, and some psychic skills. They cannot manifest very strong powers, and have little psychic energy. They can equip almost anything a fighter can. Soulknife - The soulknife cannot manifest powers. However, they can create a knife of psychic energy, which they specialize in combat with. As they gain more experience, they can throw the knife, change the knife to a longsword or dual knives, fill it with psychic power, and strike multiple enemies at a time. Modern Classes Standard Modern Classes Soldier - The soldier is brute force, the strength of the team. They are very skilled with their weapon of choice. While they are required to be trained with firearms, their weapon of choice can be any weapon they can use, even unarmed combat or wrestling maneuvers. They can give tactical aid to their party. Archaic Weaponsmaster - The archaic weaponsmaster is the greatest with their chosen archaic weapon; the sword, the glaive, the bow... They are accurate and deal high damage with their weapon, and strike through hard armour. They can draw their weapon in an instant, and are know how to use their weapons without causing critical injury. Martial Artist - The martial artist approaches combat with their fist. Their martial arts can be very damaging, and their attacks are rapid. They can enter battle with deadly flying kicks, and dodge better than most classes. Gunslinger - The gunslinger is especially accurate with their gun of choice. If they can wield a gun in one hand, they can fire at enemies point-blank without exposing their weaknesses to other enemies. They can fire faster than most people, they are harder to hit in a defensive position, and their shots are accurate. Infiltrator - With a quick sweep of the eyes, the infiltrator can get the lay of the land. He specializes in usage of knives and pistols, and sniper rifles. Prefers the quiet takedown with minimum resistance. Not the best in an all out firefight, but perfect for a stealthy assault. Daredevil - The daredevil cannot be easily scared. They get to their feet quickly, can take a lot of damage at one time, and can even delay the effects of damage from one attack for several seconds. The daredevil can also give themselves an adrenaline rush, which increases their physical abilities, but tires them out after. His crazy stunts catch enemies off guard, although they are extremely risky. Bodyguard - The bodyguard can put themselves in the way of an attack on someone else, but even then can defend themselves. Experts at giving cover, or defending a location or person. Field Scientist - The field scientist can dodge attacks using their wits, not just their speed. Similarly, they can use their wits to guard their attacks with their one-handed weapon of choice. They can use their knowledge to build tools out of seemingly useless items. Techie - The techie can use fix anything electronic or mechanical, and is proficient in usage of almost every firearm. The jack of all trades, and the master of fixing things. Field Medic - The field medic is skilled at treating injuries, and can heal more with a medical or surgery kit than most people. They can treat patients even when distracted. Not created for the firefight, nor the brawl, but can hold their own. Investigator - The investigator when someone is described to them and forensic evidence, the investigator's chances greatly improve of finding more evidence or of locating someone. Investigators have a network of associates and informants. The investigator has a knack for seeing through lies and solving mysteries, and know how to use nonlethal force with lethal weapons. Personality - The personality is a celebrity of some kind, able to smooth-talk their way into private parties and invitation-only events. Their income is significantly high. They are charismatic enough to convince individuals to treat the personality as a trusted friend. As well, they are capable of bringing out despair, hope, or anger in an individual. Modern Magic Classes Unless otherwise stated, all magic users require to prepare their spells ahead of time. This means that each day, they must picks what spells they desire to cast for that day. The techno mage, occultist, and mage cast arcane magic, which is cast from their knowledge of how to manipulate magical energies in the world. They cast spells using arcane gestures, phrases, and materials, and so cannot cast spells if they are unable to speak or gesture with at least one hand. Mystics and acolytes draw their magic from their patron god or some philosophical power. They must pray to it or meditate on it each day to keep the power to cast spells. They have no difficulty casting spells with armour, things in their hands, or shields. One cannot cast a spell when one is distracted, making it very difficult to use magic when being attacking in combat. Scrolls and spellbooks do not necessarily have to be on paper; they can be on a computer, laptop, or even a private website that can be accessed via a cell phone. Spellbooks do not contain the instructions for casting spells, but notes and important details on how they are cast. Arcane Arranger - If a specific piece of information is required, there's a chance that the arranger knows it. They have all sorts of materials at hand, and can magically hide and summon items from an interdimensional space. They can track down individuals with the skills they need. They can fake their allegience to organizations. Glamourist - If the glamourist was formerly a Charismatic Hero, their Charismatic Hero abilities become better, and able to extend to large groups. The Glamourist is able to hide their motives well. They are able to hide their loyalties, even from magic. The glamourist is great at convincing people. As well, they have the magical ability to cloud minds or force people to regard the glamourist as a trusted friend. Mystic - The mystic uses divine magic, but do not use healing spells. Some mystics can force the undead to run away or be destroyed, while other ones can cause the undead to cower in awe or be controlled. More powerful mystics extend these abilities to include humans as well as the undead. Mystics can tell when people are lying. As well, they can cast spells when being distracted in combat. Shadow Hunter - Shadow hunters are those that hunt unnatural things. They do not need to slow down to examine the area when tracking something, and can hide their own tracks. They have strange hunchs that tend to be correct, and can sense magical auras. Shadow hunters can designate a single target, and always know where their target is. Shadowjack - The shadowjack's computer skill is incredible; they can easily identify bugs and the goals of programs. On the Internet, they are good for getting information, intimidating, and other social skills. They are able to cast incantations through a computer. They are good at repairing electronics, defeating computer security, and are even somewhat protected from magic sent over the Internet. Swashbuckler - The swashbuckler fights with a light one-handed weapon, prefering agility over strength. They draw these weapons quickly, and are both accurate and highly damaging with them. Their ability to hit at weak points is remarkable. Perhaps their most remarkable feature is that they can supernaturally deflect arrows, grenades, bullets, and other small nonmagical projectiles fired at them away harmlessly. Techno Mage - The techno mage uses arcane magic, which they memorize each day from their spellfiles, usually kept in a notebook, PDA, or desktop computer. They are good with electronic or mechanical devices, and can even send spells though the Internet. They are capable of creating tiny servants, called homunicli, that can be made of flesh, chemicals, biochemicals, or computer data, but the death of a homunculus harms the techno mage. Wildlord - The wildlord can improve the attitudes of animals towards them; make a domestic cat friendly, or a guard dog indifferent. They have an animal companion to accompany them and lend aid. The companion can be summoned, or turned into a small object. They can turn, command, or awe animals and magical beasts. The wildlord can track animals, climb fast, and resist natural poisons. As well, they are knowledgeable about nature. Shadow Slayer - The shadow slayer is capable of detecting monsters and other things of the supernatural world and their power. They are also resistant the natural weapons of the supernatural; claws, teeth, fists, etc. They choose one type of supernatural creature (Such as dragons or lycanthropes) which they specialize in fighting. Shadow slayers heal fast and can give their melee weapons magical power. The shadow slayer masters know words of power that greatly injure the supernatural. Occultist - The occultist uses arcane magic. They are resistant to magic. They can read research spells and magic items as well as write magic scrolls, but occultists can only cast spells using scrolls. The occultist has a supernatural contact, and though the contact may be hostile towards other humans, it is friendly to the occultist. Occultists can bind a single supernatural creature to them as their servant, following their commands literally whether they really want to or not. Mage - The mage uses arcane magic. They have a spellbook from which they memorise the spells that they choose to prepare. The mage has some small animal, called a familiar, as a sort of magical minion. Mages can make magical scrolls, brew magic potions, create magic tatoos, Acolyte - The acolyte using divine magic. Acolytes do not need to prepare healing spells. Good acolytes can force the undead to run away or destroy them instantly, evil ones can cause them to cower in awe or become the acolyte's servants. More powerful acolytes expand this ability to magical beasts as well as undead, while the most powerful expand it to outsiders such as angels and demons. Modern Psionic Classes Psychic powers: They're not just for breakfast anymore. The psionic equivalent of a spell is called a "power". The psionic equivalent of casting a spell is "manifesting a power". Psychic powers are similar to magic, but they have no requirements other than concentration, and psychic powers do not need to be prepared. One cannot manifest a power when one is distracted, making it very difficult to use magic when being attacking in combat. Telepath - The telepath can use psionic powers. Telepaths can use certain weak psychic powers with absolutely no mental energy required. They can also store mental energy in crystals for later use. They are skilled at using psychic powers in combat. Battle Mind - The battle mind can use psionic powers, but do not have the mental energy or and cannot use powers as strong as a telepath's. They are capable of making tattoos that invoke psionic powers when touched. They are capable of forming a blade and shield of mental energy. Psionic Agent - The psionic agent can manifest psionic powers. They have about the same amount of mental energy as the battle mind, and can manifest powers of about the same strength. However, if they need more mental energy, they can draw some from the world about them. They can enhance their ranged weapon's shots with mental power, or to cause the shots to strike at weak points in armour. Psionic agents are great at breaking through resistances to psychic power. Future Classes Soldier - The Soldier is like your modern class Soldier, but better trained and has access to high tech weaponry. He shines in the firefight, where he can keep his cool and target the enemy while keeping cover. Dogfighter - The dogfighter's ability in a starship is easily determined by their reputation. They know how to make enemy ships shake when under fire, allowing them to give the enemy ship's crew great difficulty piloting the ship. When piloting a starship, a dogfighter can pull more speed out of it than other pilots. Dogfighters are capable of piloting machines that should be too badly damaged to be piloted, though the machines eventually wear out and explode. Dreadnought - Absolutely nothing scares the dreadnought. He is the ultimate weapon, wearing huge armor suits and wielding large weapons, he is a walking tank. He doesn't care about accuracy, or trying to take cover: he just cares about blowing the enemy up. Engineer - Engineers know how to upgrade electronical or mechanical tool kits, and build electronic, mechanical, and structural objects quickly. They can repair vehicles, mecha, starships, and cybernetic attachments better than others. They can improve all manner of weaponry and weapons systems, sabotage electronic and mechanical objects. Engineers are so skilled that they can perform their skills without lowering their guard. Explorer - On their adventures, explorers learn strange and obscure facts. They know how to survive in the wild, and are good at searching for secret doors and traps. Explorers are unusually difficult to scare. Explorers have a sixth sense for traps, and so can dodge them more easily than most. In fact, explorers are generally very good at evading most threats towards them. Field Officer - The field officer can help their allies succeed at their tasks by providing supervision and guidance. When they are determined enough, the field officer is difficult to manage to hit. The field officer can aid their allies in combat through their tactical expertise. Good field officers motivate their allies into fighting better simply by their presence. Helix Warrior - Helix warriors can carry a massive amount more than the average person. They are very light sleepers, and thus able to hear important things while asleep. Helix warriors are capable of seeing in absolute darkness. They are able to shake off nausea, fatigue, fear, paralyse, and other such adverse effects. Their reaction time is high, and their attacks are accurate. Agent - The agent is like a cross between the Engineer and the Soldier. He uses light weaponry for stealthy take downs, and either works alone or with other agents. They can be spies or assassins or soldiers. Whether taking down their enemy with a knife or a mile away with a rifle, the Agent is best if you want it done quietly. Tracer - The tracer knows one species so well that they find it easy to fool, scare, and notice them, as well as detect their lies and damage them. Trackers are skilled at tracking, even in urban areas. They perform deadly surprise attacks against unwary opponents. They have the amazing ability to remain stealthy while moving. Xenophile - Xenophiles have the ability to identify exotic, even supernatural creatures. However, there is always a specific group that the xenophile is particularly skilled at dealing with and combatting. They are resistant to strange, exotic forms of attack. EDITED for the first time by Xenonight2 on Feb 27th, 2007 Made many changes to class and race descriptions, as well as changing some of the power rating to a few of the races. Added drow. EDITED for the second time by Xenonight2 on March 8th, 2007 Drastically changed standard fantasy races. Coming next update: Rewriting to the psionic and magical class descriptions, to better take in more possible magical systems OTHER than D&D since no one seems to be using the D&D system here on OnRPG. As well, rewriting fantasy monster races and modern classes.
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![]() "I'm not afraid of death. I just don't want to be there when it happens." - Woody Allen Last edited by Xenonight2 : 03-09-2008 at 06:01 AM. |
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Loric's Lunatic
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Wow. :eek:
Did you write that all up yourself? You must have carpal tunnel now. Awesome work.
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Shadowsworn
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No, it was written by Lunian, I think. I saw that it was on the old RP forum, so I decided to copy and paste it.
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Updated.
Rewrote it so it didn't look so much like a rip off from a D&D book, and could actually be used a guideline for character and setting ideas.
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Loric's Lunatic
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If Lunian wrote it, it probably was at least partially ripped from a D&D book. He told me he played it once or twice I think, a long time ago.
I agree that it didn't work at all for a messageboard where most people don't know D&D, though.
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Updated again. =]
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