Post by Admin Council on Oct 26, 2012 13:54:13 GMT -5
CLASS UPGRADES
& ADDITIONS
& ADDITIONS
(NOTE: The "traits" listed below do not get added to the Traits section of a character's profile -- instead, add the purchased Class, Secondary Class, or Legendary Class directly to the relevant listing. Note also that not all legendary classes can be purchased; Divine Knight and Arch Fiend must be earned through roleplay, while Pledge of Immortality must also be earned and approved by the Admin Council. When earned, these legendary classes do not cost any AP. If you would like to apply for one of these, contact a member of the Admin Council.)
DESCRIPTION: Purchasing this "trait" allows you to add one basic class to a character, as listed here: Warrior, Rogue, Civilian, Spellcaster, Sorcerer / Sorceress, Other.
Note that, when purchasing 'other', you are creating a unique class and will require staff approval.
RELATED CLASS: n/a
AP COST: 100
TRAIT: Upgrade Class
DESCRIPTION: Purchasing this "trait" allows you to upgrade a basic class to a secondary class; for example, upgrading Warrior to Swordsman. A character must possess the basic class in order to upgrade; if you want the advanced class but not the basic class, purchase the ability below instead. Please leave the basic class listed in the character's profile when upgrading; do not remove it.
Available upgrades are as follows:
Swordsman, Bounty Hunter, Martial Artist, Battle Tactician, Weapons Master, Warrior of Justice, Servant of Evil.
Rogue
Bounty Hunter, Assassin, Bandit, Thief, Tamer, Gunslinger, Warrior of Justice, Servant of Evil.
Civilian
Tamer, Priest / Shrine Maiden, Loremaster, Noble, Merchant, Master Chef.
Spellcaster
Tamer, Priest / Shrine Maiden, Shaman, Warrior of Justice, Servant of Evil.
Sorcerer / Sorceress
Loremaster, Magic Researcher, Golem Maker, Summoner, Shaman, Warrior of Justice, Servant of Evil.
Other
(Please contact a staff member regarding upgrading a non-listed class.)
[/ul]RELATED CLASS: n/a
AP COST: 100
TRAIT: Epic Class
DESCRIPTION: Purchasing this "trait" allows you to make a single non-legendary class or secondary class already possessed by a character into an "epic" class. Epic classes have the distinction of being able to purchase Traits and Abilities that list the base class as a 'related class' at half the regular AP cost. To list an Epic class, simply write 'Epic' and the class title in the regular location on the character's profile.
RELATED CLASS: n/a
AP COST: 2x the base cost of the class
TRAIT: Add Secondary Class
DESCRIPTION: Purchasing this "trait" allows you to add one secondary class to a character, as listed here: Swordsman, Bounty Hunter, Assassin, Loremaster, Noble, Priest / Shrine Maiden, Bandit, Thief, Martial Artist, Weapons Master, Advanced Spellcaster, Gunslinger, Shaman, Tamer, Warrior of Justice, Servant of Evil, Magic Researcher, Battle Tactician, Golem Maker, Summoner, Merchant, Master Chef, Comedian, Deadly Serious, Other.
Note that, when purchasing 'other', you are creating a unique class and will require staff approval.
RELATED CLASS: n/a
AP COST: 200
TRAIT: Add Legendary Class
DESCRIPTION: Purchasing this "trait" allows you to add one legendary class to a character, as listed here: Legendary Swordsman, Sorcery Genius, Other.
To purchase Legendary Swordsman, a character MUST have the Swordsman secondary class. To purchase Sorcery Genius, a character MUST have the Sorcerer / Sorceress secondary class.
Note that, when purchasing 'other', you are creating a unique class and will require staff approval.
RELATED CLASS: n/a
AP COST: 400
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TRAITS ~ PHYSICAL
DESCRIPTION: This is a 'common' 'defense' trait. This character is tougher and more resilient to damage than most, though still ultimately flesh and blood.
RELATED CLASS: Warrior, Rogue, Swordsman, Bounty Hunter, Bandit, Martial Artist, Weapons Master, Deadly Serious
AP COST: 10
COSTS 4x FOR: Noble, Priest / Shrine Maiden (if without a related class)
TRAIT: Rock Skin
DESCRIPTION: This is an 'advanced' 'defense' trait. For whatever reason, this character's skin is as hard and unyielding as solid stone, granting them a much greater natural defense than beings of normal flesh and blood. Side effects may include horrific appearance, difficulty being gentle, and needing a wire brush to take a bath.
REQUIRED RACE: Chimera, Golem, Monster, Demon
AP COST: 50
(This Trait is automatic and free for Golems.)
TRAIT: Passive Magic Resistance
DESCRIPTION: This is an 'advanced' 'defense' trait. Repeated exposure to or channeling of magical energies can cause some people to build up a passive resistance to destructive magic, a kind of subconscious magic shield that mitigates or -- in certain rare cases -- completely eliminates damage from offensive spells. It's important to note that spells that use direct physical forces, such as most shamanist earth magic, are not something a character's passive magic resistance can defend against -- physical defenses are needed to guard against such forces.
At 5 ★s, Passive Magic Resistance automatically nullifies damage from 'simple' and 'common' attack spells (excepting "physical" attack spells) that are at a lower ★ level than this trait.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman, Priest / Shrine Maiden, Sorcery Genius, Divine Knight
AP COST: 50
TRAIT: Waterbreathing
DESCRIPTION: This is an 'advanced' trait. For whatever reason, this character possesses a natural ability to breathe underwater without magic.
REQUIRED RACE: Chimera, Beastmen, Monster, Demon
AP COST: 30
(This Trait is automatic and free for Fishkin / Beastmen based on water creatures.)
TRAIT: Regeneration
DESCRIPTION: This is an 'advanced' trait. For whatever reason, this character's body has a remarkable ability to rapidly heal from all but the most devastating injuries, giving them significant staying power in just about any fight they might find themselves in.
REQUIRED RACE: Beastmen, Chimera, Monster, Demon
AP COST: 50
TRAIT: Dark Vision
DESCRIPTION: This is an 'advanced' trait. For whatever reason, this character's eyesight in low-light conditions far exceeds that of humans, letting them operate in almost complete darkness.
REQUIRED RACE: Beastmen, Chimera, Monster, Demon
AP COST: 10
TRAIT: Bloodhound
DESCRIPTION: This is an 'advanced' trait. For whatever reason, this character's sense of smell is highly advanced, such that they can track a person, creature, or object purely by scent. Some objects and creatures may not have a scent to track, such as Mazoku or metal objects.
REQUIRED RACE: Beastmen, Chimera, Monster, Demon
AP COST: 10
TRAIT: Sensitive Ears
DESCRIPTION: This is an 'advanced' trait. For whatever reason, this character's sense of hearing is highly attuned, giving them the ability to easily listen to whispered conversations or hear sounds that a regular person would simply not even notice -- this can be exceptionally useful as an early warning of an attack or for tracking a person or creature from a distance. Depending on the character, however, this Trait may mean that loud noises make them uncomfortable or cause mild pain; this is up to the character's owner.
AP COST: 15
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TRAITS ~ METAPHYSICAL
DESCRIPTION: This is an 'advanced' 'mind' trait. This character possesses a strong will that can help them more easily resist 'mind' attacks, dispel paralyzing fear, push through intense pain, and never give up until the bitter end. They still have their limits, however, and use of this Trait should reflect that as well as suggest where this character's inner strength stems from.
AP COST: 30
TRAIT: Belief in Justice!!
DESCRIPTION: This is an 'advanced' 'mind' trait. A Warrior of Justice can draw incredible mental strength from their personal convictions, translating their zeal into intense fighting spirit. When fighting an opponent whom they believe to be evil, criminal, or standing in opposition to (their personal version of) justice, this character can fight harder, last longer, and generally do better overall, as well as ignore fear and resist 'mind' attacks up to twice the ★ level of this Trait.
However, if an opponent manages to successfully call the character's beliefs about justice into question or present an alternate view that makes the character second-guess their own actions and/or preconceptions, the benefits of this Trait can dissolve very suddenly, leaving the character dazed, confused, and vulnerable. It is up to the roleplayer to handle this over-the-top Trait in a believable (if eccentric) fashion.
REQUIRED CLASS: Warrior of Justice
AP COST: 30
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TRAITS ~ MISC
DESCRIPTION: This is a 'unique' trait and may only[/u] be selected during character creation, not afterwards. This character comes from a background of extreme wealth and affluence, meaning they have a personal fortune at their disposal and no compunctions about spending it to advance their aims. Characters with this starting Trait may begin with up to 50,000 Gold, doubling with every ★ added during character creation. No ★s may be added after character creation.
RELATED CLASS: Noble
AP COST: 20
TRAIT: Eye For Value
DESCRIPTION: This is a 'common' trait. Merchants, businesspeople, and certain adventurers can develop quite an eye for objects of value, learning how to get the most for their money. Characters with this Trait can get top gold when selling off Loot or other items and haggle their way down to cheap prices when buying from NPC shops; selling prices go up 5% and buying down 5% with this ability, with each additional ★ adding 2% to buy and sell rates (up and down respectively).
This Trait only comes into effect when dealing with NPC shops -- barter and trade with other roleplayers is unchanged. Be mindful that some shops will have fixed or minimum prices; this Trait does not effect those.
RELATED CLASS: Merchant
AP COST: 20
TRAIT: Tame Animal
DESCRIPTION: This is a 'common' trait. This character has an unusual form of empathy that allows them to "connect" with the needs and feelings of ordinary animals, even normally vicious ones, and over time turn them from wild beasts to loyal animal companions who will protect the Tamer in combat and obey the Tamer's commands. This only applies to normal animals and not to monsters, supernatural beings, or dragons. These creatures are treated as permanent companions; tamed animals may be added freely or encountered via RP at the roleplayer's discretion.
At 3 ★s the character may tame more than one animal at a time; with each ★ over 3 the character may tame one additional animal.
ANIMALS: (please fully describe each)
RELATED CLASS: Tamer
AP COST: 50
TRAIT: Tame Giant Animal
DESCRIPTION: This is an 'advanced' trait. Sometimes, bigger is just better, and the world of Slayers has its fair share of ginormous beasties. This character has an unusual form of empathy that allows them to "connect" with the needs and feelings of these giant animals, even normally vicious ones, and over time turn them from wild beasts to loyal animal companions who will protect the Tamer in combat and obey the Tamer's commands. This only applies to "normal" giant animals and not to monsters, supernatural beings, or dragons. These creatures are treated as permanent companions; tamed animals may be added freely or encountered via RP at the roleplayer's discretion.
At 3 ★s the character may tame more than one giant animal at a time; with each ★ over 3 the character may tame one additional animal.
ANIMALS: (please fully describe each)
RELATED CLASS: Tamer
AP COST: 200
TRAIT: Tame Monster
DESCRIPTION: This is an 'advanced' trait. Occasionally there are people who develop this bizarre talent for training and taming wild monsters... and now you're one of them. This character can turn wild monsters into faithful allies with a little hard work, compassion, and know-how. Initially this is limited to smaller monsters (slimes, vampire bats, salamanders, orcs, etc.) but can be expanded to include larger creatures with practice. Does not apply to undead, demons, spirits / ghosts, dragons, or Mazoku.
At 3 ★s the character may tame more than one monster at a time; with each ★ over 3 the character may tame one additional monster.
At 5 ★s, the Tamer may tame large monsters (trolls, ogres, minotaurs, etc.) as well as smaller monsters.
MONSTERS: (please fully describe each and include any powers or special attributes they possess)
RELATED CLASS: Tamer
AP COST: 250
TRAIT: Tame Dragon
DESCRIPTION: This is a 'top tier' trait. A very rare breed of person indeed, dragon tamers are often the subjects of folklore, legend, and urban myth. However, the truth is that, if you start early (or have a particular affinity towards them) dragons are not as hard to train as one would think. This trait is limited, however, to only uncivilized dragons: common, lake, sea, and black dragons are the most frequently trained.
At 6 ★s the character may tame more than one dragon at a time; with each ★ over 6 the character may tame one additional dragon.
DRAGON(S): (please fully describe each and include any powers or special attributes they possess)
RELATED CLASS: Tamer
AP COST: 500
TRAIT: Hire Minions
DESCRIPTION: This is a 'common' trait. This character has the basic skills needed to hire NPC underlings to assist them, giving them the advantage of numbers offered by an entourage or personal fighting force. NPCs may be hired from the list below in exchange for Loot. Only Nobles may hire NPCs in cities; only Bandits may hire NPCs in bandit camps. You must make an RP post whenever hiring NPCs and clearly state that you are doing so. Hired NPCs will stay with your characters until they are dismissed or killed.
When you have hired a minion, add the category 'Minions:' to your character's profile (unless you already have that category) and list the minions there using the mini-profiles given below.
Every NPC can start with one of their listed weapons; if the NPC has spells listed instead of / in addition to weapons, all those spells listed come standard with the NPC. If there are no weapons listed then you may freely pick one; if there is no 'weapons' spot, however, it means the NPC starts without one by default.
With each ★ level the minimum cost for hiring minions goes down by 1/10th and the NPC's % of Loot from Adventures goes down by 1%.
With every 5 ★ levels, add a ★ to any NPC hired (example: Fighter ★). Hired NPCs with one or more ★s can add that number of Traits or Abilities, making them better than the basic version. The AP cost of Traits or Abilities added must meet or exceed the amount of Gold the NPC was hired for -- the more you pay, the better the hired help gets.
Instead of Traits or Abilities, you may opt to give an NPC one or more extra weapons or equipment per their ★ level. This will cost 1/2 of the NPCs minimum cost per weapon. Academics may add an extra field of study (Lore).
NPC: Fighter
DESCRIPTION: Standard goon with a sword. Fighters are melee combatants of minor worth, usually with no particular skills beyond basic swordplay and looking somewhat threatening.
WEAPON(S): Sword
MINIMUM COST: 25 Gold + 5% of Loot gained from Adventures
HIRE: Towns, bandit camps
NPC: Brawler
DESCRIPTION: Standard tough guy (or girl). A brawler knows their way around a fight and can handle most melee weapons competently, though they prefer the big, heavy kind. They're also pretty handy with their fists in a pinch.
WEAPON(S): Sword, Axe, Hammer
MINIMUM COST: 30 Gold + 5% of Loot gained from Adventures
HIRE: Towns, bandit camps
NPC: Scout
DESCRIPTION: Scouts generally stay out of trouble by habit; if they do choose to fight its generally at a distance. Scouts specialize in recon and if sent out will report back with detailed information about an area.
WEAPON(S): Crossbow, bow & arrow, pistol, or rifle
MINIMUM COST: 30 Gold + 5% of Loot gained from Adventures
HIRE: Towns
NPC: Thief
DESCRIPTION: Your standard pick-pocket and cut-purse thief will have some minor skill at sneaking around and opening locks. Can also make good scouts in towns and cities. Tend to prefer daggers, if armed at all.
WEAPON(S): Dagger, crossbow, or pistol
MINIMUM COST: 50 Gold + 5% of Loot gained from Adventures
HIRE: Towns, bandit camps
NPC: Magic Novice
DESCRIPTION: A rookie mage who knows a handful of very basic spells. Not really a good idea to let enemies get close to them.
SPELLS: Lighting, Healing, Flare Arrow
MINIMUM COST: 50 Gold + 5% of Loot gained from Adventures
HIRE: Towns
NPC: Hedge Wizard
DESCRIPTION: A rookie mage who specializes in less-than-lawful uses of magic. Really more of a spell-thief than anything else.
SPELLS: Dark Mist, Sleeping, Unlock
MINIMUM COST: 80 Gold + 5% of Loot gained from Adventures
HIRE: Bandit camps
NPC: Academic
DESCRIPTION: A student of one or more fields of specific study. More a bookworm than anything else and definitely not of much use in a fight, aside from a bit of minor magic.
LORE:
SPELLS: Lighting, Identify
MINIMUM COST: 80 Gold + 5% of Loot gained from Adventures
HIRE: Cities, towns
NPC: Priest {or} Shrine Maiden
DESCRIPTION: Normally priests and shrine maidens don't hire out at all, so finding one who will can be a bit tricky. Those few that do certainly won't work for bandits (only characters without the Bandit secondary class can hire these NPCs).
LORE: Religion
SPELLS: Lighting, Healing, Recovery, Break Curse, Assha Dist
MINIMUM COST: 200 Gold + 5% of Loot gained from Adventures
HIRE: Cities, towns
NPC: Mercenary
DESCRIPTION: Mercenaries are to fighters and brawlers what tigers are to house cats. These aren't amateurs; these are warriors who make their living fighting other people's battles... and the expect to be well paid for it, too.
WEAPON(S):
TRAITS: (pick one, plus 1 for each ★) Weapon Focus, Unarmed Combat Focus, Thick Skinned
MINIMUM COST: 400 Gold + 15% of Loot gained from Adventures
HIRE: Cities, towns, bandit camps
NPC: Professional Spellcaster
DESCRIPTION: Knowing how to work a bit of magic can be an easy road to some extra cash, and thus many spellcasters with a bit of talent take their skills on the road looking for work.
SPELLS: Lighting, Levitation, Identify, Fireball, Flare Arrow, Iceball, Freeze Arrow, Healing, Protection
MINIMUM COST: 400 Gold + 15% of Loot gained from Adventures
HIRE: Cities, towns
NPC: Bruiser
DESCRIPTION: These thugs know how to throw their weight around, and where muscle's concerned they have plenty of it. These muscle-headed freaks are strong, tough,... and usually more than a little bit stupid. Best used as living battering rams.
WEAPONS: Sword, Axe, Hammer
TRAITS: Thick Skinned ★★★
MINIMUM COST: 400 Gold + 10% of Loot gained from Adventures
HIRE: Bandit camps
NPC: Bandit Flunkie (NPC 5x)
DESCRIPTION: They say buying in bulk is always cheaper, and it's true! Hire on an entire squad of five expendable bandits at once -- sure they smell, have horrible table manners, and are easily distracted by shiny objects, but there's nothing quite like throwing an entire gang of thugs into the mix.
WEAPON(S): (list one for each NPC -- limited to melee weapons only)
MINIMUM COST: 100 Gold + 10% of Loot gained from Adventures
HIRE: Bandit camps
NPC: Hired Killer
DESCRIPTION: Need someone taken out of the picture, but don't want to get your hands dirty? This is the minion for you. Sneaky and stabby is the way to go.
WEAPON(S): Dagger
TRAITS: Sneaky Persona, Silent Strike
MINIMUM COST: 300 Gold + 10% of Loot gained from Adventures
HIRE: Bandit camps, towns
NPC: Knight Errant
DESCRIPTION: It's not easy being a knight on the road -- sometimes you need to take up a bit of side work in order to make ends meet. Of course, wealthy employers are only too happy to have a knight working for them. Think of the prestige!
WEAPON(S): Sword (can swap for mace, axe, or hammer), shield
EQUIPMENT: Light or heavy armor
TRAITS: Thick Skinned, Weapon Focus
MINIMUM COST: 500 Gold + 10% of Loot gained from Adventures
HIRE: Cities
NPC: Personal Escort (NPC 5x)
DESCRIPTION: Commonly hired to protect carriages or defend against assassins, this squad of soldiers-for-hire do an able job of intercepting trouble.
WEAPON(S):
EQUIPMENT: Light or heavy armor
MINIMUM COST: 200 Gold + 10% of Loot gained from Adventures
HIRE: Cities
NPC: Golem Maker
DESCRIPTION: Golems are generally pretty cheap -- they don't eat, sleep, require shelter, or ask for a share of your treasure. The people who make them, however, do.
SPELLS: Create Golem
MINIMUM COST: 200 Gold + 10% of Loot gained from Adventures
HIRE: Cities, towns
NPC: Summoner
DESCRIPTION: A summoner can be a useful middle ground between a spellcaster and a tamer. They don't cost as much and you don't have to worry about what you might step in, but you certainly won't get the kind of exotic results you would either way. That, and you'll have to put up with the smell of slimes quite a bit...
SPELLS: Ferious Breed, Summon Slime, Protection
MINIMUM COST: 200 Gold + 10% of Loot gained from Adventures
HIRE: Cities, towns
NPC: Tamer
DESCRIPTION: Tamers are an odd breed, able to train most kinds of animals or monsters to obey and even fight for them. The exotic capabilities of these creatures can sometimes make hiring a Tamer very worthwhile.
CREATURES:
MINIMUM COST: 250 Gold + 20% of Loot gained from Adventures
HIRE: Cities, towns
NPC: {Custom NPC}
DESCRIPTION: {If you wish to create a custom NPC, it is strongly reccomended that you run it by a veteran or staff member first to prevent problems later on. Custom NPCs are subject to approval for regular and senior members; veterans and staff may self-approve.}
WEAPONS:
TRAITS:
EQUIPMENT:
SPELLS:
MINIMUM COST: ~~~ Gold + ~~% of Loot gained from Adventures
HIRE:
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RELATED CLASS: Noble, Bandit
AP COST: 5
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SKILLS ~ PHYSICAL
DESCRIPTION: This is a 'common' 'stealth' ability. This character has mastered the art of working silently and softly with their hands, allowing them to pick pockets and locks with ever-increasing ease and subtlety.
At 1 ★, can freely steal up to 5 Gold whenever in a crowd (only works in cities, towns, and bandit camps). Applies to gold coins or the equivalent in Loot -- see Guide to Loot. With each additional ★, the amount of Gold that can be stolen doubles.
RELATED CLASS: Thief
AP COST: 20
ABILITY: Sneaky Persona
DESCRIPTION: This is a 'common' 'stealth' ability. This character has mastered the art of moving silently and keeping out of sight, though the effectiveness of their skills relies on their surroundings. For example, even the best sneak thief will have difficulty being completely silent if they're forced to walk across broken glass, and hiding is difficult or impossible if there's nothing to hide behind. Creativity is required to use this ability effectively.
RELATED CLASS: Thief, Assassin
AP COST: 20
ABILITY: Silent Strike
DESCRIPTION: This is a 'common' 'stealth' ability that can be applied to either melee or ranged attacks. Countless hours of practice and practical experience have taught this character how to take a foe unawares, striking from hiding with barely a sound. This works chiefly with melee or thrown weapons, though pistols or rifles that have been silenced can be used as well. Silent Strike is generally incompatible with magic attacks except for spells that are 'shadow' based.
RELATED CLASS: Assassin
AP COST: 20
ABILITY: Craftsmanship (choose type)
DESCRIPTION: This is a 'common' ability useful in the creation of various types of mundane, non-magical items and may only be used out of battle. The craftsmanship ability comes in three flavors: weapons, armor, and misc -- when purchasing or upgrading this ability, be sure to specify which type in the (choose type) field. If choosing 'misc', write in the character's specific area of craftsmanship focus instead.
This ability is treated like a ritual because its usefulness is dependent upon the materials at hand. For instance, a character with weapon craftsmanship could make a much better sword out of iron than they could out of wood, and similarly a character with jewelry craftsmanship can make a far more valuable necklace from gold and diamonds than they could from rope and seashells.
If a character's "craftsmanship" is merely a talent or hobby, they don't need to invest in this ability. If it has high practical or market application, however, then the player should consider adding this ability to their profile. Items created via Craftsmanship will have a matching ★ level, making them better and more valuable in every way compared to non-upgraded counterparts.
At 8 ★s, the character gains the ability to work with orihalcon (if applicable to their specific Craftsmanship).
RITUAL MATERIALS: various
RELATED CLASS: Merchant
AP COST: 20
TRAIT: Kitchen Warrior
DESCRIPTION: This is an 'advanced' trait. Some people are just better at cooking than others... but there are the elite few who are a chop above the common stock, baked in a different mold, sauced without fear and served with garnish! These individuals are masters of foodstuffs both common and rare, able to produce dishes, delicacies, dainties, and hearty meals that baffle and astound lesser chefs. When this character cooks, everybody pays attention. Their food is so good, in fact, that it counts as a healing potion; just a few bites or sips and the Kitchen Warrior's comrades discover their vigor restored, their wounds bleeding somewhat less, and their earlier pain a distant memory in light of the revelatory flavors swirling in their minds and mouths.
If ever confronted with a cooking challenge, this ability's ★ level can make all the difference.
RELATED CLASS: Master Chef
AP COST: 30
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SKILLS ~ METAPHYSICAL