Astral Sentinel - Health + 1, Initiative - 1. Astral sentinels are a defensive class. They focus primarily on defensive skills, but also hold religion closely, and are thus able to use healing and protective divine spells.
Blood Apothecary - Health - 1, Memory + 1. Blood apothecaries use medicines more effectively than others, but also use occasional dark arts for healing (Arcane Healing Magic).
Clockwork Bombardier (Noble) - Composure - 1, Initiative + 1. Clockwork Bombardiers are in charge of employing the massive clockwork trebuchets on land and the bomb gates on the airships. Their skills should be mostly focused on the creation, modification, and use of bombs and grenades.
Electrocaster - Focus - 1, Ingenuity + 1. Electrocasters create and maintain Tesla-inspired energy weapons. Their skills involve the creation, modification, and use of portable versions of these weapons.
Far Airborne Warden - Resolve + 1, Composure - 1. Far Airborne Wardens were sent out all across the world during the Great War. They have returned to their homeland with mastery of mechanical guns. They are capable of the creation, assembling, disassembling, maintenance, and usage of their guns.
Halberdier - No one is just a Halberdier. Halberdiers all belong to different factions, each with their own specialization. They do, however, all share the same drawback: Memory - 1
--Gauss Halberdier - Focus + 1. Gauss halberdiers use highly advanced halberds, often containing hidden guns. Their weapons are more expensive because of this.
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Mystic Light Halberdier - Charisma + 1. Mystic light halberdiers use divine magic, mostly using their halberds as a status symbol. Often, their weapons are brittle and low-quality, but are very ornate.
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Venus Lance Halberdier - Composure + 1. Venus lance halberdiers use their lances as vessels for arcane magicks, which they channel through their weapons and unleash it as they launch themselves through the air (pole-vaulting).
Machinist - Ingenuity + 1, Flexibility - 1. Machinists maintain the important machines in every city. They only use tools and mechanical guns as weapons, but easily make up for this with their mastery of these weapons.
Memory Singer - Memory + 1, Strength - 1. Memory singers are the storytellers. They keep the histories and maintain the libraries. They also possess raw arcane power which is focused primarily on self-preservation and protection for the libraries.
Paradigm - Strength + 1, Flexibility - 1, Health + 1, Focus - 1, Charisma + 1, Initiative - 1. Paradigms are the epitome of a melee warrior. They can run into a battle with a knife and have a pile of corpses around them within a minute, without showing any signs of feeling pain. They are a pillar of strength for all around them.Pyrokinetic - Flexibility + 1, Charisma - 1. Pyrokinetics start fires with their minds. Unfortunately, they do not always control this power when they first develop it. As such, people view pyrokinetics with suspicion. They had to learn to escape the buildings they burned down and became more flexible in the process.
Tesla Reaper - Composure + 1, Resolve + 1, Health - 2. Tesla reapers use scythes and claws with great precision. These weapons are modified or partially made of controlled energy. Most of their abilities focus on arcane magicks that require physical contact. They use them quickly and in rapid succession with no need to memorize them, but must rest for half an hour per spell afterward and become extremely hungry and thirsty if they use more than a dozen spells within four hours.
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