Daredevil:
I am not above the law, the law just cant keep up. Eliza Raze a Daredevil
No one is quicker on his or her feet then the daredevil. Leaving others in the dust with bewildered looks, it is all about speed and mobility. Not only can they climb a sheer surface with nothing but their bare hands they carry off elaborate feats of gymnastic prowess with style and flare.
Daredevils often start their training like a game or a challenge pushing themselves to always be quicker and more agile. Never satisfied with the common they strive to be exceptional. When you have the skills to be the best its hard to avoid the spotlight some relish in this becoming circus aerialists or pulling off amazing stunts in the movies others make more lucrative, if less glamorous, career choices by becoming second story thieves and cat burglars.
Abilities: Dexterity is the driving ability of the Daredevil. They traditionally avoid heavy armor and use their speed to make up for it. Other good stats are strength and constitution as it is a physically intensive class often calling on impressive toughness.
Talents:
Swashbuckling: An armor light battle style that focuses on not being there when the opponent strikes back.
Mobility: The daredevil often appears as a blur and can easily achieve the most desirable position to launch a counter attack.
Sneak Attack: While some daredevils are all too often the center of attention that doesnt mean they dont know the value of a knife in the back.
Inquisitor:
Secrets are a fragile thing. They never stay secret for long. Lela Eyes Vernon an Inquisitor
In war it is often not just about what you know but what you have the ability to find out, Inquisitors are eager to help. They are elite detectives and problem solvers who combine keen senses with a drive to discover the truth. With this intensive focus their perceptions extend to psionic levels.
Many times an inquisitor feels chosen, gifted with insight or simply to curious for their own good. Usually well educated as they have a thirst for information but it isnt merely an academic aspiration. They dont just want to know, they want to know what he knows or she knows. Some of these people work for the government as a spy or a police detective. Others find their way into private fields as insurance investigators, private detectives or information brokers.
Abilities: Intelligence and wisdom are the candles in the dark for the Inquisitor. Most of their talents rely on one or the other. Charisma is usually a tertiary ability especially for those involved in espionage activities while dexterity or constitution may be more instrumental to a detective wanting to survive in the underworld.
Talents:
Detect Thoughts: An inquisitor does not just guess but knows what fear lurks in the hearts of men.
Skillful Combatant: Often not requiring a straight test of metal against metal or use of brute force. An inquisitor knows how to shift the field of battle to their strengths.
Tactics: In any given situation an Inquisitor can devise a way to get the upper hand.
Juggernaut:
Let me handle this; I dont break easy and loosing a few teeth only makes me mad.- Pat The Vice Kelly a Juggernaut
The toughest bruiser in the room the Juggernaut is a master of slugging it out even when all their allies have fallen to pieces around them. Often shrugging off injuries that would have cleaved a lesser combatant in two and giving back with equal ferocity. They are a human tank without equal.
Those aspiring to this class are born rather then made. Always being a little bigger and tougher then everyone around them. Using this aptitude to shelter their fellows as a protector or bully mercilessly. Without even trying they exceed in athletics and cant avoid the attention of military recruiters. Those that dont fall into line in the armed forces find other ways of capitalizing on what nature gave them. Blue-collar workers, bikers, hit men, brawlers or outright mercenaries.
Abilities: Constitution is critical for a Juggernaut when they spend most of their time on the business end of weaponry, even going so far as to step in front of enemies blows just to shield their allies. Not only does it provide extra hit points Constitution is the lynch pin of many class talents. Strength is second as above all others they are built for melee combat.
Talents:
Shedding Damage: The focus of much of the Juggernauts aptitude is there ability to withstand punishment and heal quickly.
Sacrifice: Using their surplus health as a resource a Juggernaut can gain important combat advantages.
Mastermind:
Oh yes I may be weak as a lamb and have a hard time swatting flies. The only thing is he doesnt and with a word or two he will be swatting your face around the front of this building. Margaret Chillien a Mastermind
Often the most valuable resource in this world is having friends in the right places, or at least people you can force to be friendly. The Mastermind is someone who commands respect and rarely goes anywhere with out an entourage of loyal lackeys. While they themselves may be weak combatants that does not matter if they have a sniper on the building opposite.
From birth they have had a way with people even if they didnt have a lot of friends they had the right friends. Sometimes they are the glue that holds a group together other times everyone else is simply to afraid of them to say know. They may be glib or intimidating but they are at their heart fascinating. When they choose employment it is often an extension of this facility and there is a large percentage both in the entertainment career and in business. Others prefer work as agents in the center of a large field of informants but by far the most notorious masterminds are crime lords who turn everyone who knows them into a tool.
Abilities: It is all about charisma when it comes to a Mastermind everything else is secondary to their ability to manipulate people. Talents hinge upon this with their charisma scores sometimes translating directly to buffs for them and their party. Intelligence is also a special consideration as skills are an important bartering tool.
Talents:
Allies: A mastermind has a wide network to choose from and can often acquire exotic and effective minions.
Auras: There is just something about a mastermind that affects everyone around them making a squad even more effective.
Healing: Masterminds often get a bad rap for never being there when the bullets start flying but they are able to piece people back together again once everything is said and done.
Militant:
I am good at one thing and that thing is feeding you bullets until you choke. Chelsea Kline a Militant
Fighting is a way of both an art form and way of life for the militant. They pride themselves on a capability to incapacitate their enemies with one shot or thin a horde with a practiced burst. A militant is both a lover and a fighter because for them fighting is what they love.
Militants have a hard time keeping themselves out of the armed forces; it is the most legitimate way of doing what they do best. If do to inclination or accident they avoid such work there is always other opportunities waiting for them. If they stay legit they can become brutally effective cops or security personnel, but if they find themselves on the other side of the fence they make wicked mercenaries and triggermen.
Abilities: Either strength or dexterity is the primary ability of the Militant depending on if they rely on melee or ranged weaponry. Whichever way they choose there are talents to supplement them. Constitution is also critical because the most lethal marksmen still must be alive to pull the trigger.
Talents:
Weapon Specialization: A militant hones a single weapon until it becomes an extension of themselves. Able to push the standard capabilities to far beyond what a lay person could elicit.
Critical Injuries: When a militants hits they hit hard and on critical hits can do anything from hamper, to cripple, or even completely incapacitate a foe.
Combat Techniques: A whole bag of tricks that makes the militant a more effective and brutal warrior.
Savant:
The human brain is a wonderful tool and in the right hands the most potent of weapons. A savant taps in to the depths of this potential to become a warrior academic as accomplished in study as they are in combat. The masses may discount them as prudish bookworms but the educated are quick to realize their terrifying capacity.
Born geniuses, time hones their psyche into a razors edge. Students of the world they often blow their competition away in traditional universities. When their fellow students are just learning arithmetic Savants are harnessing the specifics of etheric mechanics. They are flagged soon after and often given private tutors who not only educate but instill them a sense of patriotism. If it takes a career in clandestine operations or as powerful military officers is usually the destination, if however they dissent there are few limitations to what they can attain.
Abilities: Intelligence first and foremost with the proper talents all other ability scores can become largely moot. A high constitution never hurt however as even the most brilliant of minds need a blood supply.
Talents:
Strange Science: Savants learn the ins and outs of the universe, etheric mechanics that transcend the traditional limitations of what is technology and what is magic.
Mimicry: Puzzles solve themselves to a Savant and they can quickly piece together how others mechanics work.
Esoteric Knowledge: You name it the Savant has probably at least heard of it if they havent published a paper on it.
Scumraker:
Its an ugly job but then I again Im ugly. Grado a Scumraker
When it comes to combat the Scumraker may be the most unsettling. What starts off as a competent warrior becomes a force to be reckoned due to strange mutations from exposure to various agents. Using what many would consider a disadvantage as their greatest strength a Scumraker marches to the front lines wielding fearsome claws and spouting gouts of acid.
The path to a Scumraker is often a tale of misfortune. Whether by accident of design their body is exposed to radiation, chemical reagents or even more malevolent forces. This marks them forever more and most would die from this process. However the Scumraker is tough, adapting to the point where they capitalize on their new state. Working where no one else wants to. They work in nuclear plants handling toxic waste, in military suicide squads, as void runners who come very close to the nature of that infinite darkness and some even find fellowship in traveling freak shows.
Abilities: A Scumrakers highest score is usually constitution as mutation can lead to life risking complications. Other then that they are warriors who put emphasis on their physical stats. Since many of their mutations are close ranged or melee focused a Scumraker usually has a preference for strength over dexterity.
Talents:
Mutations: The hallmark of the class and most notorious of their abilities allowing them everything from new and grotesque weapons, to fused hides of carapace and bone.
Scrounge: Scumrakers are used to having little and experts at finding whatever they need.
Trickster:
I wouldnt call myself enigmatic I just like dealing with stupid people who accept stupid answers. The Amazing Dr. Kane a Trickster
The title of inventor of the two headed coin and player of the first dirty pull belongs to a Trickster. Armed with an arsenal of creative ways to hurt their enemies and achieve their goals it is hard to keep these rogues down.
It is hard to say the makings of a trickster because most of them are ingenious liars and the best tend to at least exaggerate the truth. What can be said is that their life has allowed them to perfect a strange set of skills. While other paths may excel in a single area of study it is the habit of the trickster to be well rounded and unpredictable. They are almost never found in a mundane profession unless they are working a scheme or pining to get out. Stage magicians, conmen, hucksters, gamblers and cunning devils of all sorts pay homage to the trickster creed.
Abilities: It is best to have decent scores in a few abilities as Tricksters call on a wide variety of separate disciplines. Dexterity, Charisma and intelligence are all more or less critical depending on the focus of the Trickster. Charisma powers their hypnotism talents, dexterity gives them card games and intelligence is used for their poisons and diseases.
Talents:
Hypnotism: Tricksters full the mind and leave their targets gullible and easily decimated.
Card Games: Courting at least some part of the major arcane they are purview to unique powers.
Poison: Not adept at killing an opponent with a single potent blow they instead slowly bring down their health with more subtle methods.
Beyond the base classes each character chooses an achievement path:
Science: The character excels in technology and the orderly working of the physical universe.
Associated Talents:
Gadgetry: A science focus allows for more elaborate inventions then your run of the mill tinker
Cybernetics: With this achievement the body is more capable of being modified through artifice.
Gene Morphing: Not only can the body have hard ware installed its very guiding blue prints may be altered.
Arcana: Utilizing etheric mechanics a mage is able to change reality with force of will.
Associated Talents:
Bone: The understanding of solids and earth.
Blood: The understanding of fluids and water.
Breath: The understanding of gases and air.
Spirit: The understanding of plasma and fire.
Body: The understanding of ether and higher dimensions.
Divine: Before humanity existed there were the primordial wills whose beginning dreaming forged the ether into its current form. Celebrants understand this and dedicate their lives to the honoring of these spirits and gods.
Associated Talents:
Deity: First decision a celebrant makes is to worship a particular divine or small pantheon. This focuses their talent pool.
Road of the hopeful: Healing and the workings of joy.
Leap of the damned: Destruction and the darkness of the abyss.
Discipline: While most paths look without discipline strides within. Bettering the self can lead to amazing psionic talents and brutal martial arts.
Associated Talents:
Martial Arts: Turning the body into a brutal weapon.
Enchantment: Psionically enshrouding the mind.
Force: Controlling the flow of moving bodies.
Shift: Overcoming the physical separation between what one is and what one chooses to be.






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Always question authority, always.
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overground collective member
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"We didn't burn him!!"
Gar
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Illustrator open for Commissions
TGI Tuesday.
Member of *hiredeviantARTISTS
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Meh ~
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Illustrator open for Commissions
TGI Tuesday.
Member of *hiredeviantARTISTS
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"We're giving you a second chance at life and an opportunity to skrew it up in a new and original way"
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"I don't feel tardy..."
-Van Halen
Hows your creativity doing? Well, I believe that will suffice for now. Have a good one buddy!
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God will run with you but not for you.
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