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- First class: max HP 40, max other stats 20, default MOV 5
- Promoted class: max HP 50, max Primary Stat 25, max other stats 20, default MOV 6
- ~~FIRST CLASSES~~
- CLASS NAME: Swordsman
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 30% 30% 0% 35% 40% 30% 5%
- Stat bonus on creation:
- +1 ACC, STR, SPD
- Primary Stat: ACC
- Weapon Ranks:
- Blades: C (+2)
- Starting Weapon: Ceramic Shortsword
- Fluff:
- Once a respected caste, today Swordsmen can rarely find employment anywhere else than as mercenaries or bodyguards. Even in the Star Armies, Swordsmen are a rare sight.
- They focus on fast strikes and high evasion, and combined with laser blades or cutthroat razor, they can be competent fighters.
- ---
- CLASS NAME: Hacker
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 30% 20% 0% 40% 40% 25% 10%
- Stat bonus on creation:
- +1 ACC, +2 SPD
- Primary Stat: SPD
- Weapon Ranks:
- Pistols: D (+1)
- Starting Weapon: Finchester K20
- Special:
- Can use Hacking Tool
- Fluff:
- In the modern times, a simple pickpocketer won't do; a skilled Hacker must know how to bypass doors and forcefields, how to open locked chests, and how to break into computer terminals and control units.
- Hackers rarely enter combat, but when cornered, they use pistols for self-defence.
- ---
- CLASS NAME: Armorman
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 40% 40% 0% 20% 20% 45% 5%
- Stat bonus on creation:
- +2 STR, +1 DEF
- Primary Stat: DEF
- Weapon Ranks:
- Blades: C (+2)
- Starting Weapon: Ceramic Shortsword
- Special:
- Heavy Unit: -1 MOV
- Fluff:
- The basic unit in Star Armies, the Armormen sacrifice mobility for sheer strength and thick armor. They're quite skilled in blades, and a successful hit is often lethal to their enemies.
- ---
- CLASS NAME: Rifleman
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 30% 25% 0% 45% 25% 30% 10%
- Stat bonus on creation:
- +2 ACC, +1 STR
- Primary Stat: ACC
- Weapon Ranks:
- Pistols: C (+2)
- Starting Weapon: Finchester K20
- Fluff:
- Another standard unit in Star Armies, the Riflemen often shoot at enemies from behind Armormen. Even an untrained Rifleman is quite accurate and with physical training, heavier guns aren't a problem.
- They also have decent health and defense, just in case they have to fight in close combat.
- ---
- CLASS NAME: Cannoneer
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 35% 45% 0% 40% 15% 30% 5%
- Stat bonus on creation:
- +2 STR, +1 ACC
- Primary Stat: STR
- Weapon Ranks:
- Cannons: C (+2)
- Starting Weapon: Titanium Cannon
- Special:
- Heavy Unit: -1 MOV
- Fluff:
- Cannoneers are providers of long-range fire support. Their cannons can be deadly, if not a bit unwieldy due to their weight. Some of the cannons have special effects, and Cannoneers are the only ones who can operate Howitzers.
- Cannoneers have to excel in strength and accuracy, and for that they sacrifice speed. If caught off-guard, a Cannoneer can often be easily double-attacked.
- ---
- CLASS NAME: Drake Rider
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 35% 35% 0% 30% 25% 30% 15%
- Stat bonus on creation:
- +1 STR, ACC, DEF
- Primary Stat: STR
- Weapon Ranks:
- Blades: C (+2)
- Starting Weapon: Ceramic Shortsword
- Special:
- Mount: Drake (+1 MOV, +16 STR for carrying units)
- Fluff:
- Drake Riders are owners of one of the two reptilean breeds, the Drakes. These mounted soldiers are used as shock troops, blazing into enemy formation to curbstomp the resistance and get out after absorbing few hits.
- ---
- CLASS NAME: Wyrm Rider
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 30% 30% 0% 30% 35% 25% 20%
- Stat bonus on creation:
- +1 HP, ACC, SPD
- Primary Stat: SPD
- Weapon Ranks:
- Pistols: C (+2)
- Starting Weapon: Finchester K20
- Special:
- Mount: Wyrm (+2 MOV, +12 STR for carrying units)
- Fluff:
- Wyrm Riders are rarely seen because their mounts aren't as durable and strong as Drakes. However, they make for good couriers and thanks to training in pistols, they can harass the enemy with fast attacks and then retreat from front lines.
- Rarely exceling in anything, Wyrm Riders have a decent resistance; that's because Wyrms' scales are more resistant to ether energy.
- ---
- CLASS NAME: Crystal Mage
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 25% 5% 35% 15% 30% 15% 45%
- Stat bonus on creation:
- +1 MND, SPD, RES
- Primary Stat: RES
- Weapon Ranks:
- Crystal Magic: C
- Starting Weapon: Live
- Fluff:
- Healers and unit support, the Crystal Mages are relatively new in the Star Cities; that's because only recently the three Terran races were exposed to Crystal Magic by Mu.
- As they're non-combatants, Crystal Mages keep decent health and speed just in case they get attacked.
- ---
- CLASS NAME: Sol Adept
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 20% 15% 35% 25% 25% 10% 40%
- Stat bonus on creation:
- +1 MND, ACC, RES
- Primary Stat: ACC
- Weapon ranks:
- Solar Magic: C (+2)
- Starting Weapon: Bolt
- Fluff:
- Ancient caste of spellcasters that is drawing the power from Ether and Sun. Their tomes are lightweight and they Sol Adepts are fast, accurate units, sometimes being called magical 'snipers'.
- ---
- CLASS NAME: Dark Matter Mage
- Stat Progressions:
- HP STR MND ACC SPD DEF RES
- 20% 20% 35% 25% 15% 10% 35%
- Stat bonus on creation:
- +1 STR, MND, ACC
- Primary Stat: MND
- Weapon ranks:
- Dark Matter Magic: C (+2)
- Starting Weapon: Flux
- Fluff:
- Another caste of magicians hailing from old Terra, the Dark Matter Mages use the dark essence of the Ether, which is as powerful as it is unstable.
- Dark Matter Mages weild heavy tomes and to counter the resulting disadvantages, they often have high strength.
- ---
- ~~PROMOTED CLASSES~~
- Upon Promotion, the Player have a single 5% Progression bonus to allocate to one of stats of his choosing.
- They also get +5% Progression in the Promoted Class' Primary Stat.
- CLASS NAME: Swordmaster
- Stat bonus on promotion:
- +2 HP, +1 STR, +2 ACC, +1 SPD, +1 DEF
- Primary Stat: SPD
- Weapon ranks:
- Blades: A (+5)
- Special:
- Critical Boost: +10 Crt
- Fluff:
- Swordmasters are powerufl adversaries, even if their defense and health are mediocre at best. Accurate hits and high speed are their trademarks, as is their uncanny ability to deliver critical strikes.
- ---
- CLASS NAME: Cyberman
- Stat bonus on promotion:
- +1 STR, +2 ACC, +2 SPD, +1 DEF
- Primary Stat: SPD
- Weapon ranks:
- Pistols: B (+3)
- Special:
- Can use Hacking Tool
- Fluff:
- Cybermen are masters of hacking and speed. It's a common thing for a Cyberman to rush through corridor whilst under fire, hack into a computer console, and then run back without being hit.
- ---
- CLASS NAME: Panzer General
- Stat bonus on promotion:
- +4 HP, +1 STR, +1 ACC, +2 DEF
- Primary Stat: HP
- Weapon ranks:
- Blades: A (+5)
- Cannons: C (+2)
- Special:
- Heavy Unit: -1 MOV
- Fluff:
- Renowned Armormen become the distinguished Panzer Generals, who are often in charge of entire armies or whole military department of a Star City. Their defense and toughness are unparalled.
- ---
- CLASS NAME: Sniper
- Stat bonus on promotion:
- +2 HP, +2 ACC, +1 SPD, +2 DEF
- Primary Stat: ACC
- Weapon Ranks:
- Pistols: A (+5)
- Cannons: C (+2)
- Special:
- Sure Shot: Ensures that your final Hit Rate will be at least 75%
- Critical Boost: +10 to Crt
- Fluff:
- Elite shooters known as Snipers now can deal ranged death even easier. They are also skilled in lesser cannons, further improving the range of combat.
- ---
- CLASS NAME: Artillery General
- Stat bonus on promotion:
- +2 HP, +3 ACC, +2 DEF
- Primary Stat: STR
- Weapon Ranks:
- Cannons: A (+5)
- Special:
- Heavy Unit: -1 MOV
- Fluff:
- Heavily armored and deadly accurate, the Artillery Generals are the rear-line equivalents of Panzer Generals. Their prowess in heavy artillery is unmatched, and they can wield even heaviest guns with ease.
- ---
- CLASS NAME: Drake Knight
- Stat bonus on promotion:
- +4 HP, +1 STR, +1 ACC, +1 SPD, +1 DEF
- Primary Stat: STR
- Weapon Ranks:
- Blades: B (+3)
- Pistols: D (+1)
- Cannons: D (+1)
- Special:
- Mount: Drake (+1 MOV, +16 STR for carrying units)
- Fluff:
- Rare sight on Star City streets, the Drake Knights are seasoned warriors and riders. Their knowledge of weaponry and combat prowess often earn them rank of Captain in the City Guard.
- ---
- CLASS NAME: Wyrm Knight
- Stat bonus on promotion:
- +2 HP, +1 STR, +2 ACC, +2 SPD
- Primary Stat: SPD
- Weapon Ranks:
- Pistols: B (+3)
- Blades: D (+1)
- Special:
- Mount: Wyrm (+2 MOV, +12 STR for carrying units)
- Fluff:
- Wyrm Knights are even rarer than Drake Knights, but those in existence are renowned mercenaries and army officers.
- ---
- CLASS NAME: Crystal Paladin
- Stat bonus on promotion:
- +2 HP, +2 STR, +1 ACC, +1 DEF, +1 RES
- Primary Stat: MND
- Weapon Ranks:
- Crystal Magic: A
- Blades: D (+1)
- Solar Magic: D (+1)
- Special:
- Crystal Ward: +5 RES when fighting against Dark Matter Mages/Knights.
- Fluff:
- Crystal Paladins form the military arm of Crystal Temple, with the oldest and most renowned of them sitting at the Crystal Council, serving as rulers of the cult. No longer defenselss, they possess skills in both blades and solar magic.
- ---
- CLASS NAME: Solmancer
- Stat bonus on promotion:
- +2 HP, +2 MND, +1 ACC, +1 SPD, +1 RES
- Primary Stat: ACC
- Weapon Ranks:
- Solar Magic: A (+5)
- Crystal Magic: C
- Fluff:
- As their connection to the Sun and Ether grows, Sol Adepts become Solmancers; exceptional magical fighters who often set out on a journey to purge the world from draakes, hackers and dark matter.
- ---
- CLASS NAME: Dark Matter Knight
- Stat bonus on promotion:
- +2 HP, +1 STR, +1 MND, +1 ACC, +2 DEF
- Primary Stat: MND
- Weapon Ranks:
- Dark Matter Magic: A (+5)
- Blades: C (+2)
- Fluff:
- Dark Matter Knights are masters of Dark Matter Magic. They often wield heavy blades as well, to crush those few ones who are exceptionally resistant to their magic.
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