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Dream Scar

Classes & Specializations

a part of “Dream Scar”, a fictional universe by Crooked Thoughts.

In this world of eternal darkness where sand replaces oceans and wastelands cover the earth instead of grass; people cling to miracles. Their final hope depends on the actions of pirates. Will they do what is right or take the greedy route?

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This conversation is an Out Of Character (OOC) part of the roleplay, “Dream Scar”.
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[OOC] Classes & Specializations

Tips: 0.00 INK Postby Crooked Thoughts on Thu Sep 22, 2011 4:13 pm

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In this world of eternal darkness, where black sands replace vast oceans and desert wastelands cover the earth instead of grass and trees; people cling to myth and religion, wishing and praying for a miracle. Now, their one and only hope for change, lies in the hand of a crew of sky pirates: will they defy the odds and overcome their obstacles or die trying?


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To define your character's skill set, you will have to choose from one of three character classes. Each class is based on a different combat stratgey. Once a class is chosen, you must then pick a specialization which will define your characters weapon proficiency. Choosing one of these does not limit your character to doing a certain thing or weapon, instead it improves your character.

A1
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Warrior's rely on their physical prowess in combat. They prefer to be in the thick of the battle, whether leading the charge or picking off enemies. Their preferred weapons can be that of blade or blunt melee weapons, a projectile weapon of some sort, or simply their bare hands. Either way, they are deadly with their choice and all should be wary before confronting one.

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    CQB Specialist: Close-quarter combat specialists are exactly what they sound like: through the use of various melee weapons, they are adept at bringing the fight to their enemies. Often larger, stronger, and hardier than their counterparts, they deal damage with strength and efficiency.

    Weapon Master: Only the ravein, through forgoing technological advances and focusing on the honing of their combat skills with less-complex weaponry, have been capable of acquiring the variety of skills and techniques needed to be considered a weapon master. Well-versed in the use of both ranged bows, crossbows or slings, and melee swords, axes, spears or hammers, their raceā€™s inborn strength combines with these learned talents to create one of the most versatile classes.

    Marksman: Those who choose to focus on ranged combat reach unparalleled levels of mastery with long-distance weapons such as bows and guns, able to pick off their enemies with stealth and precision. Ranged specialists often have better eyesight than most, as well as the analytical capabilities to account for such factors as wind direction when gauging a shot. Some substitute this exacting precision for firing speed or the ability to make a good hit while on the move; it all depends on style.


A2
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Unlikes warriors, mages prefer ranged combat. Mages can turn the forces of nature against their enemies in destructive ways. The method changes between races, but the idea is sill the same. Mages can be effective at any range, but prefer to do things from as far away as possible.

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    True Magi: The Majnun alone are born with magical capabilities, and even these are not all-encompassing. A true mage has the ability to control one element in all its forms, from generating fire at her fingertips to bending the flow of lava to his will. There is great power in this, to be sure, but the raw creation of elemental materials is a process that takes many years to master, and most younger Majnun can only control what already exists.

    Alchemist: Alchemy is, in a sense, the other racesā€™ answer to magic. Through a blend of scientific and mystic precepts, alchemy uses the principles of equivalent exchange to transform and manipulate the material world. Alchemists must use a properly-formulated circle to achieve any of these changes, and even then the ability to enact the transmutations seems to be a trait of heritage rather than education- not everyone can learn to be an alchemist.

    Bender: A bender is a person who, with the aid of special technology once limited to humans but now available to ravein as well, can manipulate existing elements in much the same way a majnun does. No special talent is required to pick up bending skills, though arguably the gauntlets through which the elements are channeled take longer to master than most weapons. A bender must be diligent, self-aware, and patient to truly master their art. Without the sheer versatility of alchemy or the direct power of magic, bending gains its advantage through not requiring circles, charge time, or too much ingenuity- itā€™s combat-ready at all times, and if used correctly, a powerful skill.


A3
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Engineers are a versatile class, having tactics that will appeal to wide variety. Though the class is better suited for those of high intellect, than those of brawn. This class also seems to be a favorite of humans, than any other race, possibly because one needs to have a certain affinity for technology.

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    Mech Pilot: A Mech Pilot is an individual with skills in combat strategy and engineeringā€¦ who also happens to be in possession of a large mechanical titan of extraordinary strength. Mechs come in several varieties, though as yet none have been invented with the power of flight. Lighter models are utilized for speed and ease of transport, while heavier ones supply raw strength. At first simply used for the Empireā€™s construction projects, it was not long before mechs were weaponized and their pilots switched from civilian workers to tactically-trained soldiers. Still, one does not need to be a professional to pilot a mech; the controls are fairly ergonomic and organic- that is to say that with time and effort and perhaps a little bit of luck, most anyone can figure them out. There have been a few instances of scrapped mechs falling from a skycity to the ground below, though nobody can say with certainty what happens to these.

    Technomancer: A technomancer is a human who has honed the art of communicating with machines. Broadly construed, the category includes savant engineers, inventors, and anyone who runs diagnostics and repairs on advanced technological equipment. Such individuals tend to view combat as a secondary purpose, if it has one at all, but when you can build your own army, it isnā€™t that important to know how to shoot a gun or swing a sword yourself, now is it?

    Saboteur: Saboteurs specialize in the making of chemical and combustible weapons, reconnaissance equipment, and radar. Differentiated from a technomancer in that the materials they work with need not be spoken to in order to function properly- a saboteurā€™s craft is much more pragmatic, and geared towards the specific aims of finding things and destroying them. Most saboteurs also have secondary knowledge in biology and chemistry, and it is not unusual to see them combining these fields in new and innovative ways, such as the creation of acid bombs or biological weapons.

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