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Create a Class Contest: 3rd Edition (Contest Over!)

Marcus

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Marcus: I like it. It would be hard to pull off, but there would definitely have to be limits. Also, what happens if someone comes along behind the rumormonger and debunks what they said? In battle, they are virtually useless, since there won't bew all that many people standing around, but they could work in the background, slowly changeing as you play.

Unless it's another rumormonger you can't debunk what they say because their word is law.

Outside of battle, rumor mongers can alter encounters. For every negative effect a rumor monger has to say a positive effect. For example, before entering a dungeon they could say "I hear every monster in here is rich but they're extremely vicious." As a result, monsters drop more cash but their attack is increased or something.

In battle, rumor mongers work with status effects. "They say metal king slime is weak against fire but heals with ice," and their stats will change to reflect that.
 
Class name: Reader
Appearance: Many Readers have traded their eyesight in exchange for more focused power, thus causing masks and eye wraps to be a very common appearance, covering their faces but usually exposing their mouths. Readers normally wear lighter cloth-like clothing. The more outcast a Reader is, the darker his clothing is usually colored, representing his loss of faith in the Reading ways.
I visualize the Reader to look much like a less religious Ritualist from the game Guildwars Factions. Wearing many different accessories, but no real clothing. Most Readers would not tattoo their bodies, unless they are heavily outcast. Beads and other forms of jewelry, however; are worn by even the most laid back of the class.
Useable weapons: The most commonly used weapons are two heavy sticks, much like the nunchaku, without the chain connecting the two parts. The sticks are weighted in one end, to increase physical damage output. Readers call these ancient weapons "Kites." A Reader may also be seen wielding two maces, two daggers, or clumsily holding a fighting staff when his kites are unavailable.
Known Magics:
Read - A simple telepathic ability allowing the reader to case it's enemy, studying it's strengths and identifying it's weakness'. If a Reader is accompanied by another of his class, the information is instantly shared telepathically.
Memory Burn - An unfriendly reminder of any painfully forgotten memories sent by the Reader, temporarily stunning the target, causing very minor physical harm. (Only available after the target is Read)
Cleanse - A temporary brainwashing ability that causes a lower level non-magic using enemy to forget it's next planned move.
Withdraw - A telepathic ability that allows the Reader to mimic one magic attack of the enemy's for a short time. (Only available after the target is Read)
Hallucinagenic Wound - The Reader forces the target to feel the pain of a wound. Minor damage, increasing with level.
Panic - The target is overwhelmed with hypochondria, lowering total HP by a great deal for a short amount of time.
Forseen Death - Shows the target it's final resting place, causing the target's faith, mana, or energy to drop by a short amount. Spells power increases with level. (Only available after the target is Read)
Telekinesis - Allows the Reader to hover, increasing movement and agility by a small amount for a long amount of time. More affective at a higher level.
Domination - The Reader takes control of the target's mind, causing him to attack himself or other allies. While this ability is active, the Reader's mana or magic slowly drains. The more allies the target has, the slower the Reader's mana drains, as the target is more willing to attack while it is confused by many possible threats.
Breakdown - Telepathically incapacitates the target for a moderate amount of time, slowly draining the target's health. Damage will not break this effect. The less mana the target has, the longer the duration of this ability. (Only available after the target is Read)
Mindblock - The Reader cannot be effected by other telepathic abilities. The Reader's mana is fortified by 25%. While Mindblock is active, the Reader cannot use the Read ability, but can use Read abilities, if Read has already been used.
Mental Opening - The Reader's HP drops to 1. The Reader's target's next attack is converted into telepathic damage and then reflected back at the target, dealing the original amount of damage. If the target is killed by this attack, the Reader's mind fully recovers and his HP and MP is fully restored.
(These abilities are based on no battle system limitation. The would obviously need to be changed and/or tweaked a bit to fit the standard rtp battle system for any of the RM programs. I designed these abilities with World of Warcraft in mind; I guess because this class seemed most fun to play in an MMO experience. Sorry if it's not up to par)
Speed?: 2
Physically Strong?: 1
Magically Strong?: 3
Special Abilities: Reader's are exceptionally good at channeling mental energy. They can transfer their MP to other allies, convert small amounts into HP, and with enough training and MP, can regain consciousness during battle. Reader's are also avid fortune tellers and if are given the chance to gamble, would easily steal their way to riches.
Description: Gypsies had been around as long as the books had that were written about them. But as gypsies became fortune tellers, there came to be those who lived by the mind and palm-ready ways. They trained their minds and bodies like monks, until the point of telepathic and telekinesis abilities, that far exceeded that of a normal man's. Soon the ancient training of these monks became less formal and they became outcasts. They were named Readers. The Readers wore many different beads and accessories, in a religious type of fashion, hoping that the prayer beads and leather armlets, neck bands, and wrist guards, would help them focus their telepathy. They wore bright colors as monks because dark colors distract brainwaves and were said to deter their power. Those who hunted the Readers would superstitiously wear very heavy, black, woolen robes and hoods, and sometimes went as far as avoiding eye contact in fear of the Reader's mental abilities.
Before Readers were known for their mental abilities, and not their concentration limits, the ones who concentrated on the fighting or defensive outlook on Reading developed weighted sticks, much like maces, that they called "kites." Kites were used in defense and as a way to channel their telepathy easier by using the inner metallic tubing structure to allow the Reader's thoughts to easier leave their body. Some Readers shun the idea and call it a myth, where others see their kites as a spiritual symbol of hope and would rather die than to be separated from their holy-like weapons.
Many Readers would physically remove their eyes for stronger telepathic abilities. They could see through the thoughts of other beings and animals, and the most powerful of Reader's could feel the pain of damaged vegetation, making it possible to find their way through the world with no sight. The less powerful Readers became gamblers, merchants, or thieves, preying on the rich and paranoid. Slowly, the world would begin to shun the Readers and eventually they would all be avoided to the point of hatred and discrimination.
 
Class name: Magical manipulator

Appearance: This is an extremely rare form of magic, so users must adhere strictly to the best-suited attire. Robes will specifically designed to best channel magic elements onto the physical plane.

Useable weapons: Since this form of magic requires very hard work, the user will probably have no time to train with a weapon. Therefore weapons that need little or no training to use will be used, such as clubs.

Known Magics: All types. But if you want to be technical, just the one school. See description below.

Speed?: 3, or thereabouts. However stat-boosting enchantments could be cast on the user to improve performance.

Physically Strong?: 1/2. Magic-manipulators will not have the time to train their bodies. However, again, stat-boosting enchantments could be used.

Magically Strong?: 5. Magic-manipulation is a very rare school of magic, and it takes generations of skill and magical proficiency to be passed down to make a true Magic-manipulation master.

Special Abilities: Special abilities will be the ability to create spells that mix different schools of magic at will, resulting in skills like raining fire, antimatter explosion. It all depends on the imagination of the caster.

As well as that, magic-manipulators can also grant others in their party the temporary use of magic, but magnifying the magical properties in their body for a short time. The school of magic that the subject will take on will be specific to each playable character. If the sunject already knows some magic, then they will temporarily learn new skills, or have their existing skills enhanced, with respect to the school of magic they know.

It must be noted that a magic-manipulator's skills will require a large amount of SP to cast, so coming to battles with a lot of ethers is a must.

Description: To understand the art of manipulating magic, it is, of course, necessary to understand how magic works. Magic is the abnormal interaction between any living being and the natural elements of the world around them. To do this, the living being must have magical essence, which is a store of energy within the being which can only be used on magic. However, the magical essence must take properties which will reflect how the being interacts with the world around them. This, therefore, gives rise to the notion of "Schools" of magic. However, perhaps school is the wrong term, since the properties of the magical essence are taken on by what the caster casts, specifically. For example, fire magic, and the manipulation of heat would be caused by different properties of the magical essence within the being.

Where all other types of magic are the user's abnormal interaction of the elements of the world, magical manipulation, is of course, the user's abnomral interaction of magic itself. Magic-manipulators can use their own magical proficiency to manipulate it. However, this does require a lot of hard work and training over several generations to produce the amount of magical essence required to perform such interactions.

This does, therefore, mean a lot of work to cast actual spells, since they will all be conjured indirectly. Where a fire mage can simply conjure a fireball by directly manipulating the elements as normal, a Magic-manipulator must first alter their magical propeties to then manipulate the elements around them to form a fireball. However, with excessive training and focussing of one's abilities, they will be able to quickly manipulate the elements and cast different schools of magic in quick succession to form a chain of spells with different elemental properties.
 
I'm gonna do another...

Class name: Japfag :japfag:
Appearance: The males dress like a samurai with a fake sword, while the females dress as their favorite character from their favorite anime.
Useable weapons: Katanas, fans, wooden swords, basically anything used as a weapon in an anime, and manga comics. Nunchaku are especially common.

Known Magics:
[*]Lecture - Tells of the wonders of Japan based on anime and manga and JRPGs. Either annoys enemies to the point of making a weak attack at the Japfag or amuses the enemy. The enemy loses a turn either way.
[*]Cosplay - Dresses as favorite character from anime, manga, or JRPGs. Increases defense, but annoys the rest of the party.
[*]Show Off - The Japfag shows off his/her (possibly nonexistant) skills with their chosen weapon in a flamboyant way. Draws all damage intended for your party to the user. The user will not die, being left with 1 HP.
[*]Sharing is Caring - The Japfag shares his/her favorite :fap: manga with one enemy. If the enemy is of the same gender, it will be very amused. If the enemy is of the opposite gender, it will be disgusted and unleash a devastating attack on the Japfag.
[*]Taunt - Draws an enemy's attacks to the user.
[*]Seppuku - Commits suicide, but fully revives, buffs, and heals the party and raises their spirits (yes, they are this annoying).

Speed?: 5
Physically Strong?: 3
Magically Strong?: 1
Special Abilities: The Japfag has the tendency to annoy the enemy (and the party), and there is a chance that any attack performed will be redirected to the Japfag.

This character is kind of a damage magnet. They will absorb one in five attacks performed like a sponge, thanks to their super-high physical and magical defense.

They can make an enemy lose a turn, but they may take damage in the process. Lecture is random, and Sharing is Caring is gender-based. Their Show Off skill will annoy all enemies so much, that all damage will be deflected to them for the next turn, including all-encompassing attacks like Ultima. The Japfag can also commit suicide samurai style if they think the situation is hopeless. Moved (or relieved), the party is fully revived and buffed.

They make a great wall as long as you have a dedicated healer (with status immunity, as many of their spells will make the party stunned) and characters to inflict damage. There's nothing like having your Japfag use Show Off right before Bahamut casts Mega Flare, or before Odin uses his Steel-bladed Sword.

Description: A Japfag is a person who becomes so obsessed with all things Japanese, that they lose touch with reality. Although people who are accused of being this are usually not, they can be really obnoxious (and they are often oblivious to this, under the delusion that everyone shares their obsession). They are often found at anime or manga conventions along with borderline Japfags (totally different in the respect that they realize that everyone does not share their enthusiasm).

The Japfag will be a powerful asset to any party once they have the necessary healing abilities to keep them alive. However, their tendency to annoy the party during most of their attacks makes them more of a liability at low levels, although a high-leveled party could easily utilize their damage-sponge skills without too much worry. Status immunity is a must for the rest of the party in order to the avoid the annoyance that accompanies most of their attacks (in an ATB, the annoyance would result in a small time loss. In turn-based systems, it would be either a one-turn slow or stun). Luckily, this annoyance will be, at most, a very small factor, since the Japfag absorbs most attacks.
 
Kind of began as a joke idea that I eventually started tossing around in tabletop and forum RP's. Adapted for Vidya-Gamez as follows:

Class name: Economancer
Appearance: Only the finest clothing. Anything fitting a person of high standing in the setting.
Useable weapons: Any Non-"Two Handed" weapon.
Known Magics: Economancers make use of ancient arcane techniques to manipulate precious materials.
Sense Treasure: Causes treasure chests to show up on the map/minimap, as well as showing whether a chest is a mimic or a trap.
Obtain: Allows the caster to spend currency to magically take a targets rediculous jewel-encrusted arms and armorments. Steals one random piece of equipment from the target.
Alchemic Golem: Allows the caster to spend currency to create a golem made of pure gold. Will absorb a certain number of hits for the caster. (possibly be a summonable unit in a tactics rpg?)
Arcane Coffers: Economancers can magically duplicate a certain amount of currency per day. Causes more money to be dropped by chests and after battles.
Weight of Debt: Used on a target that has been hit by Money-Toss. Randomly inflicts Stop, Slow, or Paralyze.
Venician Justice Used on a target that has been hit by Money-Toss. Deals damage equal to the total amount of money thrown at the target.
Speed?: 2
Physically Strong?: 2
Magically Strong?: 4
Special Abilities: Economancers are masters of business and commerce.
Haggle: Items sold by shops/stores cost less money.
Swindle: Items sold to shops/stores are worth more money.
Connections: Shops/stores will randomly carry higher grade items.
Negotiate: Allows party to escape battle at the cost of a small amount of money.
Money-Toss: Throws a random amount of money at the target. Does minimal damage.
Bribe: Used on a target that has been hit by Money-Toss. Causes target to either flee from battle or become charmed. 100% effective if amount thrown was greater than targets Level x 1000 (give or take, depending on the game's economy), otherwise misses.
Luxury Suite: Allows the party access to extra service at inns, for an extra price. If resting does not already fully heal all HP/MP and revive party members, it will do so now. Also, after resting the party will receive complimentary curative and/or combat items.
Description: Economancers are a mysterious lot. They are exceedingly few and secretive, even as far as mages and wizards go. Their mystical talents lie in the arcane manipulation of valuable materials and the economy. On the battlefield, they make up for their lack of physical prowess and/or skill by carrying the best possible equipment money can buy. In combat their skills are used to manipulate the enemy to their advantage, and can even cause impressive damage if cornered. They support their party by providing access to the better equpiment, as well as other strange utilitarian abilities to improve the parties wealth and survivability.
 
dcbd: This is very good. It's not only easy to make as a class, but it is very well balanced. This class shopould be one of the examples that others should use. Considered.

Armor King 108: You're right, they are overpowered while mounted at night. I also think you should tone down some of the mounted skills, as well as the Intimidate skill, as that makes the class a little too powerful anyway. (For example, you could make an enemy level threshold/cap that it won't work beyond)

Crazetex: Thanks for the links, I was wondering about those. Anyway, your class seems to toe the line of overpowered. (Then again, many tank classes in well known games are overpowered by my standards) I like the idea, although the lass seems to be a lot of work for the player. Considered.

Mikee: Not sure on this one. The one skill I see as being extremely overpowered is Cleanse. That is becasue it effectively elminates any boss's ability to kill you, unless it has an upper limit on what kind of monster it will affect. Otherwise, this seems like an interesting mage/cleric style class. Considered. Edit: OK, I like your edit to Cleanse. That certainly put it back down to the power level of a normal spell. Now this class it much more balanced.

BrunoTR: I'm not sure on this one. While the class appears to be hideously overpowered, you have put several limits on it. The weapon limit basically puts to physical damage down to nothing, while the actual weakness of the character can be changed by the spells they cast. Finally, the extrme mana drain. I'm not entirely sure this is balanced, but, as I can't find anything that would completely overpower this character, it is considered. Try working harder on balancing the class from the start, instead of adding limits to balance it.

goldenryu9292: This is perhaps the funniest entry so far. It looks like it was intended as a functional joke. I think it works, and it is rather well balanced in any game that uses a party with a healer. I like it. Considered.

Kaminosai: This is an intriguing class. Depending on how the equipment is made, you can actually make this class feasable in battle, and they certainly help the party. It seems fairly well balanced, as long as they can't get too much money early on. Considered.

OK guys, I'm still looking for more judges. I've also updated the firt post regarding available places and accepted entries.
 
Glitchfinder":3hvv3gzq said:
Mikee: Not sure on this one. The one skill I see as being extremely overpowered is Cleanse. That is becasue it effectively elminates any boss's ability to kill you, uless it has an upper limit on what kind of monster it will affect. Otherwise, this seems like an interesting mage/cleric style class. Considered.

You've got a point. Maybe cooldowns would solve that problem. The way I saw it was that cleanse and some of the other abilities would use a HUGE amount of MP and would be used mainly at the end of a battle to save their own life.

Would you like me to just edit the post or post a new one with the new and improved reader? I'll work on it later today. I'm going to use the class in a project I'm working on, so this contest is a huge help, especially with your simple critiques every once in a while, I'll be able to get it working and hopefully it won't be too overpowered. Thanks for the opportunity.
 
Glitchfinder":2nch3tjt said:
Crazetex: Thanks for the links, I was wondering about those. Anyway, your class seems to toe the line of overpowered. (Then again, many tank classes in well known games are overpowered by my standards) I like the idea, although the lass seems to be a lot of work for the player. Considered.

The idea is that most of it would be either 'accepted' as happening during stays at videogame inns, or part of normal cool-down time in a pen & paper RPG. Either way, I imagine a little box popping up after an inn stay saying CHOOSE ANIMAL FOCUS: [SAME] WOLF EAGLE WHALE SNAKE DEER or whatever, and if you choose anything but [SAME] you won't see the window until  
 
Mikee":2gerg9ii said:
You've got a point. Maybe cooldowns would solve that problem. The way I saw it was that cleanse and some of the other abilities would use a HUGE amount of MP and would be used mainly at the end of a battle to save their own life.

Would you like me to just edit the post or post a new one with the new and improved reader? I'll work on it later today. I'm going to use the class in a project I'm working on, so this contest is a huge help, especially with your simple critiques every once in a while, I'll be able to get it working and hopefully it won't be too overpowered. Thanks for the opportunity.

Go ahead and edit your post. I'll be looking at the first post of each class anyway, so a new post would just make it more difficult. I would recommend that cleanse and other similar skills have one of two limits (or both): They either don't work against enemies like bosses or that you only battle one of at a time, or othey have an upper limit to what enemies they will work on, possibly based on the character's level.

Crazetex":2gerg9ii said:
The idea is that most of it would be either 'accepted' as happening during stays at videogame inns, or part of normal cool-down time in a pen & paper RPG. Either way, I imagine a little box popping up after an inn stay saying CHOOSE ANIMAL FOCUS: [SAME] WOLF EAGLE WHALE SNAKE DEER or whatever, and if you choose anything but [SAME] you won't see the window until  
 
 
Class name: Delic Mercenary
Appearance: All delic mercenaries are bound by their honor to wear a dark red silk sash, belt, or headband to show thier loyalty to the Delic clan.
Useable weapons: There are many weapons avaliable to these highly trained fighters, shortswords, longswords, broadswords, and claymores are the favored weapons, giving moderate bonuses. Though some Delics can use other forms of weapons at a slight disadvantage if nessesary.
Known Magics: Delics do not use many magics, they are known for having moderate healing abilities and a few have learned a spell or two in the basic elements. They are more based on meele fighting then magic.
Speed?: 3 - average speed
Physically Strong?: 4 - they are stronger then most fighters
Magically Strong?: 1 - only healing magics needed
Special Abilities: Delic Mercenaries are motivated by their pride and loyalty to their clan and the money they are paid to work for others. Raise - the Delic fights with increased speed and attack for the rest of the fight, at double the normal cost. Brothers in Arms (passive) - Delics who fight together get a boost to attack power. Aimed Strike - focusing for one turn allows triple damage the next, though the Delic takes double damage while focusing.
Description: Delic Mercenaries are from the Delic clan, a people dedicated to the arts of war. They hire themselves out to anyone willing to pay, but will not betray thier own brothers. Many a war has been won by the kingdom with the most Delics on thier side at the end of any battle. On the battlefield they avoid hurting thier brothers as long as they can tell they are from the Delic clan, the red silk band that shows thier brotherhood. When a Delic is in the party, they require that a certain percentage of every battle is paid to them, ontop of an moderate to high initial fee. If you are lucky enough, the Delic might become loyal to you if you keep them in your party long enough. They will accept gifts of weapons and armor, but only if they are better then what they are carrying. They will never take off thier red silk band, unless they have left the clan... in which case they become a deserter Delic. Deserter Delics are dangerous to have in the party, as any Delic who finds them will try to kill them and the entire party.
 
Glitchfinder":2rb8od75 said:
Go ahead and edit your post. I'll be looking at the first post of each class anyway, so a new post would just make it more difficult. I would recommend that cleanse and other similar skills have one of two limits (or both): They either don't work against enemies like bosses or that you only battle one of at a time, or othey have an upper limit to what enemies they will work on, possibly based on the character's level.

Edited. Only non-magic and lower level enemies are effected by cleanse. I'll go look over the others and make sure they aren't overpowered too. Keep an eye out. Thanks.
 
Glitchfinder":1tcakccg said:
goldenryu9292: This is perhaps the funniest entry so far. It looks like it was intended as a functional joke. I think it works, and it is rather well balanced in any game that uses a party with a healer. I like it. Considered.

Is there any way I could improve either of my classes?
 
goldenryu9292":16xe4yoo said:
Glitchfinder":16xe4yoo said:
goldenryu9292: This is perhaps the funniest entry so far. It looks like it was intended as a functional joke. I think it works, and it is rather well balanced in any game that uses a party with a healer. I like it. Considered.

Is there any way I could improve either of my classes?

Well, the Japfag seems rather well balanced at this point. (It takes obscene amounts of damage, but it is inteded to do that) The Seamage, on the other hand, isn't exactly the best. I would avoid making classes with variable statics and power levels, simply because it is a headache for the programmer and the player. It's a headache for the programmer becasue they've essentially got two classes on their hands, and they've got to balance the game for both. In your case, they've got to balance the land based game to fit an extremely weak class that can't survive without constant healing, and they've got to balance the ocean for an overpowered class that can easilyt kill things that would usually murder an entire party. It's a headach for the player becasue they have to keep track of that character much more closely, and they've got to keep track of where they are and adjust their entire battle strategy accordingly. The one thing I'll have to say though, is that in most cases, once I've considered something, try not to edit it too much. I don't want a radically different class by the time judging comes around.
 
Glitchfinder":33yxqoej said:
Kaminosai: This is an intriguing class. Depending on how the equipment is made, you can actually make this class feasable in battle, and they certainly help the party. It seems fairly well balanced, as long as they can't get too much money early on. Considered.

Thanks! This actually was spawned one day when my friends and I randomly decided to make D&D classes out of the stereotypes in our own heritages. This one was mine. Magical Super-Jews FTW.
 
Glitchfinder, I went and toned down my Moth Riders a bit. Since you suggested to someone else to edit their original post, I did as well. They get less stat boosts when mounted at night, and many of their moves have limitations that I imagined when thinking them up, but failed to type into the post. I also added a new move, which has it's strong points but several limitations.

One problem though, is that I feel they would be much better suited for a strategy RPG than a normal RPG. And with a strategy RPG, it would be easier to make the Giant Moth a separate unit, so mounting would take up two characters. But, for now, the Moth will merely be a power boost with limitations.
 
Armor King 108":1l9lxzoh said:
One problem though, is that I feel they would be much better suited for a strategy RPG than a normal RPG. And with a strategy RPG, it would be easier to make the Giant Moth a separate unit, so mounting would take up two characters. But, for now, the Moth will merely be a power boost with limitations.

Suikoden 3 actually handled mounted units rather well. In fact, it was really the only good thing to come from it's changes to the battle system. Your group of six characters were divided into three pairs. Rider and Mount were seperate characters, unless paired together. At which point they acted as one character with a SUPER REDUNKULOUS boost in fighting ability.
 
That's a good point Kaminosai, I thought that part of Suikoden 3 was kinda interesting...and that game actually had some kind of bug-riding character...(which I never got far enough to get)

But, that would make my class reliant on another character, a character that would obviously be race-specific, I don't know if either is really acceptable for this particular contest.

Perhaps I should try submitting another? That's okay right? (I still like my Moth Riders though)
 
Class name: Shape Fakers
Appearance: No one knows what their true form is, and you can find them looking as everything, from a pebble to a raging dragon.
Usable weapons: Claw weapons, to make their disguise more convincing. they could use must one-handed weapons though.
Known Magics\Special Abillities
- Fake Shift: They use this attack to confuse their enemy, turning into different creatures and items.
- Illusion: Also to confuse the enemy. Able to summon images of everything, some extremely dumb enemies might die from a heart attack.
- Heart Strike: While the enemy looks away, the Shape Faker hits him with a fatal shot straight in the heart using his weapon.
- Kidney Shot: The same as Heart Strike, only straight in the... causes more disorientation then damage.
- Backstab: Less effective than the other attacks, but has a much higher chance to succeed.
Speed: 3
Physically Strong: 2
Magically Strong: 1
Description: This cunning class uses illusions to distract or scare the enemy and to give him a fatal shot while his shield is raised at the opposing direction. They are actually weak, and they avoid face to face combat at any cost, which is, actually, not that hard counting that they can make themselves look like a pebble on the side of the road. The unexperienced Shape Fakers can sometimes have a part of their form messed up, especially if they're faking a form they've never seen before, like a tail-less dragon that has baby-blue eyes and a mustache. But that's the unexperienced ones.
 
Class name: Card Master
Appearance: Gambler (left) Card Witch (right)
CardMaster.jpg

Usable weapons: Deck of Cards (Magic imbued), Tarot Cards.
Skills:

Card Witch Female Card Master tends to go the Card Witch route. They special in Magical aspect.
Soul Trap - Absorb the monster's soul and trap it inside the card.
Summon Card - Summons the previously trapped monster from the card.
Tarot Cards of Fate - Randomly draw a card from the Tarot deck, each Tarot has their own effect.
ex.
The Death - Randomly kills anyone on the field (both your party and monsters)
The Fool - Lower enemies Magical Attack
The Magician - Increase Party Magical Damage.
The High Priestess - Recovers 50% of HP.
Chance Draw - Draws a random card from the deck, gives random positive/negative buffs.
Synchronize - You can use skills of other Card Master in your party.

Gambler Male Card Master, specializes in card tricks and chance attacks. Throws razor sharp cards at very high speed.
Straight Flush - Deals damage +100% for every monster that is the same as the target.
Two Pair - Deals additional damage if your element is the same as the target.
Royal Flush - Throws a whole deck of cards at incredibly high speed (Kinda like Gambit's attack)
Lucky Hit! - If a monster is killed by this skill, it doubles the gold earned from the monster.
Coin Toss - Deals heavy damage to the enemy if heads, damages you if tails.


Speed: 1 (Card Witch), 5 (Gambler)
Physically Strong: 2
Magically Strong: 5 (Card Witch), 2 (Gambler)

Description:
Card Masters are often seen hanging around in Casino, happy-go-lucky individual that likes to gamble almost everything hence there motto: "In Luck, We trust".
There are useful in the party for getting quick gold. Some who have magical talents join the ranks of Card Witch who uses monster's soul to aid them in battle. Being a luck class, they can either turn the tide around or make it worse.
 

cayoda

Member

Class name: Hell Damned

Appearance: A Hunter, Dressed with red and black, with demon marks in your skin


Usable weapons: Batleths(see in http://tbn0.google.com/images?q=tbn:ggs ... 16x316.jpg)

Skills:

-Self-Burn: Burn your Skin to Deal damage to next mellee fighters

- Demon Curse : Curse your enemie with a random Curse, the avaliable curses are: "Blind, Corpe Corruption(to enemie will get damage when Strike) , and Doom Head(The Enemie Will be Need more time to cast magic)

-Doom Bring: Create a Pit, Enemies Will be Take Damage Near the Pit, and have a little Chance to Instant Death the Enemie if they Down in Pit.

- HellFire : Enchant the Batleth with HellFire, Deal Extra Hell damage to enemy

-Summon Hell Slave: Summon a Nightmare Horse To mount and move faster

-Disease Doom Curse: Debuffs al nearby enemies with a Doom Curse, Enemies Will have the attack rate Reduced, if a enemy Die with this Curse, he will revive as a demon under the command of the Hell Hunter

- Demon Mastery: Gives to Hell Hunter extra damage VS demons

-Hell Storm: Summon Meteors Falling from the Sky, Damage enemies in area, this skills deal more damage if the enemies are in "Doom Bring" Area


Speed: 3
Physically Strong: 4
Magically Strong: 2

Description:
Hell Damned are Warrior Corrupted by Demons and long by a long time he is Slaved by the Demons.
Wants to liberty, Hell Damned Escape from the Hell and Train to Use demon skills VS Demons and Seek your liberty.
Hell Damneds are Hunted By Demons and His will be Fight With Rage VS Demons and your Enemies.
His is not valorized and is bias by the People, this is other Way to show to world your power against the Demons Invasion
 

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