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JaG New Rules System - Class List WiP

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*New System – Class list:
Tier 1
Scout[Credit: Zolem]: +Agil, +Perc, -Str, -Charm
Class Advantage:[Credit: Zolem] Scout: [level] % chance to see invisible
creatures and objects.
HP Modifier:1.0; MP Modifier:1.0
With a keen eye and swift feet the Scout slips through enemy lines undetected
to find vital information and chokepoints. Since they aren’t trained as extensively in combat and are in fact trained to avoid it when unnecessary they
tend not to be as strong as others. Also, their training to deal with loneliness
and isolation leaves them ill prepared to deal with social gatherings.
Gain EXP When: Moving scouting an area for danger without engaging in combat.

Adventurer[Credit: Zolem]: +Str, +Will, -Wis, - Perc
Class Advantage:[Credit: Zolem] [level] % Resistance to restraining or
paralyzing effects.
HP Modifier:1.2; MP Modifier:0.8
Strong and determined, believing that sheer tenacity can overwhelm their foes.
Since they’re so confident, they tend not to worry, think things through, or pay as
much attention as they are sure they can just get through by sheer determination.
Gain EXP When: Bouncing back from a particularly tough fight either
via magic, healing potions or rest.

Druid: +Int, +Wis, -Agil, -Will
Class Advantage: Nature spells, such as shape shifting, are available
much earlier then other classes. Additionally forms shifted into are considered “true forms” and other animals of there breed treat them as one of
their own, by the same token magic can not tell a shape shifted druid from
a normal animal either.
HP Modifier:0.9; MP Modifier:1.1
One with nature this wise mages have been know to take other forms.
Stoic and introspective they often do not react in the here and now and are
prone to fits of fancy.
Gain EXP When: Performing actions that benefit the environment.

Knight: +End, +Charm, -Agil, -Perc
Class Advantage:[Credit: Zolem] NPC guards and officials of your alignment are automatically friendly.
HP Modifier:1.6; MP Modifier:0.4
Warrior kings, the knight does not run from battle and always focus on
that which is ahead.
Gain EXP When: Performing a mission for an authority figure.

Tier 2
Warrior: +Str, -Charm
Class Advantage: Damage increases over time against the same opponent.
HP Modifier:1.4; MP Modifier:0.6
Warriors charge into battle and do not concern themselves with etiquette overmuch.
Gain EXP When: Gain twice the normal experience from combat actions.

Thief: +Agil, -Str
Class Advantage: Won’t set off traps if walked over
HP Modifier:0.9; MP Modifier:1.1
Thieves have little use for brute force when guile and stealth are their trade.
Gain EXP When: Sneaking or picking pockets.

Guardian: +End, -Int
Class Advantage: Defense increases over time when standing still in combat.
HP Modifier:1.9; MP Modifier:0.1
A Guardian stands against the darkness, they do not think merely act.
Gain EXP When: Defending others.

(Exotic) Dancer: +Charm, -Will
Class Advantage: If Charm is twice target’s Will success is automatic.
HP Modifier:0.7; MP Modifier:1.3
The pleasure of the flesh are both their blessing and curse, just as they
beguile others they too are easy to beguile.
Gain EXP When: Dnacing and performing for others.

Ranger: +Perc, -Wis
Class Advantage: Wild Animal will not attack unless provoked, even when mad.
HP Modifier:1.0; MP Modifier:1.0
A Ranger relies on her boy and her animal companions and not on their
own brute might.
Gain EXP When: Any time your pets gain exp.

Wizard(healer, general mages, pyro): +Int, -End
Class Advantage: MP costs decrease the longer one casts.
HP Modifier:0.6; MP Modifier:1.4
Wizards spends to much time in study for their bodies to become perfect.
Gain EXP When: Every time you successfully cast a difficult spell.

Sage: +Wis, -Perc
Class Advantage: Can use half of Wisdom as an Int modifier for spell effect/damage.
HP Modifier:0.1; MP Modifier:1.9
Wise yes, and forward thinking but a Sage is often so preoccupied with the
grand scope they can not see the forest for the trees therein.
Gain EXP When: Taking magical damage.

Noble: +Will, -Agil
Class Advantage:[Credit: Zolem] Really the Troops- a 1 per hour ability (initially, the count goes up every few levels) that provides a moral boost to damage,
speed, and defense for two minutes. The value of the boost is larger the more
members there are in the party, making Nobles very group oriented class.
HP Modifier:1.0; MP Modifier:1.0
Nobles press forward into adventure, always testing their limits, and how
can one test one’s limit if you are always dodging the action?
Gain EXP When: You pull off something hard.

Tier 3
Barbarian: +Str, -Will
Class Limit: Can only wear hides.
[This can only be subverted if they trained in one of the armor skills BEFORE training as a Barbarian, never after, even if they cross train into a
armor wearing class.]
Class Advantage: Never botch or fail a strength check that isn’t a direct Str vs. Str fight.
HP Modifier:1.9; MP Modifier:0.1
Barbarians live on impulse and battle, thus they lack much in the way of willpower.
Gain EXP When: Your force an enemy to admit your superiority.

Monk: +End, -Charm
Class Limit: Can not use weapons.
[This can only be subverted if they trained in one of the weapon skills
BEFORE training as a Monk, never after, even if they cross train into a
weapon using class.]
Class Advantage:[Credit: Zolem] Swift movement and high jumping
ability lets them travel quickly.
HP Modifier:1.0; MP Modifier:1.0
Secluded as they are monks lack the training of polite society.
Gain EXP When: xxxx

Priest: +Int, -Str
Class Limit: can only use staffs.
[This can only be subverted if they trained in one of the weapon skills
BEFORE training as a Priest, never after, even if they cross train into a
weapon using class.]
Class Advantage: All temples of the same patron offer a 50% discount on
all services to you, 15% for your friends.
HP Modifier:0.4; MP Modifier:1.6
Dedicated to one patron god they do not see the front line and may not
taint their robes with the blood of battle.
Gain EXP When: xxxx

Dark Follower/Blood Mage: +Wis, -End
Class Limit: must spill blood in battle or loose MP.
Class Advantage: Cannibal Spirit - Creatures with ‘Blood Lust’ or ‘Crave
Flesh’ will not attack unless provoked.
HP Modifier:0.4; MP Modifier:1.6
Bred as battle mages they must be bathed in blood to loose their magical power.
Gain EXP When: xxxx

Bard: +Charm, -Agil
Class Limit: must sing, dance, or play their instrument to gain class bonus.
Class Advantage: Magical protections from their songs make them 20%
harder to hit in battle.
HP Modifier:0.6; MP Modifier:1.4
Bards focus on performance often makes it hard to focus on accuracy or
dodging combative.
Gain EXP When: xxxx

Trapper: +Perc, -Wis
Class Limit: Will only become Well Rested if they log or sleep at a campfire, not in a city.
Class Advantage: Can track anyone they have a but if cloth or hair to use as
a beacon, can break a Ranger/{Monster} Knight’s Mark, but can not take on
pets of their own.
HP Modifier:1.0; MP Modifier:1.0
Setting traps requires a good eye but they lack magical insight
Gain EXP When: xxxx

Vagabond: +Agil, -Int
Class Limit: Guards will not allow Vagabonds into the heart of a city, only
it’s edges, if caught in the heart of the city they are considered hostile.
Class Advantage: For every location they personally discover raise HP or
MP Modifier by 0.1, player’s choice.
HP Modifier:0.3; MP Modifier:0.3
To see the world, to seek adventurer, never staying in one place as they
explore just what the world has to offer.
Gain EXP When: xxxx

Diplomat: +Will, -Perc
Class Limit: 14 point Charm penalty when operating outside their home territory.
Class Advantage: +14 Charm, and a 10% traders discount when operating inside
their home territory.
HP Modifier:0.5; MP Modifier:1.5
Bullheaded and stubborn the Diplomat’s determination to get his way and
reject all others often blinds him to the big picture.
Gain EXP When: xxxx

Advanced Classes/Tier 4
Advanced classes start at level 1 but keep their previous class initial bonus, class advantages and half their positive points (round down) as well as only keeping half their negative stats (round up).

Assassin: Level 20 Thief +Perc class (Ranger for example)
Class Advantage: Double damage when making a surprise attack or first strike.
HP Modifier:1.0; MP Modifier:1.0
Gain EXP When: xxxx

Ninja: Level 20 Assassin +Wis class (Sage for example)
Class Advantage: Choose an Element, you can walk on that. (ie Air Walk,
Water Walking, Earth Meld, Lightning Riding, Fire Walking.)
HP Modifier:0.8; MP Modifier:1.2
Gain EXP When: xxxx

Samurai: Level 20 Assassin +Str class (Warrior or Barbarian for example)
Class Advantage: Can use coins as a weapon. Copper does 3 Damage a
pice, silver 7, gold 14, Platinum 20, this damage is unsoakable.
HP Modifier:1.2; MP Modifier:0.8
Gain EXP When: xxxx

Paladin/Dark Knight: Level 20 warrior class (warrior, barbarian, knight)
and a Divine class (Priest, Druid, etc.)
Class Advantage:
Paladins can cast 1 Lay on Hands for every 10 levels per day; Resurect for every 20 levels per day; Turn Undead for every 7; and Smith for every 15 levels.
Dark Knights have Burn, dealing damage at the cost of their HP as a
sword enchantment; Life Burn a touch range version for every 10 levels
per day; Necromancy for every 20 levels per day to raise undead soldiers;
Barrier (a magical forcefild that prevents entry to a area) for every 7; and
Dark Wave (cone and ranged Burn) for every 15 levels.
HP Modifier:1.4; MP Modifier:0.6
Gain EXP When: xxxx

Summoner: Level 20 mage class and a pet class
Class Advantage: Summoner’s blood can be distilled into MP Potions,
they also regenerate 3 MP a minute.
HP Modifier:0.6; MP Modifier:1.4
Gain EXP When: xxxx

Archer: Level 20 Agility and perception class
Class Advantage: Accuracy increases the longer you aim, with enough
time an Archer could shoot the proverbial needle OUT of the haystack.
HP Modifier:1.2; MP Modifier:0.8
Gain EXP When: xxxx

{Monster} Knight: Level 20 Advanced warrior (Paladin, Samurai, Magical Girl, etc), and a Pet or Mage class. Additionally {Monster} Knights must tame one of the wild monsters to be their steed. Ie Dragon Knights tame dragons, Griffin Knights tame Griffins, Toad Knights train Umbrax and his ilk, and so on.
Class Advantage: Instantly Mark any creature of your type and train them.
HP Modifier:1.1; MP Modifier:0.9
Gain EXP When: xxxx

Battle Mage: Level 20 warrior and Mage class. Battle Mages can perform
on the spot short term enchantments on weapons and armor for the duration of the battle.
Class Advantage:10% MP discount on all spells.
HP Modifier:1.0; MP Modifier:1.0
Gain EXP When: xxxx

Special Classes
Magical Girl: + 14 Agility, + 7 Endurance, - 3 Strength, gender restriction, often have special rules, guidelines, and other limitations restricting use. Awarded to those who draw the favor of the Fates.
Class Advantage: Varies
HP Modifier:1.0; MP Modifier:1.0
Gain EXP When: xxxx

Synergistic Classes
Some classes Synergies really well together, aside for a new title and a
additional perk Synergy Classes are treated as normal multi classes, they
count as 2 classes for HP/MP calculations, require twice the XP to level,
and combine all affinities, drawbacks, and restrictions like normal.

Battle Master: (Warrior+Barbarian)
Class Limit: Can only wear hides, require 2x XP to level.
Class Advantage: Never botch or fail a strength check that isn’t a direct
Str vs. Str fight. Damage increases over time against the same opponent.
Synergy Perk: Once per day double Str for a single feat or action.
HP Modifier:3.3; MP Modifier:0.7
The Battle-Master live on the battlefield, creatures of passion and impulse
their willpower and social graces take second fiddle to the thrills of the fight.

Entertainer: (Bard + Dancer)
Class Limit: must sing, dance, or play their instrument to gain class bonus.
Class Advantage: If Charm is twice target’s Will success is automatic.
Magical protections from their songs make them 20% harder to hit in battle.
Synergy Perk: Pick a focus race, Charm is considered twice normal when
interacting with that race.
HP Modifier:1.3; MP Modifier:2.7
Entertainers live to make merry, both in the bed chambers and on the stage, There eagerness foe pleasure makes it hard for them to react quickly in battle or to resist the pleasures offered to them by others.
This right now is mainly still the old info, but will be updated with the new class system soon
© 2013 - 2024 NekoLLX
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