Subclass info template
Apr 6, 2015 1:15:21 GMT -7
Post by OVERLORD SENPAI on Apr 6, 2015 1:15:21 GMT -7
WEAPONS CLASS
Archer » Sharpshooters with a bow and arrow, choice with a crossbow, the archer prefers such weapons over any other and excels at wielding them over the other classes.
Close Combat Specialist » As far as this class is concerned, weapons often just get in the way. They prefer hand to hand combat most of the time, but don't shy away from melee weapons when brute force isn't enough. They often more physically strong than the other classes, however with their tendency to reject the use of guns and the like they risk their lives most often.
Gunslinger » Automated weaponry, rifles, and hand guns, these are their preferred weapons. This class specializes in wielding guns, and are expert with them. Though they may be excellent shots, since this class favors guns over other weapons, they often risk their lives as well due to the noise created by their fired shots.
Melee Master » Who needs a gun when you could protect yourself with something that won't run out of ammo? Melee weapons are this preferred by this class. They wield crowbars and pipes without wasting as much energy, due to all the practice they put in swinging them around. Still this group has it's limitations. They have a higher stamina than most, but often waste much of it during a fight of whatever kind often leaving them worn out faster.
Swords-person » Typically preferring a more stealthy and swift approach, this class takes practice to master, however worth it if you gain enough skill. They may not excel in swinging around blunt weapons like the Melee Master, but since they prefer their precious sword over a dumb crowbar any day they often don't mind.
Close Combat Specialist » As far as this class is concerned, weapons often just get in the way. They prefer hand to hand combat most of the time, but don't shy away from melee weapons when brute force isn't enough. They often more physically strong than the other classes, however with their tendency to reject the use of guns and the like they risk their lives most often.
Gunslinger » Automated weaponry, rifles, and hand guns, these are their preferred weapons. This class specializes in wielding guns, and are expert with them. Though they may be excellent shots, since this class favors guns over other weapons, they often risk their lives as well due to the noise created by their fired shots.
Melee Master » Who needs a gun when you could protect yourself with something that won't run out of ammo? Melee weapons are this preferred by this class. They wield crowbars and pipes without wasting as much energy, due to all the practice they put in swinging them around. Still this group has it's limitations. They have a higher stamina than most, but often waste much of it during a fight of whatever kind often leaving them worn out faster.
Swords-person » Typically preferring a more stealthy and swift approach, this class takes practice to master, however worth it if you gain enough skill. They may not excel in swinging around blunt weapons like the Melee Master, but since they prefer their precious sword over a dumb crowbar any day they often don't mind.
SKILLS CLASS
Hunter » Nearly vital to a group, the hunter is capable of hunting for food with a far greater outcome of success than others. They are also fairly skilled in tracking, and building/setting up traps.
Scavenger » A bit similar to the hunter, the scavenger is most skilled in finding supplies of many kinds. They are quick and efficient, and tend to look in places that most wouldn't consider, leaving them with bigger benefits. That being said they are often big risk takers, but if it means finding something useful then it's often worth it. Some notable skills are lock-picking, and a decent agility.
Medic » In a world where a small cut could get you killed, medics are a necessity to a group that wish to survive. They are able to treat injuries, and sicknesses, and are often knowledgeable in medicines both artificial and natural.
Scout » The scouts are an adventurous sort. Typically the first to any scene, they are often testing the limits of where they are able to travel. They can find their way around more easily than others after traversing an area once or twice, and typically have a sharp memory and spacial sensitivity. They don't get lost often, making them good to stick around with in a bind. They are often paired with the Guard, Hunter, or weapons class, since their fighting skills are often lacking where their ability evade is far greater.
Guard » Strong, and dependable, this class pairs well with those that aren't as skilled in combat: such as the Medic, or Scout. They often have reliable personalities, and are loyal to those they protect. Since they are typically more stable, and physically capable, they are often the ones that carry the majority or heavier supplies without tiring out as easily as the other classes. They are the go to when brute force is needed.
Strategist » Where this class may not be as skilled in combat, they are cunning and smart enough to get out of most dangerous situations. Their spacial awareness, and memory are strong, as well as their creativity and adaptability. They are expert at forming plans, both for escape and defense. That being said this class can be fairly manipulative, but are valuable in their own right.
Leader » This class typically embody strength, and reliability. They take charge in dangerous situations, and stand out among the other classes due to their ability to be direct and brave. This class is versatile in their physical capabilities, since not all leaders are the same. Some prefer the use of weapons, while others use words to persuade or manipulate. Whatever the case they are able to bring together the other classes easily, and are great at defusing tense situations.
Botanist » Working with plants may seem like a useless skill, but this class is dangerous with the knowledge they have. They can kill, or save by creating poisons or medicines with the greenery around them. They work well with the medics, hunters, and scouts.
Engineer » Tech savvy and handy with tools. The engineer are a hardworking class that pride themselves in their ability to scrap something old and turn it into something new and usable. Creativity and the right direction can result in huge benefits to any group they may reside in.
Jack of Trades » Rather than fit into any specific set, this class breaks the status quo. Their variety of skill, or lack of a commitment to one, prevent them from sticking to one thing. Due to this rebelliousness their personalities often are similar.
Scavenger » A bit similar to the hunter, the scavenger is most skilled in finding supplies of many kinds. They are quick and efficient, and tend to look in places that most wouldn't consider, leaving them with bigger benefits. That being said they are often big risk takers, but if it means finding something useful then it's often worth it. Some notable skills are lock-picking, and a decent agility.
Medic » In a world where a small cut could get you killed, medics are a necessity to a group that wish to survive. They are able to treat injuries, and sicknesses, and are often knowledgeable in medicines both artificial and natural.
Scout » The scouts are an adventurous sort. Typically the first to any scene, they are often testing the limits of where they are able to travel. They can find their way around more easily than others after traversing an area once or twice, and typically have a sharp memory and spacial sensitivity. They don't get lost often, making them good to stick around with in a bind. They are often paired with the Guard, Hunter, or weapons class, since their fighting skills are often lacking where their ability evade is far greater.
Guard » Strong, and dependable, this class pairs well with those that aren't as skilled in combat: such as the Medic, or Scout. They often have reliable personalities, and are loyal to those they protect. Since they are typically more stable, and physically capable, they are often the ones that carry the majority or heavier supplies without tiring out as easily as the other classes. They are the go to when brute force is needed.
Strategist » Where this class may not be as skilled in combat, they are cunning and smart enough to get out of most dangerous situations. Their spacial awareness, and memory are strong, as well as their creativity and adaptability. They are expert at forming plans, both for escape and defense. That being said this class can be fairly manipulative, but are valuable in their own right.
Leader » This class typically embody strength, and reliability. They take charge in dangerous situations, and stand out among the other classes due to their ability to be direct and brave. This class is versatile in their physical capabilities, since not all leaders are the same. Some prefer the use of weapons, while others use words to persuade or manipulate. Whatever the case they are able to bring together the other classes easily, and are great at defusing tense situations.
Botanist » Working with plants may seem like a useless skill, but this class is dangerous with the knowledge they have. They can kill, or save by creating poisons or medicines with the greenery around them. They work well with the medics, hunters, and scouts.
Engineer » Tech savvy and handy with tools. The engineer are a hardworking class that pride themselves in their ability to scrap something old and turn it into something new and usable. Creativity and the right direction can result in huge benefits to any group they may reside in.
Jack of Trades » Rather than fit into any specific set, this class breaks the status quo. Their variety of skill, or lack of a commitment to one, prevent them from sticking to one thing. Due to this rebelliousness their personalities often are similar.