A World That Has Ended: Take 2
Dec. 17th, 2013 07:56 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So even though it didn't get off the ground originally, I was thinking about converting the game into some sort of post-apocalyptic fantasy setting. Hell, I'm even thinking about turning into an AU game. If I do make it into an AU game, I was thinking of following some sort of RPG class system. It'd be split into your 3 basic roles: Tanks, Healers, and DPS, with a whole bunch of different classes for each role. Each character gets to pick their class, and will have both equipment and abilities to match. For example, a mage would start with some robes, a staff or wand, and a few spells.
Of course, to make this an AU, I'll have to do a lot more world building and history to make it easier on folks so they can come up with fitting backstories and whatnot for their characters.
The whole wish thing will probably get scrapped, but there'll be a host of new NPCs, things to do, a bestiary, a list of locations, and all sorts of stuff to do. I'd still rather not have a network unless characters create it themselves. Put your brains together and salvage something. Teamwork is a thing.
Most humanoid races have been rendered extinct by a force known only as 'The Calamity'. What it is, is unknown, only that it managed to eradicate an outstanding amount of life in the world, and scarred the land itself, rendering over a quarter of the world uninhabitable. What sentient beings still remain do their best to survive in a world overrun by monsters, magic, and the mere thought of The Calamity returning to finish the job.
So yeah, there'll definitely be plotty stuff going on, from exploring underground and recovering artifacts from ages past, aiding in restoration efforts, and even trying to discover more about The Calamity itself.
While I'd still prefer to keep the game private, it probably won't work out so well that way. I will invite Plurk and AIM friends first, with a limit of 2 characters per person, which cannot be from the same canon.
Some of the areas I have in mind: (Also, as a side note, while many of the locations may not actually have names, they might seem a bit familiar. They're based on locations from different canons.)
-The sort of central hub town/village: I was thinking something along the lines of Chinese architecture for this small, but relatively busy town. As one of few remaining marks of civilization, many gather here looking for supplies or to seek refuge. The town is located deep in a jungle, with a river not more than a few minutes' walk away. There is also an abandoned temple on the outskirts, and rumor has it that it used to be a famous monastery.
-The Deadlands: The scarred section of the world where The Calamity struck decades ago. The land is withered and barren. What plant life remains had grown twisted, dark, and seems to have a will of its own. The land is also populated by some of the most dangerous monsters there are.
-Woodlands
-Jungle
-The Ruins
-The Great Reef
-The Dark Depths
-Lake Temple
-The Everchanging Forest
-The Darkwoods
-Desert
-Mountains
-The Dread Peak
-The Ice Floes
-The Swamplands
I'll update this post as more comes to mind.
Alright, so I have a preliminary list of classes at the moment. Each base class is split up into several subclasses.
Fighter:
Warrior - Your basic fighter class. Specializes in dual wielding for twice the impact. Wears heavy armor, and is pretty capable of taking hits.
Berserker - Goddamn near unstoppable. They aint stoppin' till the last one's droppin'. Berserkers generally aren't the most intelligent, but they're brutally strong and almost unstoppable.
Paladin - Warriors of justice and the light! These crusaders of good never stray from their path and smite evil where it stands. In addition to being damage dealers or tanks, they dabble in some light magic, mostly defensive spells to protect their allies.
Blademaster - Those who've studied the way of the sword their whole life. Their sword is an extension of themselves, and they know exactly how to strike, where to strike, and are lightning fast. However, they're not as capable of taking hits as most of the other Fighter classes.
Monk - Masters of the fist who punch their foes to death. Monks usually don't own a whole lot other than whatever they carry with them, and use a mystical force called Chi to bolster their attacks. A skilled monk can even shatter metal if they know how to strike it.
Archer
Hunter - Beastmasters. Hunters are skilled trackers, and they travel with an animal companion they've raised themselves. Skilled with the bow and the ways of the wild.
Arcane Archer - These ranged attackers utilize magic, imbuing their arrows with minor spells to great effect. When they've become skilled enough, they can even conjure arrows made of magic itself.
Sniper - The ultimate marksman. Snipers rarely miss their target, and they believe one shot is all it takes to bring down most foes. They're capable of laying in wait for hours, even days without moving in order to secure the perfect shot.
Gunslinger - Wielders of technology from a bygone age. Gunslingers are rare, as their weapons are rare. Their guns are generally older styles, such as muskets, blunderbuses, and revolvers. Their weapons may not work 100% of the time, but they're devastating when they do.
Sword Ranger - Masters of the bow and blade. Sword Rangers are fast on nearly all terrain, especially on the terrain they were raised on. They're just at home in melee as they are at a distance.
Rogue
Assassin - The iconic rogue class. Assassins utilize deadly poisons on their weapons and generally plan out ambushes for their prey. Swords, daggers and fist weapons are their favored tools. While generally for hire, Assassins will sometimes join a group if only to find a new target.
Ninja - Ninja are masters of the night, stealth, and a variety of exotic weapons such as shuriken and kama. They employ misdirection and a variety of deceptive tricks to distract their foe.
Infiltrator - The ultimate masters of stealth. Infiltrators can blend in just about anywhere, and they'll spend as long as they need to in order to study the surrounding area and its people in order to do so. They make excellent spies.
Trickster - Tricksters use deception and a variety of traps to waylay their opponents. Anything to distract their foe for even a moment, and they've generally won the battle.
Chameleon - Rogues who've spent so long perfecting disguises that they've actually practically become shapeshifters. Capable of altering their voice and even their basic appearance at will, Chameleons are deadly. Who knows if your friend is actually your friend?
Mage
Elemental Mage - Mages that utilize a specific element to cast devastating spells. The specializations are as follows: Fire, Ice, Thunder, and Wind.
Sorceror - These magic users are skilled in the darkest of magics, generally spells that drain the life from their foes or necromancy.
Illusionist - Mages that use illusion magic for disguise, trickery, or any other purpose it suits them. After all, mind over matter. If you think something's going to hurt, it's going to hurt.
Enchanter - Similar to Illusionist, Enchanters use enchantment magic to imbue items with special qualities or to affect the minds of others. They're pretty nifty to have around.
Summoner - Mages that specialize in summoning other creatures to do their bidding. From animals to monsters, from people to eldritch horrors. The only downside is sometimes they call upon things beyond their control.
Warlock - Warlocks are practitioners of curses that weaken their opponents, and can even kill if their spells are given enough time to work. Warlocks generally have a demonic minion to do their bidding.
Healer
Priest - Healers who specialize in light magic to heal their allies and smite the undead. They generally worship one or more gods whom grant them spells.
Druid - Druids draw their power from the earth, using nature magic to defend and heal, as well as granting them the power to change shape into animals, depending upon where they were raised.
Shaman - Shamans use elemental magic drawn to them through totems to enact healing spells and even damaging spells.
Martyr - A very rare type of healer. Martyrs are born with the ability to heal others, but with a trade-off. They take on all the pain of those they heal.
Valkyrie - A female only class. Valkyrie are even rarer than Martyrs and use light magic to devastating effect on their foes, or to heal their allies. They can even bring back the dead if they can reach them fast enough.
Support
Bard/Dancer - The morale risers of the group. Specializing in song and dance to inspire their allies, they ensure that no matter how dark the coming day, that there is still enjoyment in life. They are also skilled storytellers.
Gambler - Gamblers aren't a class you'll often find on the battlefield. Their job is to earn money, and earn it fast. They usually also double as smugglers.
Aristocrat - Social butterflies who've earned their place or were born into it. Usually related to royalty, although there have been tales of those who've risen through the ranks from nothing. Aristocrats specialize in gathering and telling gossip, as well as infiltration.
Merchant - Sellers of equipment, supplies, and even hard to obtain items. They're generally a cheerful folk, so long as you keep their pockets lined and their caravan out of danger.
Alchemist - These eccentric individuals tend to travel with a Merchant. They specialize in brewing and synthesizing potions and elixirs that range from healing, explosives, and even rare magical effects.
Artificer - These folk tend to avoid most others, although they are extremely skilled at what they do. Salvaging and creating new technology.