by 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.