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Alchemist (Chemist, Scientist)

An Alchemist is a master manipulator of the elements. Their peerless awareness of the


worldly functions around them and their properties grant them a mastery over earth
and all of its many forms of matter. Armed with expansive chemical knowledge and a
pioneering mind, Alchemists typically utilize this to their advantage in all matters of
convenience and combat. They generally specialize in the mixing and enchanting of
various substances to produce more advanced concoctions, all of which could possess
dangerously unpredictable results-- but nothing that surpasses the awareness and
expectations of the Alchemist. As an eternal pursuer of knowledge, they always
anticipate the unexpected and exploit the element of surprise against their enemies.
From the eyes of the Alchemist, there's always a solution to any problem. Any obstacle-no matter whether practical or abstract-- can be resolved by gazing upon one's
reflection in a beaker.

Brawler (Monk, Boxer)


The Brawler is one who has mastered both body and mind-- the manipulation of the
soul. Whether intentional or not, they typically possesses great knowledge over one's
own physical existence. Down to earth and always personal, a brawler prefers to solve
their problems by pitting their own strength against their foes. A brawler's strength is
the culmination of their lifetime's hard work. Their life is their strength, and they power
through the obstacles of world with the strength they gained through hard work and
perseverance. Traditional and proud, they prefer to keep things personal-- one's ideals
clashing against another. When diplomacy and compromise are tossed out the window
and fighting's the only choice, the brawler is eager to compare the constitution of their
heart, mind, and body against another's-- and whether the brawler be ignorant or wise,
they always seek to better themselves and obtain great power to refurbish the grounds
of their ideals.When one seeks to empower themselves with immediate results and
gratification, it is typical to see a brawler or monk to equip themselves with material
weapons, such as claws or bracers. In more uncommon instances, one can find a monk
armed with the knowledge of wizards, such as the manipulation of explosive energy or
the elements.

Berserker (Two-handed sword/axe weapon)


A two-handed practitioner of heavy weapons. A force to be reckoned with. A Berserker
can wield their mighty weapons with shocking skill, treating a blade as if it were a part
of their body. Despite appearances, Berserkers can be very fast, as it typically requires a
higher level of mastery compared to mere one-handed blades. Most Berserkers choose
the two-handed blade with confidence-- a sort of gall that ensures the ability to
compensate for speed in return for sheer power. With that said, given training or talent,
a Berserker can match and even surpass the speed of a short sword. They're frontliners,
meaning they are generally very courageous, reliable, and fight with conviction. They
fight with frightening ferocity, never stopping until they're far beyond six feet under. In a
world filled with mysterious magic and unexpected powers, many may consider a twohanded practitioner to be ignorant, but looks can be deceiving. One typically doesn't

choose a heavy weapon merely for self defense. A two-handed weapon is meant to kill
and intimidate. As such, Berserkers may even find unconventional ways to better their
combat efficiency, such as magic or enchantment.

Magus Knight (Magic Swordsman)


A Magus Knight is both an idealistic force as well as a pursuer of knowledge. Armed
to the teeth with both physical and magical prowess, a Magical Swordsman is suited
for any situation-- magic for long ranged and a blade imbued with explosive magic
for short range. Unlike most swordsmen, a Magus Knight is cunning and well aware
of what powers exist at their disposal. They are clever, unpredictable, cunning, and
lay incredible amounts of pressure on their opponent. A regular swordsman is like a
rock-- You can see where it moves, and when it moves, it only hits where it lands.
However, a Magus Knight far surpasses this simple concept. Possessing the
knowledge of wizards in addition to swordplay, their powers far succeed the
expectations of their foes. Though they are typically less hardy than their regular
warrior counterparts, these manipulators of both magic and matter are capable of
handling any situation with confidence and have various backup plans to defend
themselves. Magus Knights are intelligent, down to earth, and reliable.

Dual wielding Swordsman


A dual wielding swordsman is a fighter that represents extremities-- a glass cannon,
persay. They are the risk takers of the RPG world. Wielding two weapons opens up a
huge number of new possibilities, but also gives way to new vulnerabilities. Thanks
to their application of more than one sword, their sustainable damage is greatly
upscaled compared to their single-bladed warrior counter parts. However, they lose
the ability to use a shield, making way to many vulnerabilities and openings. A dualwielding swordsman might equip heavy armor to compensate for this, but weighty
gear would only slow a dual-wielder down, and if carrying two blades wasn't heavy
enough, it just so happens that speed is their most crucial factor. As a result, they
tend to prefer lighter gear. The phrase "Float like a butterfly and sting like a bee"
couldn't be more fitting for this type of fighter, as they are capable of dealing huge
amounts of damage quickly, but can be easily knocked out with the slightest
mistake. They can compensate for their weaknesses by learning various types of
magic to accompany their swordplay. All in all, an experienced dual-wielder is the
master of focus, speed, and agility, and will not hesitate to take a risk for the sake
of their comrades.

Hunter (Ranger, Thief)


A master of the five senses-- including others as well as their own. Hunters are
backliners-- they typically try to avoid the frontlines to maintain the advantage. That
isn't to say that Hunters are cowards-- merely, they know where they are best
applied. A Hunter's greatest strength is the element of surprise and their
opportunistic view on both combat and convenience. They possess a wide range of
practical uses, such as information gathering, stealth, and diplomacy. It isn't

uncommon for a Hunter to utilize a silver tongue. These natural born predators can
use a variety of weapons to accomplish their goals, such as a bow, which is typical
of rangers, or a dagger/shortsword, which is typical of thieves. Regardless, they are
both patient, silent killers, and prefer to wait for the perfect moment to make their
moves. However, if these hunters are provoked and brought out to light, they won't
hesitate to unleash a fury of killing intent upon their foes with whatever fatal power
they can muster. It isn't uncommon to see bowmen, thieves, and other stealthinclined classes to arm themselves with magic. In fact, those with the talent
definitely would, as they will do whatever it takes to accomplish their missions and
goals.

Wizard
The Wizard is the master conjurer of life and its elements. Their powers range from
summoning great beasts to casting whirlwinds of scorching flames. These seekers of
knowledge are on a never ending journey for knowledge, wisdom, and power. Many
Wizards are wanderers in search of their dreams-- some having spent life times
searching for that special something. The world of the arcane is a mysterious one
and not yet fully explored. In their own way, Wizards are risk takers and pioneers of
arts and crafts. In combat, a Wizard is cunning, imaginative, and creative. Their
unconventional solutions to many of life's problems can be shocking and even
enlightening. Never take a wizard's words for granted, and never hesitate to trust
their intellect, as they can make a valuable friend of a lifetime-- or multiple, if he's
generous. A wizard prefers to stay in the back line, as they are typically very frail
and not physical adept. However, with the right friends, the right conditions, and
the right spells, wizards are absolutely invincible and a frightful force to be reckoned
with.

Cleric (Healer/Priest)
A Cleric is a master of heart, mind, and soul. Priests and healers can come from all
kinds of places, but the philosophy is typically the same. A Cleric is one who
believes that the strongest defense is the best offense-- which is widely considered
to be true thanks to their infamous utility. A party would be ignorant to leave home
without one. Using the powers of the arcane, Clerics can heal their comrades,
enhance their existing powers. and even aid in combat with the manipulation of
destructive spells of the Light nature. Some clerics come from religious and cultist
backgrounds, while some originate from simple purity and good intentions. Like
Wizards, Clerics are generally understood to be very frail and must be protected at
all costs. Their value is unfathomable, and without them, a party will only begin to
fall-- slowly, but surely. Clerics make valuable friends, as they are wise, generous,
and are quick to forgive. The words of a cleric cannot be overlooked. Take one for
granted, and you may meet your end earlier than you so desire.

Gunner (Engineer, Tinkerer)

The Gunner is a progressive thinker. They rely on technology, science, and practical
application of tools to win. A gunner desires to function in all parts of the battlefield
and will always think things through before taking a risk. Though typically frail and
requiring protection, a tinkerer can be unpredictable and unconventional in their
method of doing things. Whether it be summon giant robotic turrets or simply toting
a pair of the latest state-of-the-art advanced weaponery, engineers are feared, as is
the stigma of knowledge in many RPG worlds. Engineers are creative and cunning,
their minds always operating at full force forward to accomplish their goals.
However, given the opportunity, a gunner will put all of their brains to rest and rely
on explosive force-- whether their source of power be mana or gunpowder-- and lay
waste to their enemies with their creations. Despite their logical, infallible minds,
they can be plenty flamboyant and find art and utility in the most obscure things.
Gunners are an anomaly in the RPG world, as most universes are uncomfortable
about the existence of gunpowder and electric-based classes, and are definitely
fearful forces to be reckoned with.

Protector (Tank, Tower)


The Protector is a loose, general term for the Tank of an RPG. They are typically
gimped in their damage output and function variety, but their invincible constitution
is a valuable asset to any team. They prefer heavier armor to absorb hits for
themselves and their comrades, as well as heavier weaponry to compensate for
their low mobility. One does not become a Protector on a whim. Despite their
constitution, they are generally targeted first by the enemy due to their high
intimidation factor and threat. A Protector is constantly in danger and risking his or
her life to protect their comrades. They are self-motivated, courageous, and noble in
their endeavors and almost always possess an infallible will-- to protect their friends
and those close to them. They cling tightly to their values and arm themselves with
ideals that motivate them to step into combat headfirst and with little regard for
their own life. They are always the first to dive into combat, and the last to submit.

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