CLASS


In this rpg, you can be all types of classes. Feel free to pick any of the below. However, you have to be initiated. Each class has its own distint value. Its up to you to decided what you like. Note: All critical damages are head shots and regular wage is 100 gold a session only if you're working under a npc king. You have to negotiate with player kings for wages.
Assassin: Assassins are stealthy or sneaky. They are able to kill people instantly and prefer the dagger than a large sword. They are graceful and cunning. The guilds are usually hard to find. However, the guilds are the only place that assassins are paid their dues. The more well known you are, the better chance someone wants to hire you. Of course, assassinations are not legal in the human territories and guards are a constant haggle. Some guards will actually leave you alone for a small fee...but fees vary among the guards. Killing a guard however, will discontinue any fee and all the guards will be on you instantly. Best way to get out of that is by leaving the city. Assassins start out with a dagger and grappling hook and 500 gold. Assassins gets +2 to stealth roll and dagger attack = +10 to critical damage. Successful stealthy attacks are instant kill to npcs, damage x 10 to first hit

Achemist: Achemists are hard to get in and they dont get paid that much really. However, you get access to chemicals and powders that would create simple things like gunpowder. Farmers pay achemists for powder that would help gardening, kings pay achemists for exploding powders and other useful gadgets, etc. Its pretty much about dealing your wares to other classes. Price is up to you...dont charge too much, cause they wont buy if its too much. Achemists start out with 2 bags gunpowder, 1 bag sleeping powder, and 400 gold but no weapons

Architect: Architects dont make money until they finish a project. However, they are paid handsomely if they build a castle. 30% of the castle's treasures. 20% to repair a castle. RPG Kings can employ architects too, but you have to haggle the price with them. However, any castle built by an architect are much harder to seige. Moats are only available by an architect. Doors have a bonus against being rammed in. Basically, if an enemy attacks, you dont have to worry much with an architect inside since the architect can repair your castle pretty well. Architects add 5 to door strength and anti-grappling hook rolls. This is not cummalitive. Architects start out with no weapons but with 700 gold.

Archers: Archers get paid a regular wage but arent really in huge demand. The only jobs they can get is with any king's army. Archery tournaments however, are hosted every month and the prizes vary, but are usually worth over 2000 gold for 1st place, 1000 or under for second, and 500 for 3rd. Every random contest has a rare item thats worth more, but only for 1st place. There is always 2 npc archers competing. Archers are the only ones that get instant bonuses for archery rolls. Archers gets +2 to distant shot rolls, + 20 for critical damage.

Bandits: Bandits dont start with a good salary or a good weapon but they are the experts in stealing things. They get a +2 to all stealth, evading and stealing rolls. However, they start with a dagger and 500 gold.

Clerics: Clerics are basically healers. They can replentish your health if you need health. They are the only ones that are empowered with healing gifts. Npc clerics charge 30 gold to replentish a single player's health. Player clerics replentish health at their own rate. They can also claim santuary in any church and be immune to anything to happen to them in a church. They can sleep or practically live in a church and dont pay anything to do so. They are in high demand and anyone wants to go into battle with a cleric at their side. Clerics start with the spell HEAL and doesnt roll to heal someone. However, they cant heal someone who is engaged in a battle. They start with 700 gold and get +1 to all rolls but start with no weapons.

Clerks: Simple shop clerks. Easy job, get 30 % off of all items that npc shop sells. Inn clerks can sleep there for free. You get paid to collect certain artifacts or rare items. Shop owners have to negotiate with you about prices. NPC owners pay you a fair amount. Of course, you can sell items to the shop and get 10% more gold profit than anyone else selling to the shop. You start off with 700 gold, but no weapons. You earn a regular wage unless working in a shop with a player owner. Then you earn whatever wage they're willing to negociate with you. NOTE: The more money you earn selling rare items, the more money they will have to pay you. See shop owners for details.

Dark Kings: Yes, you can be Dark Kings. Dark Kings are the remains of the people that were loyal to Lord Diemos. NPC Dark Kings are around but stay in the south mostly. Some have even gone mad already. You start out with an iron sword and a shield and a suit of iron armor. Note: If you play as a Dark King, you wont start with any money, but you will start with a small band of npc raiders roughly 10, and you have to level them up too. You can recruit more or get rid of some. You decide who your allies are and who you want to conquer, the more lands you conquer, the more you own. Remember, you need subjects to fight at your side so dont kill everything. You can let the stores keep the profits or get a share of it. You are NOT invincible so make sure you conquer a castle and get an architect to repair it or build one for yourself.(See castle rules) Note: Its extremely hard to get npc characters to serve you if you dont have any followers or if you are known as a king that kills his followers

Fools: You can be a fool or a jester, but it pays only 10% above regular wage and if you dont preform once per session to the king, you'll get fired and need another job. However, you get +2 to all your defense and evade rolls and know TELEPORTATION, a spell extremely useful. (See spells) You also start out with a crossbow and 600 gold. Note: If you get fired from a job, you get a -2 to any job roll afterwards until you find another job. Players however that hire people do so with their discretion and own mind. No roll is needed for a player to hire someone but they pay at their own discretion.

Inn Keepers: Inn Keepers are needed more than Shop Owners. You charge to have them rest and you are able to replentish their health. You start off with a regular food supply and 2000 gold. You have to buy land to build your own inn or buy an inn already built. You have to pay 10 % of your profits to NPC kings. However, player kings have their own wages. You can charge what you like, but you will always have 5 npc characters resting in your place, but they pay you only 30 gold apiece to rest there. (You can sell your land at any time for the amount you bought it.) NOTE: Anyone resting in your inn will replentish their magic too with the gold.

Jester: See FOOL

King: Same as Dark King except you automatically start out with land and a modern castle. You'll only have 5 guards and will need to recruit more. NOTE: NPC characters that serve you dont have to get paid as with players. You will have to pay mercenaries or assassins yourself. You have to pay to buy supplys for yourself. If you leave your kingdom, all attacks against your kingdom from other people get a +2 to their rolls. If you are there, your rolls in your kingdom are a +2. However, if you leave a player to act as a leader when you are gone or a prince, you dont have an advantage or a disadvantage. No one gets a bonus on rolls. You have to level up your guards. You are NOT invincible so make sure you get an architect to repair your castle and build one for yourself.(See castle rules) Note: Its extremely hard to get npc characters to serve you if you dont have any followers or if you are known as a king that kills his followers. You start out with a suit of iron armor, an iron sword, and a shield.

Knight: Knights run the backbone of the castles but you have to work in order to be a knight. Only squires and guards have a chance of being knighted. You must accomplish 3 things to be knighted. One, loyal service. Two, defeating a great foe, and three, honor when fighting. Guards start out with an iron sword, shield, and 500 gold and paid regular wage. Guards are loyal and must remain loyal to the king or person they are guarding. All guards and Mercenaries gets +1 to all attack rolls. Knights gets +2 to all attack and defense rolls and gets paid 10% above regular wages as well as obtain 10% of all spoils from kingdoms conquered. They also are able to obtain land if they wish and become Lords. Squires dont start with anything, but only have to remain loyal to the knight they are with and within 4 sessions, they become knighted and obtain a suit of iron armor, iron sword, and shield.

Lords: Lords are Knights that are granted property by the king or by spoils or by purchased. They gain the 10% of all the stores in their area instead of the king but have to pay 5% to the king himself. They also can gain land by conquering other lords in the area. Sure you can conquer the king but remember your supposed loyalty.

Mercenaries: Mercenaries start out with an iron sword, shield, and 500 gold, but pay ranges per hiring. Mercenaries are only loyal to the one they get paid from. Mercenaries have a harder time getting knighted cause they have their own king and own code. Only the Mercenary King can knight them. All guards and Mercenaries gets +1 to all attack rolls. Mercenary Knights gets +2 to all attack and defense rolls and gets 15% above regular wage for every npc hiring.

Shop Owners: Much like clerks except you start off with a regular store supply and 2000 gold. However, you earn as much as you sell. You get a merchant discount on items and have to buy an item when you sell it. You keep the profits though. You are one of the only classes to be able to buy land. You have to buy land to start up your shop, hence the money. Or you can be a traveling shop owner, but you bring your wares with you. All items and weapons you can get at a store are 60% off for you. You decide what discount your store gives its clerks. 10% of your profits always go to a npc king. However, player kings have their own wages. NOTE: By the end of the session, 3 npcs will buy your products but only 3 items. So more people you convince to buy your products, the more you sell. NPC Kings will pay you handsomely for a rare or special item, but you can sell them to players that want them. (You can sell your land at any time for the amount you bought it.)

Sorcerors and spellcasters: As you well know if you read the history, the last of the magic was lost by the fairy creatures and the passing of Phillus and Diemos. However, the magic is from the land itself and only by obtaining the rod of power hidden somewhere in the land, Book of the Dark Arts, or Diemos's lost sword, then the magic will be obtained. Only certain spells such as healing and teleportation exist.

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