Jump to content

To The Exe: UNDERGROUND [PG-VL if wanted S]


Recommended Posts

[color=navy]This is the Underground thread for the RP by the same name in the Adventure Inn.[/color]

[color=#000080]All the different classes and their info will be listed here and their upgrades.[/color]

[color=#000080]Feel free to ask any questions here too, or drop me a line.[/color]


Classes start on Six base classes, and then you work on lvl's to reach the option to select a upper class option. Though on each upper class from the main class you have to before hand talk to a "trainer" for that class. Doing so allows you to decide to up towards the class branch. How ever, Trainers are never in one place and you have to search them out. Another thing would be that you have to search out a rather rare item for the trainer in order to be upgraded to that class. Now here are the basic classes.

[color=red][b][i]Rogue [/i][/b]-- Taken -- DeathKnight and shadowofdeath13[/color]
[color=red]Very fast, and cunning. They are the masters of trickery and skill themselves in thieving and trap setting as well as other common rogue fields. They can upgrade to either the [i][b]Assassin Class[/b][/i], or the [i][b]Pirate Class[/b][/i].[/color]

[color=red][b][i]Fighter [/i][/b]-- Taken -- Corey and Lrb[/color]
[font=Verdana][color=red]Strong, and not very much the intellectuals of the group. They are allowed to use any weapon at their disposal, and all their spells are constantly related to fighting or increasing fighting related stats. They can upgrade to either the [i][b]Knight Class[/b][/i], or the [i][b]Ranger Class[/b][/i].[/color]

[color=red][b][i]Sorcerers/Sorceresses [/i][/b]-- Taken -- Takuya and Pumpkin[/color]
[color=red]Magicians of powerful and high calibre. They cast magic to help, to harm, and to upgrade their own abilities such as defence and attack power. They are normally renowned as one of the most powerful classes if someone creates them the right way. This is why they take the longest to level up. They can upgrade to either the [i][b]Summoner Class[/b][/i], or the [i][b]Battle[/b][/i] [/color][/font][b][i][font=Verdana][color=red]Mage Class[/color][/font][/i][/b][font=Verdana][color=red].[/color]

[color=red][b][i]Priests, Priestesses [/i][/b]-- Taken -- Kayin and Outlaw[/color]
[color=red]These are the healers that mend the wounds of their comrades but have more fighting ability then their Sorcerer counterparts as they mainly deal with treating ailments, and wounds. They are limited to mostly blunt, and flail type weapons, but they are still rather effective for fighting, as well as healing on the field of battle. They upgrade to the [i][b]Paladin Class[/b][/i] and the [i][b]High Priest/ess Class[/b][/i].[/color]

[color=darkorange][b][i]Bards [/i][/b]-- Taken -- ^.^[/color]
[font=Verdana][color=darkorange]The mistrals, and poets. They are fighters, rogues, mages, and everything tied together. Being capable of taking up almost any weapon or magic spell and learning it they are regarded as the hardest to manage class and one of the strongest along with the sorcerers. They however are a bit more easier to level up. Although, they gain skills through reading scrolls and books instead of skill points from gaining levels. Making them much harder to manage and build up. They upgrade to the [i][b][color=red]Sword Dancer Class[/color][/b][/i] and [i][b][color=black]Spell Crafter[/color] Class[/b][/i].[/color]

[color=red][i][b]Druids[/b][/i] -- Taken -- Sakura and KKC[/color]
[color=red]Ones with nature, they are not formidable in healing or offensive magic. But they are capable of summoning beasts to their side, and sometimes altering weather at their command. They also have some healing magics and are enable to summon spirit weapons instead of being allowed to be equipped with weapons. A lot of them are hand to hand fighters and use martial arts skills. They are marvellous fighters and once they upgrade they become even more formidable. They upgrade to the [i][b]Werewolf Class[/b][/i] and the [i][b]Weathermancer Class[/b][/i].[/color]

Each one Joining this RP has to select a class. I?m two people per class, but the deal is they have to choose opposite upgrades from each other.

I've decided against putting Races in this RP so everyone is a human unless their class says, like in the case of the Werewolf Upgrade.[/font]

[b]Upgrade Classes:[/b]

[b][i][color=red]Rogue Upgrades[/color][/i][/b]

[color=red][u]Assassins[/u]: They use powerful elemental attributes to their attacks and use a different form of martial arts from the Druid classes. Another gift is their telekinetic skill tree, and how will honed their abilities are at balancing both magic attributes and physical attributes of their powers.[/color]
[color=red][u]Pirates[/u]: The swashbucklers and fighters of the rogue class, as well as thieves. They use normal attacks, and don't have any spells. But they have higher abilities in thieving skills, and are capable of getting lower prices on the market thanks to their high charisma levels.[/color]

[b][i][color=red]Fighter Upgrades[/color][/i][/b]

[color=red][u]Knights[/u]: There isn't much explanation that goes into here. They get more powerful combat enhancement magic, and lose their ability to wield all weapons for the ability to higher their swordsman skill. [/color]
[color=red][u]Rangers[/u]: They have higher agility, but less defense. These characters gain the use of bows, so they're the long distance fighters for the group. They can learn status ailment spells to cast on their arrows. They can also capture beasts from the field and keep it around as a pet, though they're only allowed one at a time, and only leave if abandoned or it runs away.[/color]

[b][i][color=red]Sorcerer/Sorceress Upgrades[/color][/i][/b]

[color=red][u]Summoner[/u]: Losing all combat and self upgrade as well as party upgrade magic, they gain the ability to summon powerful beasts from Soul Cards. Soul Cards are gained from destroying summoning creatures you randomly encounter in the world. These powerful summons stay around for a duration of time and aid the summoner. Although, the summoner has no command over what the summon does, so if it goes berserk, it's possible that the party themselves will have to handle the rampaging creature.[/color]

  • Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

    • Create New...