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Star Emblem - classes

May 23rd, 2013
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  1. First class: max HP 40, max other stats 20, default MOV 5
  2. Promoted class: max HP 50, max Primary Stat 25, max other stats 20, default MOV 6
  3.  
  4. ~~FIRST CLASSES~~
  5.  
  6. CLASS NAME: Swordsman
  7.  
  8. Stat Progressions:
  9. HP STR MND ACC SPD DEF RES
  10. 30% 30% 0% 35% 40% 30% 5%
  11.  
  12. Stat bonus on creation:
  13. +1 ACC, STR, SPD
  14.  
  15. Primary Stat: ACC
  16.  
  17. Weapon Ranks:
  18. Blades: C (+2)
  19.  
  20. Starting Weapon: Ceramic Shortsword
  21.  
  22. Fluff:
  23. 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.
  24. They focus on fast strikes and high evasion, and combined with laser blades or cutthroat razor, they can be competent fighters.
  25. ---
  26.  
  27. CLASS NAME: Hacker
  28.  
  29. Stat Progressions:
  30. HP STR MND ACC SPD DEF RES
  31. 30% 20% 0% 40% 40% 25% 10%
  32.  
  33. Stat bonus on creation:
  34. +1 ACC, +2 SPD
  35.  
  36. Primary Stat: SPD
  37.  
  38. Weapon Ranks:
  39. Pistols: D (+1)
  40.  
  41. Starting Weapon: Finchester K20
  42.  
  43. Special:
  44. Can use Hacking Tool
  45.  
  46. Fluff:
  47. 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.
  48. Hackers rarely enter combat, but when cornered, they use pistols for self-defence.
  49. ---
  50.  
  51. CLASS NAME: Armorman
  52.  
  53. Stat Progressions:
  54. HP STR MND ACC SPD DEF RES
  55. 40% 40% 0% 20% 20% 45% 5%
  56.  
  57. Stat bonus on creation:
  58. +2 STR, +1 DEF
  59.  
  60. Primary Stat: DEF
  61.  
  62. Weapon Ranks:
  63. Blades: C (+2)
  64.  
  65. Starting Weapon: Ceramic Shortsword
  66.  
  67. Special:
  68. Heavy Unit: -1 MOV
  69.  
  70. Fluff:
  71. 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.
  72. ---
  73.  
  74. CLASS NAME: Rifleman
  75.  
  76. Stat Progressions:
  77. HP STR MND ACC SPD DEF RES
  78. 30% 25% 0% 45% 25% 30% 10%
  79.  
  80. Stat bonus on creation:
  81. +2 ACC, +1 STR
  82.  
  83. Primary Stat: ACC
  84.  
  85. Weapon Ranks:
  86. Pistols: C (+2)
  87.  
  88. Starting Weapon: Finchester K20
  89.  
  90. Fluff:
  91. 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.
  92. They also have decent health and defense, just in case they have to fight in close combat.
  93. ---
  94.  
  95. CLASS NAME: Cannoneer
  96.  
  97. Stat Progressions:
  98. HP STR MND ACC SPD DEF RES
  99. 35% 45% 0% 40% 15% 30% 5%
  100.  
  101. Stat bonus on creation:
  102. +2 STR, +1 ACC
  103.  
  104. Primary Stat: STR
  105.  
  106. Weapon Ranks:
  107. Cannons: C (+2)
  108.  
  109. Starting Weapon: Titanium Cannon
  110.  
  111. Special:
  112. Heavy Unit: -1 MOV
  113.  
  114. Fluff:
  115. 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.
  116. 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.
  117. ---
  118.  
  119. CLASS NAME: Drake Rider
  120.  
  121. Stat Progressions:
  122. HP STR MND ACC SPD DEF RES
  123. 35% 35% 0% 30% 25% 30% 15%
  124.  
  125. Stat bonus on creation:
  126. +1 STR, ACC, DEF
  127.  
  128. Primary Stat: STR
  129.  
  130. Weapon Ranks:
  131. Blades: C (+2)
  132.  
  133. Starting Weapon: Ceramic Shortsword
  134.  
  135. Special:
  136. Mount: Drake (+1 MOV, +16 STR for carrying units)
  137.  
  138. Fluff:
  139. 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.
  140. ---
  141.  
  142. CLASS NAME: Wyrm Rider
  143.  
  144. Stat Progressions:
  145. HP STR MND ACC SPD DEF RES
  146. 30% 30% 0% 30% 35% 25% 20%
  147.  
  148. Stat bonus on creation:
  149. +1 HP, ACC, SPD
  150.  
  151. Primary Stat: SPD
  152.  
  153. Weapon Ranks:
  154. Pistols: C (+2)
  155.  
  156. Starting Weapon: Finchester K20
  157.  
  158. Special:
  159. Mount: Wyrm (+2 MOV, +12 STR for carrying units)
  160.  
  161. Fluff:
  162. 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.
  163. Rarely exceling in anything, Wyrm Riders have a decent resistance; that's because Wyrms' scales are more resistant to ether energy.
  164. ---
  165.  
  166. CLASS NAME: Crystal Mage
  167.  
  168. Stat Progressions:
  169. HP STR MND ACC SPD DEF RES
  170. 25% 5% 35% 15% 30% 15% 45%
  171.  
  172. Stat bonus on creation:
  173. +1 MND, SPD, RES
  174.  
  175. Primary Stat: RES
  176.  
  177. Weapon Ranks:
  178. Crystal Magic: C
  179.  
  180. Starting Weapon: Live
  181.  
  182. Fluff:
  183. 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.
  184. As they're non-combatants, Crystal Mages keep decent health and speed just in case they get attacked.
  185. ---
  186.  
  187. CLASS NAME: Sol Adept
  188.  
  189. Stat Progressions:
  190. HP STR MND ACC SPD DEF RES
  191. 20% 15% 35% 25% 25% 10% 40%
  192.  
  193. Stat bonus on creation:
  194. +1 MND, ACC, RES
  195.  
  196. Primary Stat: ACC
  197.  
  198. Weapon ranks:
  199. Solar Magic: C (+2)
  200.  
  201. Starting Weapon: Bolt
  202.  
  203. Fluff:
  204. 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'.
  205. ---
  206.  
  207. CLASS NAME: Dark Matter Mage
  208.  
  209. Stat Progressions:
  210. HP STR MND ACC SPD DEF RES
  211. 20% 20% 35% 25% 15% 10% 35%
  212.  
  213. Stat bonus on creation:
  214. +1 STR, MND, ACC
  215.  
  216. Primary Stat: MND
  217.  
  218. Weapon ranks:
  219. Dark Matter Magic: C (+2)
  220.  
  221. Starting Weapon: Flux
  222.  
  223. Fluff:
  224. 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.
  225. Dark Matter Mages weild heavy tomes and to counter the resulting disadvantages, they often have high strength.
  226. ---
  227.  
  228. ~~PROMOTED CLASSES~~
  229. Upon Promotion, the Player have a single 5% Progression bonus to allocate to one of stats of his choosing.
  230. They also get +5% Progression in the Promoted Class' Primary Stat.
  231.  
  232. CLASS NAME: Swordmaster
  233.  
  234. Stat bonus on promotion:
  235. +2 HP, +1 STR, +2 ACC, +1 SPD, +1 DEF
  236.  
  237. Primary Stat: SPD
  238.  
  239. Weapon ranks:
  240. Blades: A (+5)
  241.  
  242. Special:
  243. Critical Boost: +10 Crt
  244.  
  245. Fluff:
  246. 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.
  247. ---
  248.  
  249. CLASS NAME: Cyberman
  250.  
  251. Stat bonus on promotion:
  252. +1 STR, +2 ACC, +2 SPD, +1 DEF
  253.  
  254. Primary Stat: SPD
  255.  
  256. Weapon ranks:
  257. Pistols: B (+3)
  258.  
  259. Special:
  260. Can use Hacking Tool
  261.  
  262. Fluff:
  263. 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.
  264. ---
  265.  
  266. CLASS NAME: Panzer General
  267.  
  268. Stat bonus on promotion:
  269. +4 HP, +1 STR, +1 ACC, +2 DEF
  270.  
  271. Primary Stat: HP
  272.  
  273. Weapon ranks:
  274. Blades: A (+5)
  275. Cannons: C (+2)
  276.  
  277. Special:
  278. Heavy Unit: -1 MOV
  279.  
  280. Fluff:
  281. 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.
  282. ---
  283.  
  284. CLASS NAME: Sniper
  285.  
  286. Stat bonus on promotion:
  287. +2 HP, +2 ACC, +1 SPD, +2 DEF
  288.  
  289. Primary Stat: ACC
  290.  
  291. Weapon Ranks:
  292. Pistols: A (+5)
  293. Cannons: C (+2)
  294.  
  295. Special:
  296. Sure Shot: Ensures that your final Hit Rate will be at least 75%
  297. Critical Boost: +10 to Crt
  298.  
  299. Fluff:
  300. 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.
  301. ---
  302.  
  303. CLASS NAME: Artillery General
  304.  
  305. Stat bonus on promotion:
  306. +2 HP, +3 ACC, +2 DEF
  307.  
  308. Primary Stat: STR
  309.  
  310. Weapon Ranks:
  311. Cannons: A (+5)
  312.  
  313. Special:
  314. Heavy Unit: -1 MOV
  315.  
  316. Fluff:
  317. 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.
  318. ---
  319.  
  320. CLASS NAME: Drake Knight
  321.  
  322. Stat bonus on promotion:
  323. +4 HP, +1 STR, +1 ACC, +1 SPD, +1 DEF
  324.  
  325. Primary Stat: STR
  326.  
  327. Weapon Ranks:
  328. Blades: B (+3)
  329. Pistols: D (+1)
  330. Cannons: D (+1)
  331.  
  332. Special:
  333. Mount: Drake (+1 MOV, +16 STR for carrying units)
  334.  
  335. Fluff:
  336. 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.
  337. ---
  338.  
  339. CLASS NAME: Wyrm Knight
  340.  
  341. Stat bonus on promotion:
  342. +2 HP, +1 STR, +2 ACC, +2 SPD
  343.  
  344. Primary Stat: SPD
  345.  
  346. Weapon Ranks:
  347. Pistols: B (+3)
  348. Blades: D (+1)
  349.  
  350. Special:
  351. Mount: Wyrm (+2 MOV, +12 STR for carrying units)
  352.  
  353. Fluff:
  354. Wyrm Knights are even rarer than Drake Knights, but those in existence are renowned mercenaries and army officers.
  355. ---
  356.  
  357. CLASS NAME: Crystal Paladin
  358.  
  359. Stat bonus on promotion:
  360. +2 HP, +2 STR, +1 ACC, +1 DEF, +1 RES
  361.  
  362. Primary Stat: MND
  363.  
  364. Weapon Ranks:
  365. Crystal Magic: A
  366. Blades: D (+1)
  367. Solar Magic: D (+1)
  368.  
  369. Special:
  370. Crystal Ward: +5 RES when fighting against Dark Matter Mages/Knights.
  371.  
  372. Fluff:
  373. 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.
  374. ---
  375.  
  376. CLASS NAME: Solmancer
  377.  
  378. Stat bonus on promotion:
  379. +2 HP, +2 MND, +1 ACC, +1 SPD, +1 RES
  380.  
  381. Primary Stat: ACC
  382.  
  383. Weapon Ranks:
  384. Solar Magic: A (+5)
  385. Crystal Magic: C
  386.  
  387. Fluff:
  388. 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.
  389. ---
  390.  
  391. CLASS NAME: Dark Matter Knight
  392.  
  393. Stat bonus on promotion:
  394. +2 HP, +1 STR, +1 MND, +1 ACC, +2 DEF
  395.  
  396. Primary Stat: MND
  397.  
  398. Weapon Ranks:
  399. Dark Matter Magic: A (+5)
  400. Blades: C (+2)
  401.  
  402. Fluff:
  403. 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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