Warrior Job Classes
Warriors make up the front line of any battle, fearlessly charging into the thick of a fray without any regard to personal safety. Their ability to deal and receive damage in equal measure makes them essential in protecting the party’s weaker members – and a formidable force in their own right.
Almost all Warriors derive their powers from the manipulation chi, the natural energy flowing through all living beings. By siphoning off a portion of their own chi or opening their bodies to ambient flows, Warriors gains the ability to infuse their attacks with additional power or perform superhuman feats of athleticism. This allows them to use their talents almost indefinitely – or at least until they draw their last breath.
[Requirements: In order to achieve of these warrior classes below, one must make 20 posts in the Rp as a Vagabond.]Almost all Warriors derive their powers from the manipulation chi, the natural energy flowing through all living beings. By siphoning off a portion of their own chi or opening their bodies to ambient flows, Warriors gains the ability to infuse their attacks with additional power or perform superhuman feats of athleticism. This allows them to use their talents almost indefinitely – or at least until they draw their last breath.
Archer- Since the first hunters invented the bow to hunt animals, it quickly became one of the most prominent weapons in the armies. Over the course of history, the bow evolved into more technologically advanced forms, such as crossbows and firearms. As time progressed and the hunters became soldiers, those who mastered the bow became Archers. Archers can range from bow-wielding infantry to rifle-wielding snipers trained to perform long-range assassinations, depending on the era. Rarely would Archers need to put their own bodies on the line as frequently as melee warriors, as they can fire and be well out of range of most conventional counterattack methods. Having such an advantage comes at a price, though: the number of attacks they can perform is limited to the amount of ammunition they are carrying.
Dragoon- Dragoons are warriors who have been trained to mimic the actions of a dragon by use of their internal energies. Whereas most Jobs are ground-bound, Dragoons have the capability to leap unbelievable heights, earning a place in legends as "those that fly like a dragon." They are also known for invoking the spirits of dragons, assisting them in performing feats that may not necessarily compare to those of Mages and Summoners, but are respectable in their own right.
The Dragoons are elite warriors who have a reputation of completing even the most suicidal missions. Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. In some regions, the Dragoon may be referred to as a "Dragon Knight" often being one that lends his services to royalty.
Fencer- Some swordsmen rely on brute force or calling upon their inner energies to defeat their foes. The Fencer, however, relies on sheer speed and grace to take down their enemies. The Fencer is also a master of the defensive arts, and relies on his speed, natural skill, and training to simply avoid many a blow that is aimed at him. Fencers most often make use of light swords, such as rapiers and foils. The Fencer also does not wear heavy armor, as his focus is not on reducing the damage done by an attack, but on simply not being hit at all. Fencers are often employed by kingdoms as elite guardsmen, and are almost always trained by fellow Fencers in limited schools. The best Fencers out there are renowned for being nigh impossible to successfully strike.
Knight- Stoic and powerful, the Knight is a master of heavy arms, trained from early on to move freely in mail and plate in places where battle rages the fiercest. The armor, however, masks a deeper steeling in the soul - a true Knight is a universal symbol of guardianship, embodying all the impenetrability of a fortress, the unbending will of a general, and the destructive force of a mighty siege engine. For those he protects, the Knight would move heaven and earth in the name of duty; for those who oppose him, death is meted out with swift and clinical precision. Not every Knight is a shining beacon of virtue; there are those who have lost their faith and purpose, who have strayed from the path and into corruption. But even these wayward spirits have a firmness of character at their cores that most warriors could never equal.
Monk- Sometimes referred to as Black Belt, the Monk is master of the world's unarmed combat styles; a tough, pugnacious combatant formed by years of hard exercise and rigorous training. Unlike other warriors, Monks eschew the use of weapons entirely, instead choosing to wreak havoc on their opponents with feet, fists and any other part of their body they can throw into an attack; their control over their internal energies is no less absolute than that over their bodies. However, these talents require the Monk to remain almost entirely unencumbered, to the extent of making heavy armor more of a hindrance than a benefit; an experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear. There are other trade offs as well; the Monk's hermetic lifestyle, with its emphasis on simple living and a regimen of demanding, repetitive exercises, takes its toll on the young and impatient; only one in ten trainees ever ascends to the coveted rank of Karateka, and master hood with it. The majority break off their education with only a handful of Kata under their belts, culling the numbers of would-be Monks more effectively than any foe could hope to.
Samurai- Samurai are tradition-bound warriors with a mystical bent; though their firm code of chivalry leads to inevitable comparisons with their brothers-in-arms, the Knights, where the Knight relies on brute force, the Samurai's true power stems from their supernatural allies. On their own, a Samurai is a versatile combatant; though many Samurai are also trained in the arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon of choice is the katana.
Skilled swordsmen, the secret of the Samurai's success with their weapon of choice lies in its construction; the metal of the katana entraps a nature spirit, or kami, bound to the weapon during the forging process. Learning how to free these imprisoned spirits in order to channel their energies into an attack is an integral and long-winded part of the Samurai's training; those Samurai who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming kami of earth and the elements into ever-more devastating effects. A few have even gone beyond this, moving bare-footed over lakes on cushions of water spirits or traveling through the bitterest cold cloaked by fire kami; such mastery, however, is only seen on the rarest of occasions.
Swordmaster- Life and death, balanced on an edge thinner than a child's hair. In every culture, there are those who devote themselves to mastery over one thing or another. Mages seek to master the hidden secrets of the universe, scholars seek to master the worlds knowledge... Swordmasters seek to master their own bodies, turning simple skill with a blade into an art-form as exotic and beautiful as it is deadly.
Mage Job Classes
Mages are sorcerors and spellcasters, creating their attacks by channeling mana, the power of magic, through their bodies. This gives them flexibility in vast excess of other party members, but does demand sacrifices – Mages are physically weaker and more vulnerable in combat than Warriors.
[Requirements: In order to achieve one of these mage classes below, one must make 20 posts in the Rp as a Vagabond.]Black Caller- The ability to draw on the magical creatures known as Summoned Monsters is a rare one; to be able to control and sustain them in battle is rarer still. The Black Caller is a study in compromises – though their abilities are limited and cannot anchor a Summon for long, they compensate with a respectable command of Black Magic. The result is a mixture of versatility and all-out power capable of shifting the tide on any battlefield.
Black Mage- Other schools of magic are capable of unleashing powerful attack spells, crippling or incapacitating opponents with the wave of a hand. Black Magic, however, makes it the raison d’etre, existing for destruction and nothing else. Trained in the devastating power of the elements, its practitioners are a fearsome presence on any battlefield. Alone, they can blast any opponent within an inch of its life; together, they can stop armies in their tracks.
Red Mage- The Red Mage is the classic jack of all trades, a profession whose versatility stands in stark contrast to the regimented, often restrictive training of other Mage Jobs. Indeed, rather than keeping their studies confined to a single school of magic, these versatile spellcasters satisfy curiosity by dabbling in a little bit of everything: White Magic, Black Magic, Time Magic, swordsmanship...
The quintessential free spirits, Red Mages tend to dress elegantly and flamboyantly, using the romantic idealism of musketeers and swashbucklers as a template. This carries over into their choice of arms; they are particularly adept with bladed weapons, preferring to fight with rapiers, sabres and other weapons that allow them to take full advantage of the additional mobility afforded by their light armor. Though other spellcasters may find Red Mages a little too flighty for their liking, there is no denying that their palette of abilities is a potent one.
Sage- The Sage is a font of knowledge, the product of years of studies into the very essence of magic. Where other Mages specialize in healing, damage, or support, Sages are generalists, equally at home with the crackle of lightning bolts or the touch of a healing hand. There are, of course, compromises – jack of all trades, master of none, the Sage pays for his studious nature with a weaker constitution, while his powers lack the focus and efficacy of a ‘purer’ Mage. Nonetheless, his broad body of wisdom and unrivaled versatility make him a valuable asset to any adventuring group.
Summoner- The Summoner's allies have names as varied as their natures. Summoned Monsters, Phantom Beasts, Espers, Guardian Forces, Eidolons, Aeons – all represent creatures not native to this realm of existence, born of pure magic and capable of manifesting powers that overshadow even the greatest feats of sorcery. Some Summons reside within the material world, making their homes on the highest mountains and deepest oceans; others exist solely within the realm of magic itself, all but separated from reality until a Summoner's call lures them out of their seclusion.
The Summoner's power lies in her ability to communicate with these inscrutable creatures – a gift inherited rather than learned, passed down among families and tribes over centuries. Those with the Summoner’s talent are often marked by it, resulting in slight but unusual mutations; the most common of these is a distinctive unicorn-like horn sprouting from the middle of the Summoner’s forehead, capable of carrying thoughts and emotions between her and her charges. Successful Summoners are able to alloy these natural abilities with the demeanor needed to win a Summon’s trust – and the strength needed to slash them into submission if gentle negotiation fails.
Time Mage- Sometimes called ‘Cosmic Mages,’ Time Mages tap on the forces of the time and space themselves. In reshaping the elusive power of the cosmos, they can freeze an opponent in their tracks or rain flaming meteors down upon them; open gates in time and space, or banish someone into another dimension entirely. The most powerful are capable of folding up history in the blink of an eye or traveling across the eons by sheer willpower alone – a fact that makes most other spellcasters glad of the Time Mages' relative scarcity.
White Caller- Like the Black Caller, the White Caller sports only limited mastery over Summon Magic, compensating for this weakness through more conventional forms of spellcasting. Where the Black Caller augments her destructive power with Black Magic, the White Caller focuses on healing and protection, using the power of her Summons to further protect those in need.
White Mage- White Mages are defenders of life, using their spellcraft to knit together wounded flesh or erect glittering defensive palings around their allies. Given time and experience, they can cure almost any ill, raise the fallen back to fighting strength, or even create barriers utterly impervious to physical damage. Though more patient in demeanor than the headstrong, temperamental Black Mage, White Mages are far from pacifists; in a pinch, they can summon mighty blasts of wind or boiling explosions of holy energy at the snap of a finger.
Expert Job Classes
Where Warriors derive their focus from weapons and martial traditions, Experts revolve around specific skills and occupational niches. Chemists, for example, derive their powers from the study of alchemy, Thieves from pickpocketing and stealthy movement, and Bards from their singing and instrumental skills. The result is a more tightly-defined party member whose usefulness peaks in select situations and whose forte lies in support. While able to hold their own in a fight, Experts are always at their ac in conjunction with a well-rounded group.
[Requirements: In order to achieve one of these expert classes below, one must make 20 posts in the Rp as a Vagabond.]Bard- There are those would say that the Bard is the very root of adventuring heroism. Certainly, warriors may aspire to be remembered in story and song, but it is Bards who write the words and pen the tunes, giving great deeds the final polish they need to enter history in proper.
Though typically more at home in a rowdy pub than on a raging battlefield, Bards can be invaluable assets to any adventuring group, dazzling friend and foe alike with a repertoire that seems to tug at the very base of one's emotions. Their magic-infused songs are the culmination of years of practice and sacrifice, offering a versatility only matched by the most dedicated of mages; with a mere strum of the lute, a Bard can fire up her comrades' fighting spirits or send waves of sonic devastation ripping through the nearest enemy formation.
Chemist- In the Chemist's world, the flask is mightier than the sword. Though rarely unarmed, a Chemist prefers to let his vials and bottles do the talking. With an extensive knowledge of herbal and alchemical lore, these adventuring academics can create an impressive variety of potions, poultices, and poisons that have effects ranging from simple wound closure to fireballs as big around as houses. While the Chemist may use magical ingredients in his concoctions, his methods are purely scientific -- the equations and proportions involved in his mixtures obey strict physical laws, and this is a matter of pride to the chemist. In a world where magic often takes center stage, it is the chemist's mission to prove to his companions -- and perhaps more importantly, his enemies -- that while bending reality is a powerful skill, it is no match for making reality work for you.
Dancer- Though these days their name tends to conjure visions of perfumed fops and bar-room wenches, the Dancer's profession has a long and sacred history. In distant antiquity, priestesses and temple dancers summoned divine power through the movements of their bodies, yoking sun, tide, life, and death in elaborate and carefully choreographed ceremonies. The best of their number dedicated their lives to the art, beginning their training at an early age and performing until age began to dull their flexibility; at this stage, they would retreat behind the scenes, guiding their successors' careers in turn.
In time the old religions fell out of favor, but the power within those ceremonies lived on, harnessed by a new generation of practitioners. Though a few still practice the traditional ways, today's Dancers are by and large removed from their roots, using their skills to sow discord rather than call for divine favor. One thing, however, has not changed: the profession remains primarily female-dominated. The reasons for this are as much biological as cultural – few males can muster the intense agility and grace required to successfully execute the most complex dances; fewer still have the cool needed to overcome the deep-seated ridicule male Dancers will inevitably face for their career choice.
Engineer- Drills, robots, airships – the Engineer's mechanical wizardry conjures any number of miracles from bolts, oil, and a little ingenuity. Though their talents extend to all machines great and small, Engineers channel most of their energy into bewildering inventions they seem to spend every spare moment refining, building, and designing. Unpredictable at best, these devices are just as likely to spit out smoke as searing death, but every failure only seems to redouble the Engineer’s determination – and any success more than makes up for the embarrassing malfunctions along the way.
Gambler- The Gambler is the gamer, the big spender, and the epitome of luck and fate. Gamblers believe in placing objects or sums of great value on the line, hoping to win even greater prizes. Even outside the casino, big decisions in their lives are often made by the mere flip of a coin. Long term planning and strategic thinking mean nothing to the carefree Gambler, as they perceive everything in life as a bet. When these bets pay off, however, they can bring the parties they accompany anything from access to previously inaccessible places to rare and potent items. However, just as they like to win big, they may also lose big. The Gambler's Abilities in battle are unpredictable, for their attacks, while potentially the most powerful among any adventurer, rely wholly on chance. Just as they can win the battle with their Abilities, they can slay everyone involved in the fight. Even as they save the party from certain doom, they could completely fail to do anything. What will Lady Luck bring to the adventure? Roll the dice, spin the reels, and find out!
Mediator- Demagogues, peace keepers, diplomats, conmen – men and women with the Mediator’s talents can be found in all walks of life, practicing the arts of silver tongue and careful suggestion as meticulously as a warrior would his swordsmanship. Though Mediators can put up a fair fight in battle, their strength lies not in arms, but in their ability to manipulate others into doing their bidding; with little more than the right word at the right time, an Mediator can accomplish almost anything.
Keenly intelligent and meticulously logical, the average Mediator may seem a poor fit for a wandering band of rough-and-tumble adventurers. However, those honeyed words reach further than mere fireballs and flashing blades; given a chance, the Mediator's talents can open doors in many places or sow the seeds of confusion on the battlefield on an unimagined scale.
Thief- The Thief is something of an enigma. Where most heroes uphold the law, the Thief openly flouts it. Her skills are invaluable when infiltrating an enemy fortress or retrieving priceless artifacts from talentless brigands, but for some reason that argument never holds up when she's caught "practicing," whether she's been picking pockets or climbing out of a second-floor window with a sack full of silver. Even if she restricts her kleptophilia to adventuring pursuits, the Thief is largely disrespected, but she doesn't let it get her down. Even Paladins come running to her at the first sign of a trap or complex lock. She may not have the reflexes of the Ninja or the mechanical expertise of the Engineer, but she's got what she's got, and she's damn good at using it. For most adventuring Thieves, it's not about the money, but the challenge. Anyone can get rich by staying in the city, but no one today makes traps like the ones in the ancient ruins, and no one uses puzzle locks anymore. Who wants a sack of gold when she could decorate her pad with an emerald the size of her fist? The lack of motivation shown by her domestic brethren is enough to make a grown Thief cry!
The Thief's best weapon is her attitude. When the excrement strikes the windmill, no one remains as calm as the thief. She may let fly with a storm of curses, or cry a few crocodile tears to throw off her enemies (or even her allies), but deep down inside the Thief knows she can handle whatever life throws at her. She's lived through most of it, and what she hasn't seen doesn't scare her. When the Thief does get shaken, it's a pretty good sign that things are about to take a turn for the ugly.
Keybearer Job Class
Also known as the Keyblade Master, the Keybearer is more than his name implies. The weapon they truly wield, a weapon only they can bear, is their defining measure. The Keyblade is theirs alone, the source of their power, and their burden.
Before they first wield the Keyblade, be it by hours or by years, the Keybearer dreams. In this dream they choose the path they take. The Sword, the Staff, or the Shield. This decision determines how a Keybearer grows in power. I myself refer to it as "The Keyblade Trials." [Obtaining this can be versatile. Original Kingdom Hearts characters may have this from the beginning such as Sora, Riku, and Mickey. Also if they possess the necessary literary skills and knowledge of Kingdom hearts, the first people to join the rp will have an opportunity of bearing the keyblade as protectors of the realm of light. Beyond that, after there are enough keybearers, people will have to earn this title. Basically in the beginning, their will be one keybearer per party.]
Before they first wield the Keyblade, be it by hours or by years, the Keybearer dreams. In this dream they choose the path they take. The Sword, the Staff, or the Shield. This decision determines how a Keybearer grows in power. I myself refer to it as "The Keyblade Trials." [Obtaining this can be versatile. Original Kingdom Hearts characters may have this from the beginning such as Sora, Riku, and Mickey. Also if they possess the necessary literary skills and knowledge of Kingdom hearts, the first people to join the rp will have an opportunity of bearing the keyblade as protectors of the realm of light. Beyond that, after there are enough keybearers, people will have to earn this title. Basically in the beginning, their will be one keybearer per party.]
Sword Keybearer- The power of the warrior. Invincible courage. A sword of terrible destruction. The Sword is the most physically aggressive of the various Keybearers, stepping into any fight, Keyblade at the ready and holding a good line of powerful and versatile offensive techniques to back it up. It is also known as the Warrior Keybearer.
[Requirements: In order to acquire this sword keybearer class, one must make 40 posts in the Rp as a class in the warrior class jobs.]
Shield Keybearer- The power of the guardian. Kindness to aid friends. A shield to repel all. The Shield style of the Keybearer is not an expert in any given field. He is not the master of magic that the Staff is, nor does he have the capacity for raw destruction that the Sword has. What the Shield does do is preserve the party against all odds. It is also known as the Guardian Keybearer.
[Requirements: In to aquire this shield keybearer class, one must make 40 posts in the Rp as a class in the expert class jobs.]
Staff Keybearer- The power of the mystic. Inner strength. A power of wonder and ruin. The Staff is the mage in the Keybearer Trinity. That being said, the Staff is very dependent on his Magics to see him through a fight. Together, the three classes form a stable and versatile trio. It is also known as the Mystic Keybearer.
[Requirements: In order to acquire this staff keybearer class, one must make 40 posts in the Rp as a class in the mage class jobs.]
