Post by Admin Council on Feb 5, 2013 16:01:17 GMT -5
GUIDE to CLASSES
Set Me Free uses a very simple class, or "job", system for characters. In simplest terms, a character's class is what makes a sorceress better at magic than a swordsman and a rogue sneakier than a merchant. This isn't just a simple descriptor, though -- what class(es) a character has directly impacts their development!
On SMF, class is tied directly into Traits and Abilities. If a Trait/Ability lists a 'Related Class' (and virtually all of them do), then characters with that class can purchase the Trait/Ability at it's normal AP cost. But fear not -- even without the Related Class you can still purchase the Trait/Ability you desire... though at TWICE the AP cost! (A few Traits/Abilities may list a 'Required Class' or 'Required Race'; in which case only characters with the class / race can purchase it at all). This makes it very important to decide not only what you want the character to focus on overall, but also how exactly you plan to play them.
A full listing of the premade classes (not including 'Other', which requires members to work with staff to create a new / unique class) is included below, including the breakdown of class upgrades (what classes can "evolve" into secondary classes) and classes with special characteristics.
Warrior, Rogue, Civilian, Rookie Caster, Spellcaster, Sorcerer / Sorceress
SECONDARY CLASSES
Warrior
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.
LEGENDARY CLASSES
Legendary Swordsman, Sorcery Genius, Divine Knight, Arch Fiend, Pledge of Immortality
EXTRA CLASSES
Comedian[/ul][/ul]
EXPLANATION
A character's normal class determines which secondary classes are open to them (example: a new character being 'Warrior: Bounty Hunter' is fine, whereas 'Warrior: Magic Researcher' simply doesn't work) and, later on, which (if any) of the legendary classes they can pursue. There is some overlap -- both a Warrior and a Rogue can be Bounty Hunters, for example -- but generally a normal class defines a character's general skill-set or focus while a secondary class defines their specialty within that focus. This, for example, makes mystical swordsmen like Zelgadis something of a rarity, since being skilled in both swordplay and shamanism requires him to be 'Warrior: Swordsman, Spellcaster: Shaman' (let's face it, though, the guy's quite exceptional, and not just because he's got blue hair and granite skin).
Also, please note that the only two Legendary Classes which can be purchased are Legendary Swordsman and Sorcery Genius (and technically 'Other'). Both Divine Knight and Arch Fiend must be earned via roleplay -- the council will award these Legendary Classes (and distinct bonuses, including Traits, Abilities, and other resources associated with them) to characters who have the prerequisite classes & secondary classes (Priest/Shrine Maiden {OR} Warrior of Justice ---> Divine Knight || Servant of Evil ---> Arch Fiend) and do something in-story to merit such distinct promotion. This would typically be an overwhelming act of nobility or self-sacrifice for Divine Knight and a grand atrocity or high-level dark ritual for Arch Fiend. The Pledge of Immortality Legendary Class is equally as tricky to acquire; given that it requires a Mazoku's power, this Legendary Class may only be earned via roleplay with another member's Mazoku character (and approved by the Admin Council). Half-Mazoku cannot perform the Pledge of Immortality, and the pledge itself requires a very high level arcane ritual, thus while the class is not limited to characters with a magic focus non-magical characters seeking the pledge will need the help of a powerful sorcerer or sorceress.
While most classes are built around a combat focus, there are exceptions. Rogues, Thieves, and Assassins are all experts of stealth and guile, giving them indirect solutions to many problems. Magic users in general can find a vast wealth of applications for their spellcraft. But beyond these obvious dual purpose classes there are others that lend characters distinct characteristics worth considering.
Some people embark on adventures haphazardly, just throwing themselves to the wind and come-what-may. Not you. You stride out into the world armed with a list of the wanted and desired -- sometimes alive, sometimes dead. If an Adventure leads you into defeating and/or killing a human or beastman foe AND you post a brief summary describing a local bounty on this person, your character can collect an extra 10% (in coins) on top of the value of any regular Loot gained from the Adventure. Keep in mind that this is NOT permission to go on a random murder spree -- bounties always have a reason behind them and outright slaughtering random NPCs to claim half-baked bounties is greatly frowned upon. If the Adventure in question is specifically about tracking down a wanted person with a bounty on their head, then the 'bounty hunter bonus' goes up to 20%.
ASSASSIN
Most adventurers kill only because they have to defend themselves, but you do it for the money and you do it well. At the beginning of an Adventure an Assassin can list and describe up to three human or beastmen targets that they've been hired to kill -- ideally, these should be individuals you will likely (and believably) encounter during the Adventure -- and, for each one killed during the Adventure, the character may collect (in coins) an extra 5% top of the value of any regular Loot gained from the Adventure (meaning they can collect up to 15% extra). If an Adventure is specifically an assassination job then there may be up to five targets and the extra payout rises to 8% (still in coins).
BANDIT
Bandits chiefly make their money by robbing travelers and holding up caravans; thus, characters with this class are allowed to make (reasonable) Loot claims for these activities as they see fit, both in Adventures and in other RP threads. Note, however, that being a bandit is a dangerous and cut-throat occupation, so becoming a bandit exposes one to a greater likelihood of Freak Occurrences. You could even become a target for the infamous Bandit Killer, Lina Inverse! On the upside, Bandit is a 'Related Class' for the 'Hire Minions' Trait, so you can use your ill-gotten gains to build up a small army of hired thugs to help protect yourself. Best of luck!!
THIEF
Thieves, on top of being sneaky, has the related Ability 'Deft Touch' that lets them pilfer small amounts of Gold whenever mingling with a crowd -- and possibly far more, depending on the circumstances! Being a Thief also opens up Freak Occurrences that could either net you a sweet score or get you in deep trouble; it's up to you to decide and find out!
Characters with this secondary class are far more likely than those without to succeed at attempts to steal, sneak, unlock, and escape pursuit. It's not advised to steal from other people's characters, by the way, but with this secondary class you can at least attempt it. (Seriously, this WILL offend most roleplayers, especially if you take something good and never give it back. Use your better judgement and don't start needless trouble.)
WARRIOR OF JUSTICE
Ah, Amelia. You taught us the true meaning of justice, dramatic entrances, and the value of a well-timed face-plant. Warriors of Justice, in true Amelia fashion, have access to the 'Belief in Justice' Trait that makes them a force to be reckoned with... so long as they believe in the justice of their cause. This class (or Priest / Shrine Maiden) is required for the Divine Knight legendary class, unlocking 'Holy' magic for those races (everybody but Golden Dragons) that don't have access to it. Characters with this class can also claim an extra 10% on any AP earned on Adventures if they can point to "acts of justice" they performed! It's also a great personality statement and pairs up quite well with the 'Comedian' class (can you say "Peacemen"?).
NOTE: This secondary class is incompatible with Servant of Evil.
SERVANT OF EVIL
There are bandits and thieves and petty tyrants, but you're one over on them. You don't just act evil -- you BELIEVE in evil, that it's smarter than good and will triumph in the end (and hopefully bring you along with it). As a Servant of Evil you naturally have better relations (or a chance at them, at least) with any Mazoku, demons, and evil-aligned monsters you may encounter (though if the monsters are just savage and wild it does nothing). "Acts of Evil" during an Adventure allow you to claim an extra 10% on top of any normal AP gains and certain particularly sinister powers, such as Mind Control, list Servants of Evil as a 'Related Class'. Having this class is the only way to unlock the Arch Fiend Legendary Class, which basically assures you a position high in the hierarchy of true evil. Cue dramatic lightning bolts!!
NOTE: This secondary class is incompatible with Warrior of Justice.
CIVILIAN
The basic class for all characters with a 'domestic' skill set, typically (but not always) unsuited for adventuring. Civilians can be artists, craftsmen (or craftswomen), hunters, farmers, or just about anything 'civil' or 'mundane' by description (at least when compared to fighting monsters and exploring dungeons).
LOREMASTER
This character is an unparallelled expert in a given subject, be it history, a specific branch of magical theory, or dragon cuisine (for example). When taking this secondary class the subject of interest must be listed as such: 'LOREMASTER: Subject'. Each subject a character wishes to be a loremaster of is treated as a separate secondary class.
NOBLE
This character comes from the upper crust of society, accustomed to luxury, fine dining, and wealth... and not typically accustomed to hard work, sleeping outdoors, and providing for themselves. Nobles tend to make poor adventurers, being civilians more often than not, but can make up for it (somewhat) with the large initial boon of Loot that they're permitted. It is STRONGLY ADVISED that Nobles take the 'Deep Pockets' Trait during character creation (and tossing on a few extra ★s to it usually isn't a bad idea either).
GOLEM MAKER
By taking this secondary class your character gains the skills and magical know-how to craft far more than just the standard pile-o-rocks golem you'd find guarding old dungeons, instead able to create golems that are works of art and brilliance. While this talent is limited based on the materials available, it enables the Create Golem spell to (A) create permanent golems with no maximum number limits and allows for the creation of permanent giant golems as well.
MERCHANT
Ah, the fine art of buying and selling. whether its goods of their own craftsmanship or valuables pilfered from dank dungeons, merchants are the masters of trade and experts at making a deal. This character can use this secondary class as leverage to get better prices in shops and sell Loot items for higher than their listed value, provided they negotiate correctly. This is based in the 'Eye For Value' Trait, which is highly recommended for any and all Merchant characters. There's money to be made!
MASTER CHEF
Never underestimate the Master Chef! This secondary class gets to count food items as Loot and, outside of combat, use them as ingredients to prepare sumptuous dishes that can revitalize a group of weary adventures in no time flat! With this class, the 'Kitchen Warrior' Trait is an absolute must -- not only does it come quite in handy while adventuring, but if you can land a cooking job in a town, city, or castle (check current Adventure Lists for these) it can result in a sweet payday of both Loot (typically coins) and AP. All you have to do is write up a menu!
COMEDIAN
Let's face it, Slayers is full of funny gags and ridiculous, absurd, and sometimes downright unbelievable antics. Not all RP has to be serious, ESPECIALLY a Slayers RP! By taking the Comedian class your character is marked as a 'funny-man', the kind of character who's likely to clown around and just be plain old silly. They can claim an extra 5% on top of any normal AP gains for contributing comic relief to Adventure threads; additionally, Comedian characters can claim DOUBLE the reward for Freak Occurrences if they handle the request in a humorous manner (and if you make your reviewer literally 'lol' or 'rofl', they can freely toss extra AP your way too!).
This class is FREE at character creation (you can add it on top of the two classes you're allowed to start with). Just list as '(Comedian)' in 'CLASS:' to start reaping the benefits. Goes great with Rookie Caster!
ROOKIE CASTER
Read this thread HERE for details on Rookie Casters and imperfect spells. Pairs up nicely with Comedian![/ul][/ul]
This thread will remain open
For questions, comments, and discussion.
For questions, comments, and discussion.