Race, Class and Spell Suggestions

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The Pun Tyrant
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Here you can suggest any race, class or magic you wish. They may  need changes , may be immediately accepted or immediately rejected. Any accepted ones will be added to the list and can henceforth be used.
 
Berserkers. A class of Warriors, who are notorious for fighting in a trance like fury and their minimal usage of armor. (Some Berserkers have been known to fight completely nude! But it's far more common for an Berserker to use some pieces of armor or at least just wear an animal pelt) The Method of entering their trance can differ from Berserker to Berserker (depending on race, culture or simply heritage) Common Methods, include ingesting a certain mushroom, inflicting self-harm or bonding with a Rage Demon. The last one often causes the Berserker to be seen as weak by other Berserkers, due to having relay on a separate being to induce anger 


Berserkers is a class that exclusively focuses on using melee weapons 


Common Weapons: Bastard Swords, War-hammers, Two-Handed Axes, Bare-Handed


Perks: Higher-Constitution/Endurance and Strength


Faults: Will suffer from lower Charisma and Intellect
 
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Berserkers. A class of Warriors, who are notorious for fighting in a trance like fury and their minimal usage of armor. (Some Berserkers have been known to fight completely nude! But it's far more common for an Berserker to use some pieces of armor or at least just wear an animal pelt) The Method of entering their trance can differ from Berserker to Berserker (depending on race, culture or simply heritage) Common Methods, include ingesting a certain mushroom, inflicting self-harm or bonding with a Rage Demon. The last one often causes the Berserker to be seen as weak by other Berserkers, due to having relay on a separate being to induce anger 


Berserkers is a class that exclusively focuses on using melee weapons 


Common Weapons: Bastard Swords, War-hammers, Two-Handed Axes, Bare-Handed


Perks: Higher-Constitution/Endurance and Strength


Faults: Will suffer from lower Charisma and Intellect

practically all of this is found in the "brute" specialization for the warrior class. The only things you don´t find are the trance fury, which could easily be added through the usage of another skill or even chant magic , and the fact that demons don´t exist here.
 
I would recommend moving Monk from Rogue over to Cleric. As a monk is someone who practice religion in solitude or with other monks and seeing as how cleric is essentially a priest.
 
not in RPG interpretation, which is what is being parodied here.

even though, i don't think it makes sense to place Monk under Rogue, it would far more sensible to place it in, Warrior, Druid or Cleric, as monk isn't a stealth focused class, it's always a magic, combat or a combination of the two. 
 
even though, i don't think it makes sense to place Monk under Rogue, it would far more sensible to place it in, Warrior, Druid or Cleric, as monk isn't a stealth focused class, it's always a magic, combat or a combination of the two. 

monks are under thief, for starters, not rogue, and it is described they are thief classes who take up a different path and master their bodies.





basically this
 
I seriously think you should combine the Mage and Elementalist classes. Both of them seem pretty limited in what they can do, because their skillsets are usually part of the same class.


Edit: Maybe rename Monk to Brawler. It covers the same skillset and sounds more thief.
 
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I seriously think you should combine the Mage and Elementalist classes. Both of them seem pretty limited in what they can do, because their skillsets are usually part of the same class.


Edit: Maybe rename Monk to Brawler. It covers the same skillset and sounds more thief.

I may take you up on the brawler suggestion. However, I will not merge mage and elementalist classes, as those are two of the most versatiles ones there are.
 
monks are under thief, for starters, not rogue, and it is described they are thief classes who take up a different path and master their bodies.





basically this

OMG Karazim!!!


also, wat about Necromancers and undead race? why aren't they allowed?
 
OMG Karazim!!!


also, wat about Necromancers and undead race? why aren't they allowed?

Necromancer is a dual class, and like any other dual class, it´s not allowed. Necromancers do exist, they just can´t be played. As for undead races it´s because I decided it was best not to allow undead races in the RP as playable races, given the thematic of the RP and the fact they are better suited as monsters.


Furthermore, no race or class not added to the list can be played. If it is added as a banned race or class, then you REALLY can´t.
 
Is there some kind of Engineer class ? I would like to play some kind of completely crazy goblin trying new invention all the time. (most of which only works halfway.)
 
Is there some kind of Engineer class ? I would like to play some kind of completely crazy goblin trying new invention all the time. (most of which only works halfway.)

there currently is none. You can suggest one as long as you stick to the worldbuilding now present, where no tech beyond medieval exists.
 
Necromancer is a dual class, and like any other dual class, it´s not allowed. Necromancers do exist, they just can´t be played. As for undead races it´s because I decided it was best not to allow undead races in the RP as playable races, given the thematic of the RP and the fact they are better suited as monsters.


Furthermore, no race or class not added to the list can be played. If it is added as a banned race or class, then you REALLY can´t.

Well I'm suggesting a class that instead of using brute strength, magic, or weapons in general. Like a class that focuses around utilizing poisons, medicine and plague? (have no idea what to call it, and Plague Doctor seems too specific)
 
TBH, I think you're branching out a bit too far with the specializations.
 
When I say Engineer, I talk about some strange contraptions using mostly magic and some... gunpowder.


Here is my suggestion :


Engineer : People that prefer long research rather than raw martial skills.


Most Suited Armor Type: Cloth to Leather


Most Suited Weapon Type: Dagger, Some of his "awesome" inventions.


Powers:


Analysis : The Engineer can try to analyse an object, or system, to try to understand how it works.


Craft : The Engineer has a phenomenal capacity to craft stuff out of very few materials. That not always work, to be honest.


Fertile Mind : The Engineer can sometimes trigger an "illumination" regardless of the situation. Giving him a few facts about a subject. They can be completely false.


Known specialisations:


Bio-engineer : An engineer that like to mutilate himself or others for the sake of science ! But hey, you get a super clockwork thing.


Mana-engineer : An engineer that like magic more than anything else. His inventions often feature magic. He knows how to manipulate it.


Explo-engineer : An engineer that think that everything is better when it blows up in the end. His inventions are even more volatile.
 
Well I'm suggesting a class that instead of using brute strength, magic, or weapons in general. Like a class that focuses around utilizing poisons, medicine and plague? (have no idea what to call it, and Plague Doctor seems too specific)

that can be achieved in one of two ways. One way is to use the assassin specialization for rogues, since one of it´s facets is dealing with poisons and toxins. On the other hand, you can take up the alchemy profession through the usage of a skill magic slot.

TBH, I think you're branching out a bit too far with the specializations.

this isn´t the complaints section.
 
this isn´t the complaints section.

Okay, so, I was gonna elaborate, but I accidentally deleted the post I had made before. I was trying to convey that having seven classes with four subclasses each is just kind of going overboard, and some specializations are stretched a bit too thin. As I was saying about the Mage/Elementalist thing, there's not that much you could do with fog. I know this is your RP and you're in charge, but it just seems like the class system could use some touching up. In fact, I'm planning out ways to improve it as I type, but whether you want to see to the changes is up to you.
 
When I say Engineer, I talk about some strange contraptions using mostly magic and some... gunpowder.


Here is my suggestion :


Engineer : People that prefer long research rather than raw martial skills.


Most Suited Armor Type: Cloth to Leather


Most Suited Weapon Type: Dagger, Some of his "awesome" inventions.


Powers:


Analysis : The Engineer can try to analyse an object, or system, to try to understand how it works.


Craft : The Engineer has a phenomenal capacity to craft stuff out of very few materials. That not always work, to be honest.


Fertile Mind : The Engineer can sometimes trigger an "illumination" regardless of the situation. Giving him a few facts about a subject. They can be completely false.


Known specialisations:


Bio-engineer : An engineer that like to mutilate himself or others for the sake of science ! But hey, you get a super clockwork thing.


Mana-engineer : An engineer that like magic more than anything else. His inventions often feature magic. He knows how to manipulate it.


Explo-engineer : An engineer that think that everything is better when it blows up in the end. His inventions are even more volatile.

for one gunpowder has yet to be found....


but the class wouldn´t cut it anyways. Here is a list of problems:


1. you put three abiltiies in the powers, every other class only has two


2. the powers it does have are useless when they aren´t metagaming devices. On top of that, craft exists as both a series of skill magic and the specialization of the citzen class.


3.bio.engineer already exists as a dual class


4.explo-engineer might work, but seeing as it is the only specialization, I recommend you try doing the whole engineer thing as just the explo-engineer and make it a specialization of another class


5.daggers as a weapon makes no sense whatsoever for this class
 
Okay, so, I was gonna elaborate, but I accidentally deleted the post I had made before. I was trying to convey that having seven classes with four subclasses each is just kind of going overboard, and some specializations are stretched a bit too thin. As I was saying about the Mage/Elementalist thing, there's not that much you could do with fog. I know this is your RP and you're in charge, but it just seems like the class system could use some touching up. In fact, I'm planning out ways to improve it as I type, but whether you want to see to the changes is up to you.

I´m grateful you are willing to give constructive criticism and advise, but you should still do it in the appropriate area of the OOC not here. And specialist is something you have in ADDITION to what you previously had as a class. Furthermore, in my eyes, it had more than enough value to fit there as a specialization. If you don´t want it, it´s not like you even have to take a specialization to begin with, much less that one. As for going overboard, this is the entire set of base classes and represents the core worldbuidling of the roleplay. I am giving players as many options as possible according to anything I consider does not conflict with the needs of the roleplay itself or what makes sense according to the worldbuilding. Players don´t have to know everything, only the general function of things and their own class and specialization, which they can even custom-make if they get it approved and is not already included in the list of options in some way.
 
Chant spell suggestions:


Dark Strength – greatly enhances strength and speed for a few seconds, being more effective and lasting longer at night. Leaves user worn out afterwards.


Rapid Fire – crossbow begins to automatically load and fire bolts in rapid succession for several seconds. Leaves weapon worn out afterwards.


Moonlit Heal – heals user when directly exposed to moonlight. Leaves user a bit tired afterwards.
 

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