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Classes

Where you'll find all of the things going on with MW, as I can't print them out!

Are the classes OK?

There's too many
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They aren't that great
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The abilities could be reworked
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Other
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They're great!
2
100%
 
Total votes : 2

Classes

Postby Shieldman on Thu Jun 12, 2008 7:58 am

These are the classes you'll get to pick from. I'll tell yeh about Hyper classes later...

Classez
Main skills are the skill the class focuses on. This skill receives a +2 bonus and increases quickly. The secondary skill is a less focal but still important skill. It only receives a +1 bonus.

Basic Classes

Warrior - Classic fighter, good with the trusty old sword and shield.
Main skill: Combat
Secondary Skill: Archer

Thief - Knows how to save with a five-fingered discount, and is agile to boot.
Main skill: Speed
Secondary Skill: Craftiness

Mage - With mad skillz from the Æther and a stick of Magicyness, there’s no stopping them.
Main skill: Magic
Secondary Skill: Intelligence

Archer - Provide vital cover fire in even tight situations, as well as being danged crafty.
Main skill: Archer
Secondary Skill: Item Knowledge

Crafter - Good with their hands in a different way than thieves.
Main skill: Item Knowledge
Secondary Skill: Craftiness

Bard - One of the strangest classes. They sing to kill people.
Main skill: Craftiness
Secondary Skill: Magic

Scholar - Most of them actually tried to read the Library of the Nettles. Thus, they’re all insane.
Main skill: Intelligence
Secondary Skill: Item Knowledge

Necromancer - They were emo before it was cool. Able to summon zombie, beasts, and demons, oh my!
Main skill: Magic
Secondary Skill: Combat
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Re: Classes

Postby Shieldman on Thu Jun 12, 2008 10:40 pm

RIGHT-O! Hyper classes. Explained below.

After attaining an amazing amount of experience as a Basic class, you will advance to a Hyper class. These are upgraded forms of your previous skills, and thus have greater gains and better bonuses, as well as abilities that can be used like magic or items. You can choose what Hyper class you would like to become when you attain the proper requirements. You may only choose a class if your Basic class had either a Main or secondary focus on the Hyper class’ main skill.

Gladiator - A vicious class that beats the crap out of you first, then asks questions later. On second thought, they don’t ask the questions anyway.
Focus on Combat skill. +5 Combat for choosing this class.
Ability: Insanity - Gives the user strength like no sane person. +3 to attack rolls, +2 to range attack rolls, and -2 to any intelligence rolls made while using the ability. Lasts 5 rounds. All damage is equal to the user's Combat + 1d6.

Guardian - The most elite of the king’s guards. Some are rumored to have taken direct hits from catapult fire- and survived.
Focus on Combat skill. +5 Combat for choosing this class.
Ability: Reinforce - The user strengthens his defenses with pure energy. +3 to defense rolls, +3 to intelligence rolls, but two less movement range. Damage is reduced by the user's Combat.

Acrobat - A skilled performer that can juggle pins, chainsaws, flaming furniture, and small whales.
Focus on Speed skill. +5 Speed for choosing this class.
Ability: Juggle - Using superior hand mastery, the user can attack multiple nearby enemies like he was attacking one. The number of enemies capable of being attacked is equal to the user's Speed.

Ninja - A tried and true speed class. The bitter enemies of pirates.
Focus on Speed skill. +5 Speed for choosing this class.
Ability: Ancient Ninja Magic - The user becomes one with the elements. Two more move range, but -1 on defense rolls. + 1d6 to attack rolls.

Pirate - Brutal men of the sea. The bitter enemies of ninjas.
Focus on Combat skill. +5 Combat for choosing this class.
Ability: Massive Firepower - Calls a barrage of cannon fire to smite the enemy. Damage equal to the user's Combat + Archer, plus 2d6.

Sharpshooter - A stealthy class that somehow manages to conceal a longbow in public.
Focus on Archer skill. +5 Archer Skill for choosing this class.
Ability: Conceal Weapon - Puts away weapon, causing enemy to lower guard, then strikes. +4 to the next attack roll. Useable every 10 rounds.

Marksman - Using advanced 19th century technology, marksmen can shoot quite a distance.
Focus on Archer skill. +5 range for choosing this class.
Ability: Line of Fire - Unlimited range in a straight line. User must wait one turn beforehand to take aim.

Conjurer - You’ll never believe your eyes. They never do either, just don’t tell anyone.
Focus on Magic skill. +5 Magic skill for choosing this class.
Ability: Illusion - Freak out enemies by making weird things appear. -2 to any attacks made by enemies for 5 rounds. Only useable every 7 rounds.

Computer Wizard - 1337 h4xxorz ski11z.
Focus on Magic skill. +2 Magic and +2 Item Knowledge for choosing this class.
Ability: Hack - “Commandeer” an enemy unit for three turns. User cannot move while using this ability. Only useable every 10 rounds. Does not work on mini or normal bosses.

Spy - !#$^($#&^!!*$)&#!*!)$&#*)%&*%)!*%&)!#&%*)!#&%. Got it?
Focus on Craftiness skill. +5 Craftiness for choosing this class.
Ability: Backstab - Only useable with a blade, and when the enemy faces away form the user. Instantly kill the target.

Guru - Calls to mind short men with long staffs yelling things like “PADOWAN”.
Focus on Intelligence skill. +5 Intelligence for choosing this class.
Ability: Old Man Shuffle - Catches the enemy off guard with mad old guy skillz. Instantly win a roll against an enemy. Only works once on every enemy. (EX: Use it on Bob, then Steve, but not Bob or Steve again.)

Alchemist - Try to make gold with anything they can get their hands on. Even gold.
Focus on Intelligence skill. +4 Intelligence, +1 Item Knowledge for choosing this class.
Ability: Transmutation - Change a substance into a new substance. Things can turn into one of six things: Rock, Plants, Gold, Water, Jelly, or Fire, and possibly be added to the inventory.

Inventor - Give them an inch and they’ll make a mile.
Focus on Item Knowledge skill. +5 Item Knowledge for choosing this class.
Ability: Assemble - Take anything lying on the battlefield and turn it into something useful. Bypasses IK skill.

Artisan - Expert-grade art for elementary-school minds.
Focus on Item Knowledge skill. +5 Item Knowledge for choosing this class.
Ability: Insight - Roll for a burst of insight, a clever way of thinking around something. On the battlefield, it might betray enemy weaknesses. Effectiveness is based on user's Intelligence + 2d6.
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Re: Classes

Postby Viiqupaen on Tue Feb 10, 2009 7:53 pm

Hey, you've got ninja class in here, but no pirate class? Just because Vii/Keelan is a pirate already doesn't mean there can't be a "Pirate" Hyper-class!
00101010 01001100 01101111 01100001 01100100 01110011 00100000 01101000 01101001 01101110 01110100 00100000 01101001 01101110 01110100 01101111 00100000 01100111 01110101 01101110 00101100 00100000 01110100 01101000 01100101 01101110 00100000 01100110 01101001 01110010 01100101 01110011 00100000 01101001 01110100 00100000 01100001 01110100 00100000 01010011 01101000 01101001 01100101 01101100 01100100 01101101 01100001 01101110 00101010
And he shall be named, "Scutz."
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Re: Classes

Postby Shieldman on Tue Feb 10, 2009 8:32 pm

01001001 00100111 01101101 00100000 01100001 00100000 01101110 01101001 01101110 01101010 01100001 00100000 01110011 01110101 01110000 01110000 01101111 01110010 01110100 01100101 01110010 00101100 00100000 01110011 01101111 00100000 01001001 00100000 01100100 01101001 01100100 01101110 00100111 01110100 00100000 01110100 01101000 01101001 01101110 01101011 00100000 01101111 01100110 00100000 01010000 01101001 01110010 01100001 01110100 01100101 00101110 00100000 01010111 01101000 01100001 01110100 00100000 01110111 01101111 01110101 01101100 01100100 00100000 01101001 01110100 00100000 01100010 01100101 00100000 01100001 00100000 01001000 01111001 01110000 01100101 01110010 00100000 01101111 01100110 00111111
I might update it...
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Re: Classes

Postby Reklin on Tue Feb 10, 2009 9:20 pm

A hyperclass just for Pirates...? Your special you don't need a separate class just for that. Because then we could all be Pirates. and whats with the 1010101000010100101 stuff? I like the classes but do what you want. If you add pirate add Undead/or Necromancery, there are a lot of zombies.
"So we
March to the drums of the dammed as we come
Watch it burn in the sun - we are numb"
"We will fight or we will fall
Till the angels save us all "
-Song "Young" by Hollywood Undead


010100100110010101100100011011000110000101101110011000110110010101110010
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Re: Classes

Postby Shieldman on Tue Feb 10, 2009 9:31 pm

NOTE: Classes aren't actually representations of your character; they're simply stat bonuses/abilities...
01000001 01000010 01000011 01000100
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Re: Classes

Postby Viiqupaen on Wed Feb 11, 2009 6:55 pm

Vii's a pirate. What if there were a ninja character? Then, it would upgrade to a ninja Hyperclass after a while of epic playing. Do you see my point?
Just call Vii an Informal Pirate for now.
And he shall be named, "Scutz."
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Re: Classes

Postby Shieldman on Wed Feb 11, 2009 6:56 pm

No. This is MageWars, not the RP. Difference.
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Re: Classes

Postby Viiqupaen on Wed Feb 11, 2009 6:58 pm

Ahg! Well, still! A world with ninjas and no pirates is to bland. I don't see why you couldn't add a Pirate Hyperclass.
And he shall be named, "Scutz."
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Re: Classes

Postby Reklin on Wed Feb 11, 2009 7:06 pm

Because Ninjas are so godly they are a hyperclass, pirates are old smelly drunk people like Hunter's Mom. jk
"So we
March to the drums of the dammed as we come
Watch it burn in the sun - we are numb"
"We will fight or we will fall
Till the angels save us all "
-Song "Young" by Hollywood Undead


010100100110010101100100011011000110000101101110011000110110010101110010
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Re: Classes

Postby Shieldman on Thu Feb 19, 2009 1:17 pm

I'm not shifting the whole thing now. The classes stand, Vii.
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