wizardofharmony: (:happy)
Lucia Bolido (Twilight Sparkle AU) ([personal profile] wizardofharmony) wrote in [community profile] livinginthedatabase2016-06-20 05:29 pm

Classes and Races

Wonders of Mundus is a setting that I'd eventually like to develop into a Real Game. ETA: This game is now Isekai/Online! Currently in development!

For now, it's just a musebox; if there's sufficient interest, I'm going to expand it into an actual game with an actual metaplot and People Other Than Me moderating.

Until then, here's a list of races and classes. Don't take it too seriously while we're just meming, but these are the things I have in mind. I've listed their favored skills in Fate Core terms as well as their 'stat spread."

The game world is based on a cosmopolitan, multicultural take on the early Renaissance, which means the starting area of Viacruz is Fantasy Toledo with a fair bit of pan-Iberian and middle eastern flavor.

There are also African gold kingdoms to the southwest, turning into Egyptian and Middle Eastern inflections closer to home; Faerie Gaelic BS and Arthurian romance to the northwest; Chinese, Indian, Korean and Japanese cultures to the northeast: and a whole bunch of pirate islands and Mayincatech in the Southern Sea. The practical upshot of this is that there are a lot of skin colors and hairstyles among NPCs in the starting area, which is a trade hub for literally the entire world.


HUMANS are humans. You probably are one.

KOBOLDT are bipedal and dragonlike, with elemental breath abilities; good at tanking and at magic classes. They vary from furrier, more goatlike ones to massive, burly scaled ones; the official explanation is that it depends on how cold it gets in their neck of the woods. Players tend to call them "Trogdor" or call any individual one "Smaug," "Spike" or "Ember," regardless of their actual name.

UBASTIM are catpeople - generally ones with muzzles, that aren't terribly sexualized or 'catgirl' like, which doesn't stop the playerbase from calling them 'furry bait" but does result in a tendency for them to use "Khajjit has wares" as a greeting. They tend towards looking like different breeds of domestic or great cat, and the leonine ones tend towards dreadlocks. They excel at any class that requires agility and good positioning, having access to a racial dash.

VULPECIANS are based on the ninetailed fox legends of eastern Asia, and are 'furry weeabait' or "Naruto" by consensus of the playerbase. They have racial distraction moves (Officially "Hypnotic Tails;" unofficially "Demonic Ducks Of Some Kind" or "HEY LOOK A DISTRACTION") and tend to be casters or sages.

PIXIES are small, childlike, cute, have wings that allow for short periods of hovering, and by way of monstrous appetites for fresh Pyctsie and crosspollination from FF14 are "Flying Potatoes." Or "Goddamn Kender," depending on how obnoxious they are in RP. They tend to be Rogues or mages.

AETHYR are luminous beings of energy with wide eyes and gracile proportions that everyone either calls "greys" or "poncy hippie elves" for obvious reasons; their crystalline cores invite comparison to the Crystal Gems of Steven Universe as well. They make good offtanks because of thier high magic resistance, or good Mages and Sages.


Note that there are like a billion subclasses in this game with specific cultural expressions of same. Monks, for example, are Invokers who channel animal spirits with animal stance kung fu; the Five Heavenly Guardians of Dragon, Phoenix, Tiger, Turtle and Unicorn are common but not ubiqitous. Likewise, Griots are a kind of Entertainer specializing in storytelling and accessing the wisdom of all stories that all Griots have ever told.

If you can't find your favorite, be creative about making it work as one of the below.


WARRIOR CLASSES

Warrior is the main tank class in the game. They do decent DPS, building a Focus meter as they hit and are hit, which they can eventually turn into special moves that draw monsters to them and only them.

Once they hit level 25, they can choose to specialize into:
WARRIORS, who wield two-handed weapons and have better burst damage options;
PALADINS, who have a one-handed weapon and a heavy shield and are better at pulling and soaking damage;
or EXORCISTS, which wield a rod or mace in the offhand and are good at crowd control and disruptive debuffs.

Attributes: ++ Vigor, + Spirit, + Resolve, 0 Agility, 0 Wits, - Intellect

Skills: Athletics, Fight, Physique, Provoke, Notice, Will

ROGUE CLASSES

Rogues are the main physical DPS class. They build and expend Focus, just like Warriors, but are much more fragile and rely more heavily on both physical and stat-based dodging to stay alive. They're also secondary debuffers, with a whole bunch of dirty tricks.

Once they hit level 25, they can specialize as:
ASSASSINS, the dual-wielding ultimate in clicking on a bad guy until they explode;
THIEVES, armed with a ranged weapon in one hand and a melee weapon in the other, which are better at debuffing and messin' with equipment;
and RANGERS, who are bow or crossbow armed ranged DPS (naturally) with some secondary buffing and healing.

Attributes: ++ Wits, + Agility, + Resolve, 0 Intellect, 0 Vigor, - Spirit

Skills: Athletics, Burglary, Deceit, Investigate, Stealth, Shoot

MAGUS CLASSES

The Magus excels at magical burst damage and crowd control, with a wide variety of combat spells. They are also squishier than ice cream left out of the fridge for two hours, assuming they haven't specialized in aura counter magic, and even then it's unwise for them to have the undivided attention of a mob.

Once they hit level 25, they can specialize as:
WIZARDS, who rain down elemental power in an area effect with impunity;
ENCHANTERS, magic-damage tanks who cast ALL the ongoing effects on themselves and enemies, best at locking down single targets and making everyone regret attacking them;
and WARLOCKS, who like to make friends and introduce monsters to them.

Attributes: ++ Intellect, +Agility, +Resolve, 0 Spirit, 0 Wits, - Vigor

Skills: Crafts, Lore, Investigation, Rapport, Sorcery, Will

SAGE CLASSES

Sages are, for lack of a better term, combat crafters. They specialize in crafting at the cost of some ability to fight without the aid of tools, but get bonuses to find materials and make equipment. In combat, they're expert buffers and debuffers, and can fill any party role... just not as well as another dedicated class. But what they lose in raw power they more than make up for in utility.

When they hit leven 25, they can specialize as:
ALCHEMISTS, making them off-wizards and endless fountains of healing potions;
ENTERTAINERS, with powerful healing and buffing auras via song and dance;
and TINKERS, offtanks and crowd controllers who build mecha and traps.

Attributes: ++Resolve, +Agility, +Intellect, 0 Vigor, 0 Stamina, -Wits

Skills: Athletics, Crafts, Lore, Notice, Rapport, Shoot

HEALER CLASSES

Healers are exactly what they say on the tin; they keep the party alive, occasionally throwing some damage out to build Focus and thus recharge their mana for another round of healing.

When they hit level 25, they can specialize as:
INVOKERS, who channel spirits into powerful physical attacks that charge up their healing... and vice versa;
CLERICS, who become focused on magical buffs and debuff/damage field abilites to go with the heals, and:
PSYCHICS, who sacrifice some raw healing power for magical attacks/drain healing and crowd control.

Attributes: ++Spirit, +Resolve, +Vigor, 0 Intellect, 0 Wits, - Agility

Skills: Channeling, Empathy, Melee, Lore, Physique, Rapport