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Blood of Dracul

Misc. classes

a part of “Blood of Dracul”, a fictional universe by JonathanKonopka.

Anachronistic Gothic fiction set in Transylvania, merging the 17th to 19th centuries, and including fantasy, steampunk, historic fiction, and minor to major historic factions.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Blood of Dracul”.
Discussions pertaining to roleplay on RPG.

Misc. classes

Tips: 0.00 INK Postby JonathanKonopka on Mon Sep 19, 2016 9:12 pm

Miscellaneous classes – rather neutral classes that are not necessarily part of a faction or nation; available for all subplots and minor storylines, and users have the freedom to form a group of such adventurers of their choosing if they wish. Users don't have to choose any listed class, and can be whatever they want, too.



Adventurer/Swashbuckler
generic term referring to any kind of person who sets out, either alone or in a group, to explore and fight when necessary. They vary depending on the user.



Slayer
a specialized killer of supernatural creatures, such as witches, werewolves, vampires, undead, or monsters. They vary greatly depending on the individual, but often are depicted wearing a long coat, wide-brimmed hat, and various specialized weaponry.



Highwayman/Outlaw/Bandit/Brigand/Waylayer
a robber popularly depicted wearing a long coat, broad-brimmed hat and a mask, who waylays travelling people or carriages, or worse, murder passing victims. They sometimes have horses, and may even rob trains.



Deserter
a soldier who fled one's army, for whatever reason. Deserters can be any military class with any equipment anywhere from the 1300s to 1800s, from any country, for any reason.



Hajduk (pronounced “hi-duke”)
refers to a brigand, outlaw or freedom fighter throughout the Balkans and sometimes Eastern Europe, who fights against oppressive Ottoman rule, stealing from the rich and giving to the poor, and being poachers when necessary. Hajduks generally are Balkan Slavs (Albanians, Croats, Serbs, etc.) but they may also be Greeks. A harambasa is a hajduk leader.



Rakehell
a noble, usually from Western Europe, who has plunged into immortal conduct, especially gambling, brawling, illegal duelling, debt, murder, banditry, and general debauchery. Quite dangerous, as being nobles, they are excellent fencers, and can ride horses.



Pirate
a robber who should be in a boat rather than on land! Sometimes, pirates venture inland for pillaging, vacation or adventure. Iconically equipped with cutlass, grenade, and pistol or blunderbuss or hand cannon, and sometimes having a wooden peg for a leg, bandana, or eye patch. Why exactly pirates are sailing around in the Black Sea and then walking to Romania is anybody's guess.



Magic-wielder
Magician, Wizard, and Mage are generic terms for a magic-user, popularly depicted wielding a staff or wand capable of unleashing magical projectiles of some kind, and wearing a robe and broad-brimmed hat.
Sorcerer, Witch and Warlock refers to magic-users who tend to be associated with dark, evil, accursed or destructive magic.
Pyromancer refers to an individual who summons and controls fire and conjures combustion and immolation. Quite an intimidating foe to face.
Necromancer refers to an individual who raises and controls the dead. Such dark arts are openly hated and feared by just about everyone.



Alchemist
generic term popularly referring to crazy scientists experimenting with strange concoctions, potions, chemicals, creating monsters, and who knows what else. Can also make Molotov cocktails, explosives, chemical-based smoke or bombs, repair just about anything, make steampunk equipment, and who knows what else.



Cleric
a priest, priestess, monk, nun, or some other clerical agent, often involved in healing the sick and wounded, and warding away evil things with holiness or prayers. Sometimes have holy artifacts or saintly relics, and may even be capable of preforming miracles and supernatural healing.



Dervish
wandering spiritually-minded aesthetic from the Islamic world, who has ended up in Romania for some reason. A dervish popularly wields an axe called a tabarzin, which has a thin hollow or solid metal shaft, which comes in one-handed and two-handed variants, often with a crescent-shaped axe blade. Dervishes wander the world, begging for charity or alms to then give to the poor or needy.

Like other clerics, dervishes are holy, and so resistant to evil, devilry and curses, but they can be brought to fiery rage when they feel their faith is threatened. Dervishes, oddly enough, sometimes practise eating red-hot coals; such a strange practise makes them resistant to pain, fire and pyromancy.



Expatriate
a kind of soldier who was exiled or fled from one's homeland, now adventuring or seeking employment as a mercenary or bodyguard, often as infantry of some kind. Although often assumed to be of low quality, they tend to be experienced soldiers who can think for themselves during battle, even serve as reliable captains, but tend to be of dubious morale and loyalty. Expatriates generally come from European countries.



Galloglass
a medieval-style Celtic mercenary from Scotland or Ireland, wearing a kilt, hat, and sometimes mail armour. A galloglass may be armed with a broadsword, claymore, lochaber axe, bow, shield, dirk, and even war darts or javelins.
Some Scottish mercenaries travelled to Eastern Europe during the 17th century, and so they are the basis of the galloglasses and kerns in this role-play.



Knight
there are some purist traditionalists who hate modernization so much, they refuse to change. The classic knights of old wear full plate armour, often in Gothic, Maximilian, Greenwich, Milanese, black'n'white, alwyte, or some other style of armour, or of composite assembly, not only for themselves, but also for their horses. Their armoured horses are rather slow, but once at a gallop, the knight and a couched lance can skewer anyone, even knock armoured foes down in one blow. Anything without armour would be an afterthought.

Such knights do not fight with nor have any training in firearms (but can still shoot a gun), and their armour is of such high quality steel that they are resistant to most bullets but only at long range. Some knights wear up to two additional breastplates, screwed onto their cuirass, making them bullet-proof, but modern rifles will break into the armour at close range, or at least damage most of it after some shots.

Knights and their horses are conditioned to wear heavy armour, and are not affected by it in any way. On foot, they are equipped at least with a dagger and longsword sheathed at their sides, a war hammer or battleaxe or mace set down a ring at their belt, and then a great sword, poleaxe, or lance as their main weapon.

Knights consist entirely of nobles, who possess unrivalled elan and courage, to a point of impulsive foolishness, where their eagerness to fight overcomes tactical sense and reason. More useful for slaying dragons that don't exist, knights are extremely rare, and simply no match against riflemen, who can repeatedly shoot and break apart bullet-proof armour. Knights may have a squire and up to a few pages. More modern knights fight like the Knights of St. John: as musketeers who wear some plate armour, and have grenades and swords.



Corps classes – for users who would like to role-play while commanding a minor force or small army.



Lost officer
an officer of a modern military, probably from Imperial Russia, Austria, Hungary, or Poland, who became separated from the main army somehow. The officer and according soldiers regrouped, but are unsure of what to do, as they cannot find their main army. An officer's attendant or bodyguard is called a trabant. The officer and survivors of the corresponding regiment(s) or squad(s) are now alone in a country with roaming vampires and werewolves, and God knows what else!



Freikorps captain
Freikorps refers to mercenary companies from German-speaking countries, in this case, probably Prussian or Austrian adventurers seeking employment. Usually riflemen or skirmishers, but some may also be cavalry. They may have modern guns. A company of mercenaries do not necessarily have an absolute leader, but work as an independently-minded group, though there is often a captain or officer as a frontman of some sort. They often consist of a regiment, from a few to several dozen individuals, but may even consist of hundreds of roaming mercenaries.



Ataman
a Cossack leader or chieftain. Cossacks are an independently-minded warrior people, fierce and cruel, who fight in both old and new fashion, on foot and horseback. They are comfortable fighting with firelock to modern rifles, composite bows, and sabres, on foot and horseback.

An ataman controls from hundreds to thousands of Cossack warriors, but may also supplement one's forces with mercenaries or adventurers from other parts of Europe or from the steppe peoples.



Bloodthirsty voivode
meaning “warlord”, a voivode is a political leader of a personal army. When overcome by bloodlust, such a voivode will do whatever is desired. Completely disregarding Dracula's rule, renegade voivodes do whatever they want, even pillage their own countrymen, or attack neighbouring countries. They are open to hiring mercenaries, spies, assassins, saboteurs, bandits, and freelancers to help them in their warlike pursuits.

Voivodes fight as light to heavy horsemen, sometimes wearing mail, scale or lamellar armour, and are armed with sabres and firelock pistols, and sometimes war hammers, maces or battleaxes, or whatever they want.

Voivodes command from hundreds to thousands of soldiers and warriors, and may have mercenaries or adventurers accompanying one's army. Voivodes reside in fortresses or settlements, or may be the retinue of a boyar. Users may role-play as a voivode serving a user-boyar if they would like to.



Disloyal boyar
a feudal noble of great status, somewhat the equivalent of a prince or archduke yet not necessarily a family member of their monarch (in our case, Vlad III), who has chosen to disobey Dracula and serve his own purpose! Boyars may hire mercenaries and agents from anywhere they can to help them in their cause. Boyars usually fight as light cavalry, donning elegant robes and hats, armed with sabres and sometimes firelock pistols, but they can equip themselves in mail, scale or lamellar armour if they choose.

A boyar resides in a well-off settlement or minor city, and so the militia, and military is under the user's control.

Tip jar: the author of this post has received 0.00 INK in return for their work.

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JonathanKonopka
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