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 Matt Hein / DraKen / Classes /

DraK’en; Character Classes.

Here’s a list of the availabvle character classes to occupy in Draken RSF. Abbreviations are listed below in italics.

A few notes to consider

1. As you may notice, some characters have innate bonuses, such as a movement addition, or an attack supplement. Certain bonuses such as (Ap + 1) basically throw off a point of damage every time a character is stricken by an attack.

2. Remember, to calculate spell damage x, divide magical aptitude by three, and add the skill roll. If the spell is your element, divide by two instead, and add skill roll.

x is skill roll plus mag/3
Attack damage; Simply add Atk to skill roll.
Rn Stands for Range in studs. It can either be horizontal, vertical, or diagonal from the position of the attack.

Alchemist

Alc. Healing +1

Alchemists tend to be healers by trade, but have also been known to concoct potions with ill conception. Although most of them towards to run in the mercantile business, they are an important commodity on the field, especially for the wounded.

ArmorType Light Wpn Stave
AP 40 Mag-ApT 20 Atk 5
Use: Healing Potion instant, recovers x Ap
Revival instant, recovers from zero to 5 Ap
Ampoule instant, alleviates any negate stats.
Smoke Bomb instant, stops an enemy for one turn.

Other classes under Alchemists...

Herbicist, Battle Medic, Chemist, Apothecary, Pharmacist ,Bioligist.

Knight

Kn

Knights are a staple on the battlefield, especially mounted soldiers, and prove useful when defending the outer gates of a realm or the forefront of a castle. Unfortunately, they might be difficult to maintain, and cannot maneuver through certain territories.

ArmorType Heavy Wpn Sword, Lance, Axe, etc.
AP 60 Mag-ApT 5 Atk 23
Use: ability, Shielding. Parry enemy attack without damage.
ability, Parry. Defend an ally within a range of five studs.

The shielding ability may only be used once during enemy phase, however, incurs a 1/3 movement penalty, and spells still carry effect. Since knights are horsemen, they get a +2 movement addition in addition to any other perks when they ride a horse unit.

Other classes under Knights...

Lancers, Rogues, Horsemen, etc.

Acolyte

Acy. Movement +1

Acolyte are some of the more important forces you can have on your team, specifically due to their prowess in the healing arts. Although their magic may not be truely as quick as a potion, it is definitely more effective. They also possess low grade offensive magic to fend off threating enemies and creatures, but are more suited towards the sidelines of your party.

ArmorType Light Wpn Staff
AP 35 Mag-ApT 30 Atk 7
Use: HealingMist 1 turn, Recovers x Ap and status
PhoenixRising 1 turn, revives a character to 20 Ap
ShockWave 1 turn, throws enemies backwards by 5 studs.

note, healing spells do damage to undead creatures, shockwaves acts in a circular fashion.

Other classes under Acolytes...

Auramancers, Priests, Popes, Monks, Asceria, etc.

Artifacers

Afc. Ap +1

Artifacers are those who experiment with natural and ancient phoenomena and philospohical concepts in an effort to understand the ways and laws of the universe. Such perceptive warriors attack with technology, such as a musket, but remain at odds on the battle field. They tend to be humans, but there are Asceria Artifacers as well, although their trade is banned within many religious regions, their dogma labeled as “pagan” or “heretic”.

ArmorType Moderate Wpn Musket
AP 37 Mag-ApT 16 Atk 18
Use:Reload Action, 1 turn, reloads musket
ability, no terrain movement penalties
ability, reflex, move 3 if attack roll is successful
action, set munitions. Set and detonate munitions.

Other classes under Artifacers...

Scholars, Phenonomists, Astrologists, Mechinists, Scientists, Researchers, Analysts, etc.

Archers

Arc.

Archers tend to be the brunt of an defending force, of say, the gates of a large civilization or fortress, but remain compromised at close range. Although they seem to be very expandable, and a logical choice for an attacking force, they fend very poorly from lower regions of the battlefield, or in areas with much obstruction, such as a forest, or area with thick foliage.

ArmorType Moderate Wpn LongBow, CrossBow, ShortBow
AP 42 Mag-ApT 12 Atk 15
Use: ability. Add one to your defensive roll
action, sense. Allocate + two range points when near foliage.)

Other classes under Archer...

No ancillary classes.

Wizards

Wzr Magic +1

Ah, the wizard, a definite must-have for your party, but at a subtle cost. Wizards, with their low defense and health totals, remain a target on the battlefield, but their magic proves otherwise. Fortunately, in addition to powerful offensive magic, they can alter theenvironment around them with their spells, making them a useful force in the tactical side of battle.

ArmorType Light Wpn Staff
AP 34 Mag-ApT 30 Atk 6
Use: Flare Fire spell does x Ap to enemy
Frost Ice spell, does x AP to enemy
Lightning Lighthing spell, does x Ap to enemy

Other classes under Wizards...

Sorcerers, Mages, Asceria, Necromancers, etc.

Swordsmen

Swr. Range +1

Swordsmen, warriors from foreign provinces make for a great alternative to the ever ambiguous knight, with their ability to move across dangerous terrain without movement penalties. Also known for their affinity for dragoneering, these units work quite well as an aerial calvary.

ArmorType Moderate Wpn Katana
AP 40 Mag-ApT 14 Atk 20
Use: ability, stealth, move 3 even if attack unsuccessful.
ability, Two swords. Add five to damage inflicted 1
action, Sword Spirit. Absorb enemy spell 2
ability, Forage. Cross rivers and marshes without penalties.)

Swordsmen can cross marshes and rivers without movement penalties or damage.

1.For two swords to work, you must have two blades equipped to the character. Equipping two swords incurs a movement penalty of 1/4 movement value. 2. Another note: The sword spirit ability completely absorbs a spell aimed towards an allied unit within ten studs for no damage. May be used once every enemy phase.

Swordsmen gain a movement perks of + 3 if they are riding a dragon, or other monster unit, in addition to other bonuses.

Other classes under Swordsmen...

Shogun, Samurai, Foreigners, Fencers, Dragoneers, etc.

Mercantalists

Mrc. Attack +1

Mercantalists, those free-willed mavericks of the field, tend to be the charasmatic type, as well as dangerous to the unwilling opponent. Although they cannot be accurately described as “warriors”, they serve more of a purpose as tacticians and strategists, and play little in battle, other than coordinating and directing forces, or for one fact, selling equipment and services. However, at one’s discretion, they could do well in the battlefield, if trained correctly.

ArmorType Light Wpn Saber, Scroll, etc.
AP 40 Mag-ApT 15 Atk 10
Use: ability, charisma, deal with arbitrator.
ability, oversight, direct NPCs about area
ability, leader. Direct monsters about area

Other classes under Mercantalists...

Leaders, Tacticians, Merchants, Strategists, Factory Workers, Governers, Blacksmiths, Tradesmen, Emirates, Envoys, Entrepreneurs, etc.

Vagrants

Vag.

These quick witted warriors, who serve more as spies and scavengers on the field, work extremelly well in instances where reconaissance is warranted. With their stealth and chicanery, it is possible a vagrant could defeat a knight even without a weapon, but they tend to be armed in mosy circumstances, and have been known to be deployed for skirmish units, but rarely for kamikaze measures.

ArmorType Moderate Wpn Short Swords, etc.
AP 40 Mag-ApT 13 Atk 17
Use: Steal Rn 5. Steal enemy items
ability, scale. Climb over walls 10 studs or less.
ability, lockpick. Break through locked doors.

Other classes under Vagrants...

Thieves, Ninjas, Assassins, Spies, Reconaissance, Scavengers, Mercenary.

Reference List

Several questioms may arise on the following, whether or not you need a Vagrant to pick up items as a scavenger, how steal works, and the direction of NPCs.

Any character can pick up an item from an unconscious character, but they must have room to carry it. You have four item slots on your character card.

You need a six or higher on the dice for steal to correctly work. With this, you may take one item from the enemy.

The direction of NPCs is as follows. You can direct several, up to three at a time, to perform tasks such as closing a gate, forming a blockade, or operating machinery. You cannot, however, send them into combat. Hence, Non Playable Characters.

With the direction of monsters, you may direct up to three different monsters at a time into combat, as they can perform tasks and fight for you. Cool, eh?

To scan an enemy stat, simply take a look at one of your opponent’s character cards, and check the values.

Elemental proficiency; to find out which elements work best, please check this list.

Flame incantations- Shadow or Fire elementals
Ice spells- Water or Sky elementals.
Thunder magick- Earth or Lightning elementals.
Healing magic- Sky or Wind elementals.

Other Links
Primary content in this document is © Matt Hein. All other text, images, or trademarks in this document are the intellectual property of their respective owners.


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