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Races and Classes

 
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Lunian

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PostPosted: Fri Mar 18, 2005 9:59 am    Post subject: Races and Classes Reply with quote

Headnote

Races and classes. I'm sure you're all tired of the standard set. Human, elf, dwarf. Warrior, thief, mage. Well, then, I'll list here brief descriptions of various races and classes from D&D and D20! Please, feel free to use them.
I wouldn't advise you to use them all. Instead, base it on your setting. I have a brief note here on where I advise for you to use certain race and class lists. The thread's creator should advise the people who join the thread of which races and classes can be used.


In fantasy campaigns, use the standard fantasy races. If you don't mind the players using monsters, also use the monster list, but you might want to give a maximum power number if you want the characters to be of roughly the same power. A difference of 1 should be good, 2 is a little stretch. So, if you want characters to be around the same power as the standard set but want some monsters, you might set a limit of 0 or 1.
If you are going to include psychic powers in your fantasy game, allow the psionic race set along with the other chosen sets. Again, the number limit should probably apply.
For futuristic games, go with the futuristic race list. Once more, is advised.
In a modern game, choose whatever races are appropriate.

Use basic classes if you do not want your character to yet be heroes. They fit in any timeset. Characters of a basic class may eventually progress to another class in your RP. In which case, they should use the class sets mentioned below.
In a fantasy game, use the standard fantasy classes. If you choose to have magic, also use the fantasy magic classes. If you choose to have psychic powers, include the fantasy psionic classes.
In a modern game, use the standard modern classes. If you choose to have magic, also use the modern magic classes. If you choose to have psychic powers, include the modern psionic classes.
In futuristics games, use the future classes.
In anime games, use just the anime classes.


If you are searching for a specific race of class set in your browser, you don't have to look around for it. Just use the find feature until you see it. Search for one of these, whichever is appropriate.
Standard Fantasy Races
Fantasy Monster Races
Fantasy Psionic Races
Future Races
Basic Classes
Standard Fantasy Classes
Fantasy Magic Classes
Fantasy Psionic Classes
Standard Modern
Modern Magic Classes
Modern Psionic Classes
Future Classes Classes
Anime Classes


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Races
Races are the species of creature that the character is. Since races vary so much in ability, some are at a better advantage than others. For this purpose, I will assign numbers in brackets to each creature, representing the advantages of that creature over a human. When allowing various races in a thread, you may add a number cap to limit the variety in the power of the characters. A higher number means a more powerful creature.

Humans
Unless otherwise stated, humans are always a playable race. They are also what all other races are measured on. When you see a number beside a race's description, it represents how much better than race is than human. So, a race with the number 0 is equal to humans.
Human - Do I really need to explain what a human is? The main advantage of the human is their adaptability; they are quick learners and are more versitile.

Standard Fantasy Races
These are the main heroic races found in Dungeons and Dragons.
Half-Elf - Either descended from a human and an elf parent or other half-elves, these people don't have the versitility of humans, but possess elven senses and magic immunities.
Elf - Elves are nimble, but do not respond well to damage. They see well in low light, and generally see and hear better than humans. Magical enchantments are less effective on elves, and they cannot be effected by sleep magic at all. They are also skilled with swords and bows.
Dwarf - Dwarves are tough, but lack grace and charm. They move slowly, but can carry heavy loads without slowing down. Dwarves can see in the dark, and are skilled with crafting, appraising, and examining stone and metal. Dwarves are also resistant to poison and spells.
Halfling - Halflings are agile, but weak. They are skilled with climbing, jumping, and moving quietly. They are generally good at getting out of harm's way by sheer luck, and cannot easily be scared. They hear well, and they are skilled with slings and thrown weapons.
Gnome - Gnomes are tough, but weak. They are small, like halflings. They see well in low light, and are skilled with casting and seeing through illusions. Gnomes have good hearing and are good with alchemy.
Half-Orc - Half-orcs are strong, but are also stupid and lacking charm. They see can see in the dark. (0)

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. (0)
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, traibal 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)
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. (2)
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. (2)
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. (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. (4)
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. (4)
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 surpress 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. (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)

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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.
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.
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 equivilent of a spell is called a "power". The psionic equivilent 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 manuevers. 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.
Street Warrior - The street warrior has survival skills like an animal, but only in an urban setting. They can fight effectively with anything they find, be it a bottle or a Twinkie. They deal high damage with any light melee weapon, including their hands. They manage to help the team and themselves out by using their street credit.
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. They can wield anything, a chair or even a CD, as a decent weapon. They can perform difficult tasks when distracted, and are difficult to detect.
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.
Bodyguard - The bodyguard can put themselves in the way of an attack on someone else, but even then can defend themselves. The bodyguard can act suddenly, sense oncoming attacks, maneuver when running at full speed, prepare counterattacks, and give advice to boost the party's defense.
Thrasher - The thrasher is so tough, that they don't need to dodge; their toughness serves a layer of armour. The thrasher can power up their strength and agility, but are left tired afterward. The thrasher defends themselves just as well when surprised or fighting multiple opponents. Attacks seem to deal less damage to a thrasher.
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 is skilled with quick, temporary repairs. They can temporarily improve the performance of any item with electronic or mechanical components, though it may eventually cause wear on the machine. Techies with enough skill can build tiny remote control robots to serve as eyes, hands, or ears, though they can control only one at a time.
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. Skilled field medics can revive people half a minute after dying, the best can revive people dead for up to three minutes.
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.
Negotiator - The negotiator is good at concealing their motives, and can talk hostile opponents into ceasing to attack. They can also sow distrust, to turn people against another. They also react first when making a deal or mediating an argument, giving them the benefit of surprise.

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.
Speed Demon - The speed demon's ability to dodge is amazing. However, they are best with vehicles. They know the best ways to damage and disable vehicles, can improve the top speed and performance of vehicles that they are controlling, and react as well as if the vehicle was an arm or leg. They have the mysterious ability to magically repair vehicles with a touch, and can mysteriously operate any vehicle they so much as touch.
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 equivilent of a spell is called a "power". The psionic equivilent 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
Ambassador - The ambassador's diplomatic immunity softens the prosecution they are given for their crimes. They are skilled at peaceful negotiations. They have easy access to information, even restricted information. They are very well paid for their services. They can select a few consols to gain their diplomatic immunity and information access abilities, but can as easily revoke the priviledges.
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. Even in heavy armour, the dreadnought keeps some of their agility. The dreadnought can increase their strength temporarily, but making themselves easier to hit, and eventually tiring themselves out. Dreadnoughts can easily push their way through hordes of enemies, and are difficult to knock over when doing so. The dreadnought is skilled at fighting defensively, can wield huge weapons, and can easily knock enemies down.
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.
Space Monkey - Space monkeys only need to sleep for half the time as most people. They know how to use tools expertly and creatively. Space monkeys do not get lost easily. Space monkeys fight better when teamed with other space monkeys, and know sneaky tactics to use in combat. They are more comfortable in armour, and move a little bit better in it. Space monkeys shoot a bit faster than most.
Swindler - For whatever reason, the swindler has amazing luck. They are difficult to hit because of their strange luck, and can even increase an ally's luck for an instant. They are rarely well liked, and so have learned to very quickly disguise themselves.
Technosavant - Technosavants can read, write, and speak a jargon-heavy dialect of the common language known as technocant. Technosavants can create or repair robot frames or cybernetic attachments in half of the time that others could. They are very also good at defeating or disabling robots in battle. They are know a lot of information relating to technology. Technosavants are good at salvaging parts and performing cybernetic surgery. The best technosavants can create technology better than that found in their world.
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.

Anime Classes
Adventurer - The adventurer has no special skills. They are the all-around class, with the only advantage being their versitility. However, ignoring this, they are a bit worse than the other classes.
Dynamic Sorcerer - The dynamic sorcerer has no ability other than their dynamic sorcerery. Unlike more traditional sorcery, dynamic sorcery does not involve spells, but magic can be used however the dynamic sorcerer wishes. However, stronger magic drains more of the sorcerer's energy.
Giant Robot - Giant robots are exactly what they are called. They are very large, and possess good combat features, as well as thick armour and the ability to fly.
Gun Bunny - Gun bunnies have easy access to all manner of weaponry, even that which is illegal. They can fight using their guns when they cannot see, judge their opponent's abilities, shoot accurately, and are skilled at fighting with multiple weapons. They know all sorts of information about weapons, and can shoot with easy while moving quickly or performing complex stunts.
Hot Rod - Hot rods have easy access to cars and car parts. They are skilled at mechanics, and have many flunkies to do their work for them. They make pretty good leaders, and have some defensive combat skill. They have some organizational ties, and have some car-related item that enhances their power.
Magical Girl/Boy - Magical Girls/Boys have some small servant (Usually an animal) serving as their guide and protector. They have very powerful special attacks and items that enhance their powers. They are capable of flying. When they are low on energy, they can often find a burst of energy hidden away inside of them.
Martial Artist - Martial artists deal a lot of damage with their fists, and have special attacks that allow them to deal even more. They move at incredible speeds, and have amazing combat skills. They are even capable of judging an opponent's abilities and fighting opponents that they cannot see.
Mecha Pilot - Mecha pilots do not have many skills themselves. However, they do have a big mecha! Their mecha gives them great combat skills. As well, mecha pilots possess leadership skills, and usually ties to whatever organization granted them the mecha that they pilot.
Ninja - I know you want me to reference ThatNinja, but I'm not going to. Besides having easy access to ninja gear, ninjas can jump high, sneak attack, teleport short distances, sense ki energy, move fast, go invisible, and sense spirits. Furthermore, ninjas have heightened senses, are skilled at defending themselves, and can make their environment dark and silent.
Pet Monster Trainer - The Pet Monster Trainer does not do combat on their own. They instead have monsters, whether wild creatures or creations of science, that do their works for them. They may have multiple monsters or a few strong ones. They are also skilled with training monsters and interacting with animals. They almost have an almost telepathic connection with their monsters.
Samurai - Samurai deal great damage with their swords, which they have no trouble obtaining. They move fast, jump high, and have some power watching over them. They have a knack for leadership. They can fight with two weapons, against unseen opponents, with jumping attacks, and special attacks. They can also judge opponents' power and have heightened awareness.
Sentai Member - Go, go, Power Rangers! Sentai Members do not fight alone, but work as a team. They can sense danger to their team, and have a sort of telepathy with their team. They have some combat skills, including powerful team attacks. They have some higher power guarding them, probably that which gives them their special equipment, and are skilled at distracting their opponents.
Shapechanger - The shapechanger can change into many forms with many different levels of power. They can even mimic the special abilities of those around them. They are capable of stretching their bodies out, and heal incredible fast. They can regenerate themselves even from clinical death, but not from brain-death and beyond.
Student - Students possess a little bit of of sixth sense. They are assisted by flunky or two, and have a little bit of a mental shield. They find it a bit easier to get gear. They have a few organizational ties, know how to be a little distracting, have a special item of little power, have a few leadership skills, and even have weak special attacks.
Tech Genius - Tech geniuses are amazing with machinery, and have no trouble getting equipment. They are served by various flunkies, have an item of incredible power, and are quite wealthy. Tech geniuses are capable of accessing, reading, and understanding all data from modern computers in the surrounding area.

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MkingZ9000

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PostPosted: Tue Jun 07, 2005 10:25 am    Post subject: Reply with quote

If you have this okay dont flame me

Race:

Zeffo:A race of that make shells for them selves and make them diffrent than thereown race to keep secrecy

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2D

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PostPosted: Sat Jun 25, 2005 11:01 am    Post subject: Reply with quote

Wow, thats a hell of a lot of wrighting i would'nt be able to type that muxh icon_confused.gif

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I_Am_Retarded

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PostPosted: Wed Aug 24, 2005 7:04 am    Post subject: Reply with quote

Paladins are cool they should be added. They have most defense and healing abilities. In my onpinion pladins should be one the best classes.
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Galas

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PostPosted: Thu Sep 08, 2005 7:25 am    Post subject: Reply with quote

how about a class named legend? it should be cool kinda weird though...just an opinion...
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Shadowsworn

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PostPosted: Thu Sep 08, 2005 12:22 pm    Post subject: Reply with quote

We're discussing classes from Dungeons and Dragons.

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Ttrue

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PostPosted: Thu Jan 19, 2006 12:23 pm    Post subject: Reply with quote

So can we start!? Sounds awsome btw and my char is Halfling: Daredevil


And I shall use throwing knives as my weapon lol cause there kick ass

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Ttrue

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PostPosted: Thu Jan 19, 2006 12:31 pm    Post subject: Reply with quote