SamuKata
Somber
Somber

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Blargh! Also, RP system thing.

So some folks on discord know I'm trying to get on with Amazon.  My drug test was botched so I had to reapply.  In the meantime I'm trying to get my brain on daytime sleep cycles.  So I'm basically writing this in a desperate attempt to stay awake.

Lately, I've been running a game / RP for a friend.  The story's pretty simple: a bog standard resurrections Issekai where a guy dies and is reincarnated into a cat person.  A lot of the world is based off the deep delvers snippts a while back.  And since I'm trying to fight passing out, I wanted to share a bit of how the classes work.

In the world, people's souls are altered to make them able to fight monsters in dungeons.  Without that alteration, normal people are dead meat.  People use an element called soulite to make the modifications to their soul, granting them more power and strength in dungeons.

The RP is taking place is a city called Gateway with adventurers being a major part of the local economy.  the character is basically trying to earn enough to survive and form an adventuring party because they're in love with a cute elf girl they met.  Seems legit a motivation as any.

When you modify your soul, you can either learn magic and or super heroic abilities.  Magic exists in 4 oppositional pairs:  Life and death, Protection and attack, Mind and Body, matter and spirit.  You can select two so long as they're not in opposition.  The character initially wanted to be a cleric, using Life and Protection magic, but later became an infuser doing Life and body magic when she learned she could turn into an animal.

In addition, when you learn magic, you have to choose a power source.  Gods offer divine power in exchange for following their rules.  The character decided to follow a god of animals since they were now a catgirl, and they faced a lot of persecution for it.  But your magic can also come from the environment, from spirits and ghosts, or from magical crystals.

They also learned about the different magical classes.  Clerics are good at healing and protecting.  They're the ultimate 'survive a fight' healers, raising up magical barriers to protect their friends.  Infusers can boost physical attributes with body magic, transform into animals, and regenerate their allies.  Life + attack magic are called sortiers, but they've got some problems.  Do you use all your magic on attack spells and have nothing left to heal?  Only attack when absolutely necessary?  It seems the best of both worlds but is really the worst.  Life + spirit are called radiants and are uberhealers, able to ressurect people and heal the most grievous wounds, but they're also unable to really do anything else and are helpless in battle.  Life+mind are soothers who heal physical wounds, help with mental afflictions, and get some psychic attacks.  Life + matter are guardians, who raise physical barriers to disrupt enemies and can also create healing totems that restore people around them.

For your attack minded, black mages study attack and death magic.  Blast blast blast, kill kill kill is your average black mage.  Red mages do attack and body magic, summoning swords of lightning and fire and boosting their physical attacks.  Blue mages have mind and attack magic and weaken enemies with delusion and confusion before blowing them up.  White mages have attack and spirit, and are extremely effective against rare but dangerous incorporeal monsters.  Brown mages summon projectiles and launch them in devastating physical attacks, giving them both physical damage with matter and magical damage with attacks.

Protection magic is most effective against magical attacks but offers some against physical.  Clerics are battlefield medics.  Mind and protection gives you dreamwalkers, who offer passive benefits against terror and possession attacks.  Mind and protection allow for warders, a mind of magical tank who use mind magic to keep aggro while they shield themselves from harm.  Exorcists use protection and spirit magic to sanctify whole areas.  fortifiers use protection and matter to raise up literal walls, bridges, and castles to protect their allies from harm.  And let's face it, there's nothing more badass than being charged by an army of monsters only to summon a massive castle right in their faces!

Mind and spirit are soulbinders, who are good at altering souls but are much more utility oriented.  Mind and matter are telekinetics who summon blades and projectiles and swing them around with mind powers while occasionally using telepathic attacks.  Body and spirit are summoners, who turn intangible spirits into monsters under their control.  Body and matter are geomancers, who transform their bodies to fit the environment they're fighting in.

But if you're not keen on magic, that's cool too.  You can augment yourself with supernatural abilities.  These are always on, though some abilities may have cooldowns.  There's also a lot more of them, so non-magical characters get 8 instead of 2 magic.

Weapon abilities are light blades, medium blades, heavy blades, fists, maces, heavy maces. lances, bows, cross bows, pistols, rifles, chains, and thrown weapons.  As these abilities are upgraded people can develop stronger and stronger attacks.  A weapon ability is practically a requirement.  Some people will also specialize in a secondary weapon.

armor abilities include dodge, light armor, medium armor, heavy armor, superheavy armor, and shield.  The idea is chance of hit vrs damage taken.  High dodge is you don't get hit often but when you do you really feel it.  Superheavy armor means you're going to get hit all the time, but probably won't take much damage.  Shields offer bonus protection to directional attacks.

Strength abilities range from hitting harder to jumping higher to throwing the occasional boulder or tree at enemies.

Dexterity abilities are all about finesse and precision.  Doing aimed shots at vital organs or even out and out sniping enemies in one shot from across the battlefield requires dexterity.

Constitution abilities are all about resisting physical conditions like fatigue, hunger, poison, and petrification.  The more constitution abilities you have the longer you can stay in a fight.

Intelligence abilities take time, but provide bonuses.  Analysis allows you to determine the relative strength of an enemy.  Survey lets you scan the battlefield and spot hazards or opportunities and is useful for looting.  Calculate is good for when you really want a bonus your next attack.

Wisdom abilities are all about mental fortification, avoiding mind effects, and occasionally getting flashes of inspiration or ideas.  they're not as popular as they're not as flashy, but vital against high level bosses.

Charisma abilities are good with inflicting fear or awe in the enemy.  They're also useful when trying to convince monster merchants to lower prices (They're monsters.  Some of them will turn on their own for profit.)  Finally there's the ever popular, notorious, seduction power.

Speed powers allow one to move fast.  Higher level speed abilities allow hovering, flight, super swimming, tunneling, and short range teleportation.

Medical abilties allow some healing and anti-status powers.  They're not as immediate as magic and take time, but they can be a life and money saver.

Beast abilities allow you an animal side kick.  Beasts have their own table of abilities that you can invest in.  Some heroes like giving their beasts a few abilities to support them.  Others will put a ton of abilities into their beasts and hang back and shoot from afar.

Gathering abilities not only let you harvest resources from dungeons, allowing you to preserve them and remove them for later use, but also provide some bonuses against specific foes.  For example forestry lets you do attacks on plant monsters more effectively.

Crafting abilities are usually most useful outside dungeons, but allow buffs to gear, the manufacture of helpful items, and other tools.

What's that, you want to do both?  You can!  You can use 4 abilities to have access to 1 school of magic.  

In the world you have healers, front line, backline, hards (tanks), Toughs (melee guys that can take some hits), Strongs (melee fighters that do more damage than they can take), quicks (speed based melee fighters), shooters (ranged protectiles), and mages (anyone devoted to magic.)  Most parties have six members, but some large ones can have twelve, and the largest 24.

Annnnnd, bedtime.  Hopefully be able to focus on something more meaningful.  Thanks for reading folks.


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