Elysium
Nuts
Alright, Classes and other character malarky. This... Is going to be a bit of a read. But so is this whole roleplay . Hope you don't mind that.
First off, races. There are many on the planet of Malius, some common, some not. When you build your character, you'll choose a race. This is primarily for backstory, cosmetics, and some advantanges over other races, but some disadvantages as well. Also, racism exists in this mideval fantasy world, so some races are disliked in some areas, etc.
Second, Classes. I have an exhaustingly long list, divided into three categories. These categories are Combat, Stealth, and Magic. These categories give the for dummies explanations of what each class' basic function is. Each class within the categories plays that same specializatin differently. For instance, a Thief and an Assassin Class, they are both stealth, but Thieves prefer not to fight in their pursuit of wealth, and Assassins are stealthy fighters that earn money through murder. They might not be as physically powerful as a combat class, and very disadvantaged in straight combat, which is why Assassins aren't Combat Based. See? Easy enough. Just ask if there's more questions.
Third, we have attributes. These are what will tuly seperate how you play your elf wiza4rd over how another plays his. Is your elf wizard more intelligent, or better with people? Or is he better with magic, but physically more pathetic compared to the other wizard of the party? Attributes are stats, like strength, agility, intelligence, ecetera, and these will define your character more than any other choice in the game, simply because these are blocks you cannot get around, until you rank up.
Each class also has its own individual attributes to add to the list, which some other classes may or may not share. These will seperate each class further, since some Knights will be better at certain Knightly things, while other Knights will excel elsewhere. It's just to make it more lifelike, and limit the way you play so no one thinks their character is perfect and tries to write themselves better than everyone else.
These attributes all start at average, and you can add or subtract points to increase or decrease those until you have exactly the character you want. There are some limits to how high you can level each character depending on rank, and each rank only has a few points to buy with. the attributes and the point buy charts are as follows:
Strength - A character's physical strength. Usually affects a character's size too.
Agility - The character's speed, flexibility, and dexterity.
Stamina - How much punishment a character can take, as well as how long he/she can dish it out, how far they can run at top speed, etc.
Skill - How tactically intelligent and precise a character is. Higher skill levels tend to use more instinctual fighting and complicated combinations, aiming for lowered guards and weak points, while lower skill levels get to be more wild swings and rely on lucky hits.
Intellect - How much booksmarts a character has, as well as how "with-the-times" a character is. Lower intelligence doesn't necessarily mean a stupid character, it just means they don't have a great educaton or don't get out much, and therefore do not really know what's new, who's new, etc. NPC's will tend to look down on low intelligence characters.
Wisdom - How patient, logical, and perceptive a character is, also has an effect on how good a character's senses and instincts are. High wisdom characters are rarely caught with their pants down, and can often assess the situation and make solidly good plans for that situation with little effort. Lower levels tend to be more rash and foolhardy, and generally don't think before they act, and generally aren't very observant or completely understanding of what's going on around them.
Charisma - Finally, charisma is how persuasive your character can be. Higher levels tend to be more eloquent and silver tongued, while lower levels would have a hard time persuading a mouse towards cheese. Low charisma people also tend to bad liars, as well as dull to talk to. Low intelligence characters tend to have low charisma as well, simply because a lack of knowledge tends to lead to a lack of having things interesting enough to say.
Fourth, we have the ranks. Ranks are just your character's level. There are only five of them, and they just stack your relative ability compared to 0ther characters, nothing complex about that. The ranks are:
Apprentice - The most green of the rookies. These are usually the students still learning the theories or the tactics in a more class-type setting, or still not allowed to spar with real swords. It will take an apprentice character 1 chapter to level up.
Journeyman - Rookies who are adept enough with their education that they are allowed field experience and the rights to actual weaponry or actually dangerous spells. They can fend for themselves if need be, but are still just amateurs in a harsh world. Journeymen characters will rank up in 1-2 chapters, depending on how long they've been this rank at the start of the RP.
Expert - Veterans of battle, and banks of theoretical and practical knowledge, Experts make up most of the fighting world, since most soldiers and knights are expert class before they are allowed to serve. Experts are the solid warriors, the low level magic teachers, and the moderately priced hitmen. For most people, Expert is the limit. There are very few master soldiers, or master monks in the world of the normal man. Those who have to potential to rise higher usually take about 5 years total as an expert, amassing knowledge, strength, and experience, before they are even barely thought of as Masters.
Master - Top tier purveyors of their individual crafts, Masters are not to be trifled with, ever. Almost supremely experienced, Masters go into battle virtually unafraid and indestructable, except by those of their same level, or against Grandmasters. Masters are the guildmasters, the veteran generals, or the archmages of the palaces, those with the world at their fingertips, in their own respective ways. This is as far as basically anyone can achieve. It's the summit of the mountain for Mortalkind, unless they can survive and defeat tribulations far above themselves and their limits...
Grandmaster - ... And then they are considered Grandmasters. Grandmasters are it. For an analogy, Masters are standing on the summit of the mountain, and Grandmasters are standing on their tiptoes on a boulder on the summit to just rise a bit higher. But basically everyone who makes it to masterhood is too tired from the climb to begin to tackle that last boulder. Grandmasters are the legendary heroes you read about in stories, or hear in a bard's song.
And finally, every character has strengths and weaknesses listed in the sheet, and these don't have to be related to combat. For instance, my character is illiterate. He can't read or write, at least not in a useful language to this RP. But for a strength, he's an extremely able tracker, rivaling rangers and assassins who have been doing it for a living longer than he has. I'd like each character to have at least four of each, but if you want a list of eight each, I don't care. Go nuts if you like. If I think it's ridiculous, I'll ask you to reduce the list.
First off, races. There are many on the planet of Malius, some common, some not. When you build your character, you'll choose a race. This is primarily for backstory, cosmetics, and some advantanges over other races, but some disadvantages as well. Also, racism exists in this mideval fantasy world, so some races are disliked in some areas, etc.
Second, Classes. I have an exhaustingly long list, divided into three categories. These categories are Combat, Stealth, and Magic. These categories give the for dummies explanations of what each class' basic function is. Each class within the categories plays that same specializatin differently. For instance, a Thief and an Assassin Class, they are both stealth, but Thieves prefer not to fight in their pursuit of wealth, and Assassins are stealthy fighters that earn money through murder. They might not be as physically powerful as a combat class, and very disadvantaged in straight combat, which is why Assassins aren't Combat Based. See? Easy enough. Just ask if there's more questions.
Third, we have attributes. These are what will tuly seperate how you play your elf wiza4rd over how another plays his. Is your elf wizard more intelligent, or better with people? Or is he better with magic, but physically more pathetic compared to the other wizard of the party? Attributes are stats, like strength, agility, intelligence, ecetera, and these will define your character more than any other choice in the game, simply because these are blocks you cannot get around, until you rank up.
Each class also has its own individual attributes to add to the list, which some other classes may or may not share. These will seperate each class further, since some Knights will be better at certain Knightly things, while other Knights will excel elsewhere. It's just to make it more lifelike, and limit the way you play so no one thinks their character is perfect and tries to write themselves better than everyone else.
These attributes all start at average, and you can add or subtract points to increase or decrease those until you have exactly the character you want. There are some limits to how high you can level each character depending on rank, and each rank only has a few points to buy with. the attributes and the point buy charts are as follows:
Strength - A character's physical strength. Usually affects a character's size too.
Agility - The character's speed, flexibility, and dexterity.
Stamina - How much punishment a character can take, as well as how long he/she can dish it out, how far they can run at top speed, etc.
Skill - How tactically intelligent and precise a character is. Higher skill levels tend to use more instinctual fighting and complicated combinations, aiming for lowered guards and weak points, while lower skill levels get to be more wild swings and rely on lucky hits.
Intellect - How much booksmarts a character has, as well as how "with-the-times" a character is. Lower intelligence doesn't necessarily mean a stupid character, it just means they don't have a great educaton or don't get out much, and therefore do not really know what's new, who's new, etc. NPC's will tend to look down on low intelligence characters.
Wisdom - How patient, logical, and perceptive a character is, also has an effect on how good a character's senses and instincts are. High wisdom characters are rarely caught with their pants down, and can often assess the situation and make solidly good plans for that situation with little effort. Lower levels tend to be more rash and foolhardy, and generally don't think before they act, and generally aren't very observant or completely understanding of what's going on around them.
Charisma - Finally, charisma is how persuasive your character can be. Higher levels tend to be more eloquent and silver tongued, while lower levels would have a hard time persuading a mouse towards cheese. Low charisma people also tend to bad liars, as well as dull to talk to. Low intelligence characters tend to have low charisma as well, simply because a lack of knowledge tends to lead to a lack of having things interesting enough to say.
Fourth, we have the ranks. Ranks are just your character's level. There are only five of them, and they just stack your relative ability compared to 0ther characters, nothing complex about that. The ranks are:
Apprentice - The most green of the rookies. These are usually the students still learning the theories or the tactics in a more class-type setting, or still not allowed to spar with real swords. It will take an apprentice character 1 chapter to level up.
Journeyman - Rookies who are adept enough with their education that they are allowed field experience and the rights to actual weaponry or actually dangerous spells. They can fend for themselves if need be, but are still just amateurs in a harsh world. Journeymen characters will rank up in 1-2 chapters, depending on how long they've been this rank at the start of the RP.
Expert - Veterans of battle, and banks of theoretical and practical knowledge, Experts make up most of the fighting world, since most soldiers and knights are expert class before they are allowed to serve. Experts are the solid warriors, the low level magic teachers, and the moderately priced hitmen. For most people, Expert is the limit. There are very few master soldiers, or master monks in the world of the normal man. Those who have to potential to rise higher usually take about 5 years total as an expert, amassing knowledge, strength, and experience, before they are even barely thought of as Masters.
Master - Top tier purveyors of their individual crafts, Masters are not to be trifled with, ever. Almost supremely experienced, Masters go into battle virtually unafraid and indestructable, except by those of their same level, or against Grandmasters. Masters are the guildmasters, the veteran generals, or the archmages of the palaces, those with the world at their fingertips, in their own respective ways. This is as far as basically anyone can achieve. It's the summit of the mountain for Mortalkind, unless they can survive and defeat tribulations far above themselves and their limits...
Grandmaster - ... And then they are considered Grandmasters. Grandmasters are it. For an analogy, Masters are standing on the summit of the mountain, and Grandmasters are standing on their tiptoes on a boulder on the summit to just rise a bit higher. But basically everyone who makes it to masterhood is too tired from the climb to begin to tackle that last boulder. Grandmasters are the legendary heroes you read about in stories, or hear in a bard's song.
And finally, every character has strengths and weaknesses listed in the sheet, and these don't have to be related to combat. For instance, my character is illiterate. He can't read or write, at least not in a useful language to this RP. But for a strength, he's an extremely able tracker, rivaling rangers and assassins who have been doing it for a living longer than he has. I'd like each character to have at least four of each, but if you want a list of eight each, I don't care. Go nuts if you like. If I think it's ridiculous, I'll ask you to reduce the list.
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