Fire Emblem Awakening based roleplay. No prior knowledge of the game is needed- because the story will not be followed.
The class info is Trainer N's stuff.
- The limit of characters to a class is two. Ex: There may only be two Blue Mages, Knights, etc.
- However this does not limit the number of characters you can have. The character limit is 3 per person.
- Do not make a significant move in a plot without asking a mod, or the one who created the plot in the first place.
- I reserve the right to make more rules when needed.
Archer[OPEN/OPEN]
Strong willed men and women of the wood. This class is nearly unmatched in their proficiency with a bow. Less urban-based than Rune Archers. These bowmen thrive outside the city and have unparalleled survival skills. They have vast knowledge of the plants and predators of the forest which allows them to make traps and snares. In combat, they'll usually stick to the sidelines where they can deal immense damage from afar.
Rune Archer[OPEN/OPEN]
Archers that infuse their arrows with magic. They're masters of precision, like regular Archers. However, they sacrifice their speed and strength in order for magic power. Rune Archers are only capable of using Black Magic to infuse with their arrows.
Assassin[OPEN/OPEN]
Assassins are masters of surprise and quick to kill, usually ruthlessly and without remorse or hesitance. They usually use small daggers or hand crossbows to get their work quickly. Thier armor is light, and they usually use a variety of contraptions and gadgets ranging from smoke bombs to sometimes grappling hooks. They move fast and quick, using evasion and acrobatics to best foes, as in a head-on fight, they could likely be taken down quite quickly.
Dark Flier[OPEN/OPEN]
The Dark Flier is a fighter who rides a pegasus and uses black magic. Very rarely will a Dark Flier adapt to and use White Magic. Dark Fliers are better with dealing magical damage, but are susceptible to arrows, as wind/air magic. They can also use lances, but have much weaker physical strength.
Griffon Knight[OPEN/OPEN]
These knights are tamers of all different types and subspecies of griffons. They're experts in riding and fighting alongside their mounts. Griffon Knights use either Lances, or hefty axes depending on their strength, and if they prioritize speed over raw strength. They're bulkier units, but faster than Dragon Knights. Unfortunately, they sacrifice some of their strength for that speed. Like most flying units, they are susceptible to arrows.
Dragon Knight[OPEN/OPEN]
Dragon Knights most commonly use Wyverns as mounts. Massive, full-fledged dragons can be tamed, but are way riskier to tame and ride. Those who mount Dragons sacrifice more speed and agility for raw strength, and even occasionally magical power. Some dragons are capable of using different types of magic. Wyverns cannot do so. Eastern Dragons are most likely the ones to possess magical power, in place of raw strength.
Knight[OPEN/OPEN]
Knights are heavily armored fighter, usually allied with royalty or mercenary groups. They tend to live by stiff morals and are trained in how to use lances, swords and maybe even axes. Unfortunately, knights are weaker to magic than other classes. Yet, they're a highly defensive class.
Swordmaster[OPEN/OPEN]
Swordmasters are powerful fighters, with the ability to manipulate Aura energy. They are one with their blade (dual or otherwise). They rely on speed and skill rather than strength and defense. The Auras that emit from their blades can actually be used to inflict damage at their enemies from a distance- although such skills are developed at a price.
Blue Mage [OPEN/OPEN]
Blue Mages are very different than any other mages. They can learn techniques from the enemy monsters that they defeat. Rather than using dark, or light type magic, they may use any spell from any monster they have encountered. Blue Mages often have very good memories, as they are often required to in order to remember every spell. They're very useful to have on one's side, as they have varied spells that they may use. They gain these spells by having their enemies use it on them. No pain, no gain. Blue Mages can not control monsters, however. They vary from Black and White, as well as Red and Tarot Mages due to the fact that they are bulkier in terms of defense. They are only behind the necromancer in terms of defense.
Black Mage[OPEN/OPEN]
Black mages obviously use black magic. Black Magic includes thunder, fire and smoke magic. They are the only mage class that may charge their attacks in order to give them more power. Of course, this means that they need to keep moving and avoid attacks aimed at them. Black mages are mostly offensive mages and they lack the capability to heal their allies. But they make up for it in attack power. They have strong attack power, but are low in the stamina department.
Red Mage [OPEN/OPEN]
Red Mages are capable of using black and white magic. They tend to be very versatile, and are a jack-of-all-trades, but master of none. While they can learn many spells, they tend to not be able to master the strongest black and white magic spells.
White Mage[OPEN/OPEN]
The healing mage, capable of using white magic. They can use air, water, and earth magic. While the white mage is a healing mage, their healing power is only second to the Cleric. They sacrifice supreme healing power for offensive capabilities. They're significantly physically weaker than Blue Mages, as well as Necromancers. Defensively, they are the weakest type of mage. But their magic power is very high.
Necromancer[OPEN/OPEN]
Necromancers are more specialized mages, rather than dealing in a variety of spells of different type, they mainly specialize in two. Reanimation of the dead, and the summoning of demonic creatures or other familiars. Rather than fighting themselves, they use their minions physical and magical strength. Some necromancers do use other types of spells, though usually ones to buff their minions. Since they usually don't fight themselves, they usually are quite weak physically.
Astronomer Mage [OPEN/OPEN]
Astronomer Mages are rare, focusing in a type of magic that hass been mostly forgotten, that of channeling the powers of the constellations and the stars themselves, channeling their power, and they can be exceptionally powerful, using magic usually reserved to that of Celestials. This magic does have some downsides, however. They are far weaker in the day, and they can take a while to cast, but in the right conditions, they can be a powerful ally.
Thief[OPEN/OPEN]
Masters of both patience, stealth, and the art of manipulation, Thieves are often compared to Assassins, and while they are similar in many respects (gadgets, agility), they are different too. They do not look to kill anyone, only steal, and usually use a branch of magic rarely delved into, known formerly as illusion magic, containing things such as invisibility, decoys, magical disguises, and much more. They're usually freelance, greedy, and willing to go nearly anywhere to satisfy their stealing urges, and usually, the more successful ones are quite rich. A thief usually enters and leaves a building without anyone knowing he or she was even there. They're bad at fighting, however, and prefer to merely run or evade.
Cleric[OPEN/OPEN]
A subsection of White mages, who dedicate themselves entirely to healing and buffing magic. Clerics can heal mortal wounds within seconds, and the most highly trained can even bring back the recently deceased. Due to their specialization, however, they are quite vulnerable due to lack of offensive spells, and their abilities make them a prime target in battle.
Gladiator[OPEN/OPEN]
Gladiators are usually ruthless, homicidal, quick to anger, and hard to take down, even with their lack of body armor. They compensatewith heavy shields, sharp swords, and a pain tolerance and rage that can never be bested. They shrug off cut and scrapes, though a single lethal shot could take them down.
Rune Master[OPEN/OPEN]
Rune Masters are not adept fighters, but they are excellent at enchanting weapons, shields and armor,creating potent runes to buff spells or people, and can enhance enchantments already on these objects or people.
Templar[OPEN/OPEN]
Those devoted to the holiest of gods, fighting for them wiith vigor and skill. They usually fight like knights, with heavy armor, sword and shield abound. But, they also possess holy magic, capable of vanquishing undead and demonic forces with ease, and healing the wounds and envigorating allies. However, they are suceptable to corruption from darker magics.
Oracle
[OPEN/OPEN]
This class specializes mostly in divination magic. Reading thoughts, limited clairvoyance/clairaudience, detecting or tracking, and more. One of their most notable abilities would be their foresight. From continuously seeing 3 seconds into the future to a full on psychic vision to a major event, this type of mage is a force to be reckoned with off the battlefield and on. Knowing your opponents next move before they do is extremely helpful in combat.
Dancer
[OPEN/OPEN]
These perilous performers are masters of enchantment magic slightly similar to the Rune Master. They buff allies while simultaneously de-buffing, charming/hypnotizing, or stunning foes. While the class name is "Dancer", they can use any type of art to stun foes. From singing, playing an instrument, reciting poetry, or even pantomiming. They are agile, slippery fighters on the battlefield and usually never fight an enemy head on.
Macemaster
[OPEN/OPEN]
A class of barbarian fighters that solely use maces, and heftier weapons. These fighters tend to be more powerful and bulkier. They sacrifice speed and agility in favor for raw strength and extended stamina.
Beastkin
[OPEN/OPEN]
The Beastkin are mostly a race that appears humanoid. They have animal features, such as ears and tails of which subspecies they are. They also have fur on their bodies, like on their neck, shoulders, and hips as well as parts of their legs. The patches of fur vary from Beastkin to Beastkin. These beast warriors can be durable or speedy, depending on which animal they represent.
Beastkin have different lifespans. But to live for at least one hundred and fifty years. Dragon Beastkin can live for ages, and reach the thousands if they properly take care of themselves.
Beastkin tend to worship spirits of nature. There are multiple shrines dedicated to volcanoes, oceans, forests, and the earth.
Beastkin main powers are within their abilities to transform into beast forms. With the help of special stones, Beastkin may transform into larger, more demonic-looking animals. This ability is what links all beastkin together. Beastkin, when in humanoid form, generally have the same strength and agility as a very fit human. If they are of the Beastkin class, their beast forms are far more powerful than their human forms. If they are not of the Beastkin class, their strength is equal to that if they were in Beast form.
Beastkin generally lack the ability to handle man-made weapons such as swords and magic. If their stone breaks or gets taken from them, they are virtually defenseless. Not to mention, that there are specific weapons made to combat different types of Beastkin. It is rarely that they'll be a class outside of the Beastkin class. Different types of Beastkin tend to have different weaknesses.
There are many subspecies of Beastkin, but the main ones are:
Rabbit
Tiger
Lion
Wolf
Dragon
Ravens
Herons
The Beastkin are a very varied race. All of them are never on one specific side together, and they all have different lifestyles and opinions. Some prefer to leave mankind alone, while others have integrated into society.
Beast-whisperer
[OPEN/OPEN]
Beast-Whispererers are those few who feel connected and can even communicate with animals, and have a companion animal or monster, and can call on others to assist in combat.. That doesn't mean they can't defend themselves, though. They are usually quite skilled in hand-to-haand comabt, and those more advanced can paralyze and stun the largest of opponents using nothing but their hands, and with the assistance of animals, can fend off several enemies at a time. However, they severely lack in ranged attacks, and are usually lightly armored to allow for freedom of movement, meaning they are vulnerable to archers quite easily.
Tactician
[OPEN/OPEN]
A tactician is a skilled class, capable of using magic and swordplay, as well as lances. These units are masters of strategy, and can often spot their enemies' weaknesses immediately. Tacticians can only use black magic, and can't learn white magic spells. They also can't inflict status ailments.
Tarot Mage
[OPEN/OPEN]
The Tarot Mage is a mage that relies on the power of Tarot Cards in battle. Their signature is that each Tarot Card has a status ailment, or effect, that can easily down an opponent if they're not careful. They are one of the trickiest types of mages to fight, being masters of prediction, as well as strategy. They thrive nimbly on the battlefield, as long as they're careful not to get caught by an opponent that is too powerful. Arcana Mages are usually guided away from religion and talk of gods. Alongside status ailments, to deal more severe damage, they use an anima magic called crystal magic. Crystal magic can create walls, thorns, and many other harmful structures.
Prince/Princess
[OPEN/OPEN]
This class utilizes rapiers. While initially frail, they became valuable fighters later on as they gain strength. They are the only class that can pay off an enemy to let them escape.
Spellsword
[OPEN/OPEN]
Spellswords are unique in the fact that they rely on using magic in one hand, and a sword or other light weapon in the other. Spellswords are rare due to the amount of stamina required to do such a task, but those who do enter this profession are very skilled at what they do.
They have the short ranged capabilities of a melee weapon, combined with the long range and raw power of magical spells. As an example, they can smack someone with a hammer, then near instantly send a lightning bolt flying towards them while they are recovering.
While they are powerful, since you need both hands, they can't use a shield, leaving their defense entirely up to their armor and dodging blows. Spellswords use average types of magic, but are limited to air and fire magic.
Alchemists
[OPEN/OPEN]
Alchemists specialize in recreating magic through science. They create a wide array of bombs, poultices, and poisons. They can often be found with useful gadgets that assist them in combat or just regular, everyday life.
Alchemists are extremely versatile when it comes to usefulness. Throwing weapons are there main specialty, but there gadgets can help in a number of different situations.
Alchemists are extremely self-destructive in melee combat. A single hit may set off a dangerous explosive. Alchemists are dextrose, but not agile, making dodging or slashing rather difficult.