Special Abilities
These are the classes for the WoE forum. When one of the basic clases are chosen, the player set their charcter on a certain path to glory, fame, or power.
Each section list the basic class, then the intermediate class, then the advance class. At Rank Peasant, they are Novice Level, then at rank Noble they move to Expert level and then finally at Prince/Princess they move to Master level.
reaching the Special Classes should you choose to walk that way, the following requirement are needed.
For Paladin Special Class- Must folow the Warrior or Healer Classes
To reach Necromancer Special Class- Must follow Mage or Thief Classes
The Assassin Special Class is totally unique to it own style.
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Classes And Special Abilities
Each Class has it own PM which means Power Move. These PM must be stated when the ability is used. As you climb the ranks, the more power or abilties one can use. Thus this reflects growth rather then everyone has the same thing.
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Mystic Classes
Choosing the path of the Mystic Arts. Mages are from all walks of life. Their ability to tap into the Weave and cast spells are their preview.
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Mage Novice level
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From Peasant Rank to Noble Rank
PM Mage Bolt +10 for 1 rounds on the dices.
3 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Wizard Expert level
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From Marshal Rank to Marquis Rank
PM Mage Bolt +10 for 3 rounds on the dices.
4 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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ArchMage- Master level
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From Prince Rank to King Rank
PM Mage Bolt +15 for 5 rounds on the dices.
5 Knock outs per fight(KO)
Ultimate Sacrafice (US)
Self Heal 3 points (SH)
May create any magical item up to +3
Power Siphion (PS) the abilty to reduce dice by half if scores a Hit (to equal Rank or lower)
(failure is a reduction by -20 on the caster dice for 2 rounds)
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Fighting Class
The Art of War. These are everything of warrior, bandit, Mercenary, Knights Rangers and so forth. Skill with the tools of war, shall they be Sharp or Blunt, in the hands of a warrior is deadly.
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Warrior Novice Level
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From Peasant rank to Noble rank
PM Slash +10 for 1 rounds on the dices.
3 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Knight Expert Level
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From Marshal Rank to Marquis Rank
PM Slash +10 for 3 rounds on the dices.
4 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Weapon Master- Master Level
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From Prince rank to King rank
PM Slash +15 for 5 rounds on the dices.
5 Knock outs per fight(KO)
Ultimate Sacrafice (US)
Self Heal 3 points (SH)
May Create Weapons up to +3,(Sharp or Blunt weapons only)
May use 2 Enchancer Weapons (only class that may do so)
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Shady Classes
The Thief of the Night, the Mugger, the pickpocket, the one that plunges a dagger in your back. The one that sneaky and slick. Who survives on wits and cunning rather then Brawn or Might.
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Thief Novice Level
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From Peasant rank to Noble rank
PM Slash +10 for 1 rounds on the dices.
3 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Thief- Expert level
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From Marshal Rank to Marquis Rank
PM Slash +10 for 3 rounds on the dices.
4 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Master Thief-Master level
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From Prince rank to King rank
PM Slash +15 for 5 rounds on the dices.
5 Knock outs per fight(KO)
Ultimate Sacrafice (US)
Self heal for 3 points(SH)
May steal Enchancer/Items/potions,
May Create Potions (Poison, sleep gas)
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Healing Classes
Your Witch Doctor, Voodoo Man, Shaman, or clergy of a Church, this class reside everywhere. They hold the power of the Divine arts of healing and Cures
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Healer-Novice Level
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From Peasant rank to Noble rank
PM Slash +10 for 1 rounds on the dices.
3 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Bishop-Expert Level
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From Marshal Rank to Marquis Rank
PM Slash +10 for 3 rounds on the dices.
4 Knock outs per fight(KO)
Ultimate Sacrafice (US)
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Cardinal-Master Level
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From Prince rank to King rank
PM Slash +15 for 5 rounds on the dices.
5 Knock outs per fight(KO)
Ultimate Sacrafice (US)
Self Heal 5 points (SH)
Heal other for 3 Points(HO)
Ressurrect Those of equal rank or lower,
Create Potions of healing up to +3
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Special Class: Assassins
The Assassin is a special class that advance into 4 levels. Each level after the first one must pass certification to advance, and meet all requirements. The restrictions on Assassin is to avoid the over flow of too many Assassins As they are an unique unto themselves.
Assassin are Loner, never part of a Realm
Assassin are part of a Guild, never a lone operative
Assassin Must have a Contract to use AA or the Cripple attack.
There can be 10 Novice Assassins
There can be 5 Skilled Assassins
There can be 3 Expert Assassins
There can be only One Master Assassin
There be 1 Guilds of Assassins
Certification at each level
Time does not automatic advances you
Attaining Master Assassin require a FDM
Guild Laws are set by reigning Master Assassin
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Killer Novice Level
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From Peasant rank to Noble rank
PM Gut +10 for 1 rounds on the dices.
4 Knock outs per fight(KO)
Ultimate Sacrafice (US)
Can't not perform AA yet
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Hit Man Skilled level
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From Marshal Rank to Marquis Rank
PM Gut +10 for 3 rounds on the dices.
4 Knock outs per fight(KO)
Ultimate Sacrafice (US)
May perform AA
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Assassin Expert level
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From Prince Rank to King Rank
PM Gut +15 for 5 rounds on the dices.
5 Knock outs per fight(KO)
Ultimate Sacrafice (US)
PM Cripple- The Expert Assassin can cripple their foe by doing a Spinal Attack, upon Success, the victim is at half dice for the rest of the fight. Can be used on the intial strike Must Score a 5 point hit
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Speical Classes
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Necromancer-2d48+4
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Long before the Divine took their regin upon the world the Dark Legions of the Necromancer plagued each land with it's ruling presence. Those of the holy half dead walk upon the lands spreading their faith and mighty rule. Converts were made to take ranks within the legions as the rest were left in heaps of rotting flesh, their souls torn from precious flesh to fuel the seed of power resting in each Necromancer.
Years of torture and Evil's Lawful Order held the lands within it's massive grasp of power. Though the years of darkness held firm a light began to form at the end of the tunnel. Those of the light lords proclaimed their holy battle, a battle which raged for a thousand years. In the end the Necromancers were left scattered as only the strongest had survived. A new chapter was turning in the Empire's history. A chapter that is still unwritten.
Those few who manged to survived teh onsault of rightiousness found themselves serving that of the Dark Lords. Their fight remains the same as they try to purge the lands once again of the Holy Grace the Light Lords had gifted the Empire's people.
Special Abilities of the Necromancer;
*Necromancers are granted a +4 weapon. (This weapon maybe of any object weather sharp or Blunt, though it may not include such things a Nuclear Weapons or items deemed strong enough to destory realms.)
*Necromancers are granted two combat skill strikes which adds +20 to the Necromancer's combative dice during any combat. (These two Skills strikes maybe used Back to Back or broken up during the course of the combat.) These Skills Blows are known by title: Deadly Force Strike {DFS}.
*In combats concerning Death alone the Necromancer is granted one Skilled Strike to add to its mite. This Strike adds +30 to the Necromancer's combative dice for Two round. However after this skill has been used, the following two rounds directly after the strike are -10 to the Necromancer's combative dice. This skill is known by title: Soul Steal
* The Holy Half Dead may preform one Self Heal during combats for seven (7) points of damage. This is preformed as the Necromancer states teh process of healing through action. Example: ::Rolls out of Harm's way and regenrates:: Self Heal (The Necromancer must defeat the Attacker's AR for the heal to be valid. The Necromancer will roll 1D48 or 1d52 if enhancer has been activated to heal himself and even if the heal fails the Necromancer forfeits it's turn in combat.)
* Necromancer may Rezz themselves after a 24 hour period of Death has passed.
*The Faith of the Necromancer demands that they keep what it kills. Therefore for each successful Combat resulting in an Opponent's death one (1) life or Rezz is granted to further advance teh Necromancer into longer life.
Cons of the Necromancer:
* They may never betray the deity they serve under, for the punishment is one rezzed lost and they are reduced to half rank. After which they may never obtain a special class within the Empire.
*The Necromancer may and will never obtain deity status as this class reaches its highest station within the game.
*Necromancer weapon can not be stolen
*As with every character in the Empire once the final rezz has been used the Necromancer no longer exsists within the Empire.
*The Elder grants this station within their realms and even if the Elder releases the Necromancer to roam free, that Elder retains the right to revoke those powers as well as change the power class that has been granted to the individual. |
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Paladins-2d48+4
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The empire laid in total darkness, a cess pool for sinners and corupted men. Along the horzion the marching legions of the Necromancers and Dark Lord held claim over all. In the mists of ulimate destruction mankind was offered hope as the light at the end of the tunnel began to show construction.
Those of the Light Lords marched upon the Empire among them came the loyal champions of rightiousness. The Paladins. They raged their war to free the never ending clouds of Darkness plagueing the Empire and yet their battle still continues. A thousand decades have pass and those of the Light still wage their war to purify the lands. Hundreds were lost from both sides of this holy battle and each day the recruit for more is underway.
Those of the Paladin Legions are Holy Fighters and deicated to their cause. All Hail the Champions of Light.
Special Abilities of the Paladin:
* Paladins are granted a +4 weapon. (This weapon maybe of any object weather sharp or Blunt, though it may not include such things as Nuclear Weapons or items deemed strong enough to destory realms.)
* Paladins are granted two combat skill strikes which adds +20 to the Paladin's combative dice during any combat. (These two Skills strikes maybe used Back to Back or broken up during the course of the combat.) These Skills Blows are known by title: Flaming Light.
* In combats concerning Death alone the Paladin is granted one Skilled Strike to add to its might. This Strike adds +30 to the Paladin's combative dice for two round. This skill is known by title: Flaming Justice (Unlike the Necromancer the Paladin suffers no restrictions to its following Combative attacks.)
* The Paladin may preform one Self Heal during combats for Seven (7) points of damage. This is preformed as the Paladin states the process of healing through action. Example: ::Rolls out of Harm's way and regenrates:: Self Heal (The Paladin must defeat the Attacker's AR for the heal to be valid. The Paladin will roll 1D48 or 1d52 if enhancer has been activated to heal himself and even if the heal fails the Paladin forfeits it's turn in combat.)
Cons of the Paladin:
* They may never betray the deity they serve under, for the punishment is one rezzed lost and they are reduced to half rank. After which they may never obtain a special class within the Empire.
*The Paladin may and will never obtain deity status as this class reaches its highest station within the game.
*Paladin Weapons can not be stolen
*As with every character in the Empire once the final rezz has been used the Paladin no longer exsists within the Empire.
*The Elder grants this station within their realms and even if the Elder releases the Paladin to roam free, that Elder retains the right to revoke those powers as well as change the power class that has been granted to the individual.
*Paladins are duty bound to preserve life and may only engauge in combats to the death upon their Elder's command or if the match is struck upon them.
*Like it's Evil counter part there may only be four (4) Paladins per realm or nation.
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Master Assassin
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Coming Soon
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