[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/tg/ - Traditional Games

Roll a Fortitude save versus Cancer

Catalog

Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


/tg/ sister boards
[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1455210906316.png (1.7 MB, 1100x1070, 110:107, 1433057467465.png)

 No.217902

With the large variety of games out there, it comes with a large variety of possibilities for characters and archetypes. I imagine the majority of them are some variation, combination of, or variations of combinations of the typical mage, warrior, thief, but that's pretty hard to escape.

What are some more unorthodox, unique, or unusual character archetypes you've come across in games and fiction? I'm thinking about this mainly from a fantasy viewpoint, but other genres aren't out of the discussion.

I'm thinking if a game could be designed with the classes all being strange or unusual classes in themes and abilities, even if essentially they're all mage/warrior/thief disguised by fluff.

The idea the prompted these thoughts was the concept of a Gambler class. Deadlands sort of has this with Hucksters- though they aren't necessarily inherently gamblers, just usually.

 No.217940

>>217902

Is that Bilbo Baggins?


 No.217944


 No.217947

File: 1455225396833-0.png (2.42 MB, 1080x1920, 9:16, Screenshot_2016-02-11-16-1….png)

File: 1455225396833-1.png (2.24 MB, 1080x1920, 9:16, Screenshot_2016-02-11-16-1….png)

Here's the classes of Ryuutama


 No.217966

>>217902

The binder from 3.5 is pretty cool.

It's a "master this particular trade one day and another the next" sort of class.

It trades out the things it binds on a day by day basis and gets bonuses.


 No.217968

>>217947

Could someone upload Ryuutama.


 No.217969

>>217902

Leper Knights are not very used of their own, but what about a Paladin that fell to corruption but later caught Leprosy and unable to enjoy earthly pleasures, returned on a path of virtue by purging all the baddies with his new connections in the underworld?


 No.217978

File: 1455234859488.jpg (53.74 KB, 400x480, 5:6, Ilmater.jpg)

>>217969

That sounds like a servant of Ilmater alright.


 No.217979

File: 1455234919795.jpg (700.59 KB, 1920x1200, 8:5, FFG_FWol_Jobs.jpg)

When you break it down, every class is going to fall into a few archetypes that all sound pretty gamey.

You've got your DPS/Damage Dealer, Support/Healing, Buffer/Debuffer, and maybe something like a Wildcard.

You do have certain permutations and probably a few more archetypes aside from the ones above, but most of them are going to fit into those broad categories.

That said, I'm all for more interesting flavoring and theming and pushing those boundaries and doing away with the typical sacred cows.


 No.218062

>>217979

>When you break it down, every class is going to fall into a few archetypes that all sound pretty gamey.

I think the problem are systems that treat characters like game pieces instead of people.

If you start treating characters like people with people needs, the whole archetype thing vanishes because you can't do them.


 No.218065

>>217966

I always thought the idea behind the Truenamer was pretty cool. Sure it fucking sucks from a mechanical point of view, but the fluff for it is fucking amazing.

You know the secret language of the universe. You set things on fire by yelling their names at them. You cast Haste by uttering "SPEED" in the primordial language, and you slow shit down by screaming it backwards.


 No.218099

>>217902

If it's unique and unorthodox, then it's not really an archetype, is it?


 No.218132

The Mass Effect series did something like it. While in ME1 the classes were not all that different with their powers, things began to change later on in ME2 and especially ME3.

Classes have Combat, Tech and Biotic abilities with the various player classes (and your NPC companions as well) being composed of either a pure class of one type or a mix of two.

The Soldier is purely Combat. Their abilities all have to do with making you better at shooting enemies: with a mix of special ammo that deals better with armored, shielded and unarmored enemies, a guided rocket of sorts that can deal extra damage and a bullet time option that deals more damage and makes you a bit toughter. Their passive abilities make them deal more damage as well and allow them to carry more stuff. In ME3 the more you carry the higher your recharge on your activated abilities is, but because the soldier has only two of them this isn't much of an issue so you can carry a lot of weapons so you can deal effectively with any enemy you are faced with.

The Engineer is pure Tech. They are the debuffer class: their ablities are either a series of fire, ice and lightning blasts that deliver a number of debuffs. They also deploy drones that can mess with enemies at long or short range. They can also hack robotic enemies and turn them against their allies, but those are rare in the game and fought in only a few missions.

The Adept is pure Biotic. They are able to throw around powers that send enemies flying all over the place and can deal some significant damage to tougher ones. They are geared to using their powers often, so carrying light weapons is preferred. This makes them good at breaking hordes of enemies, but you'll need NPC companions to finish them off.

The Infiltrator is a Combat/Tech mix. They have a cloaking power that ups the damage of their first shot when cloaked, allowing you to deal massive damage. This works great with sniper rifles, but also shotguns because your cloaking allows you to sneak up. They have a few powers that make for a good combo (freezing ammo can up the damage of a fire attack), but they tend to have problems with hordes of enemies closing in.

The Vanguard is a Combat/Biotic mix. They are best in closer quarters, and it shows. Their signature powers, Biotic Charge and Nova work together greatly: the first one charges at an opponent and deals massive damage, as well as restoring your shields. The second one drains them completely however, but deals damage in an area around you. By keeping this pattern up you can rapidly deal with a lot of enemies and take all of them down by zipping across the battlefield. However, if something goes wrong and you get surrounded while being unable to pull your attacks off, you're in trouble. Because of the short range they fight in they gain the most from upgrading their melee damage, but this comes at the cost of health so you become even more fragile than you already were.

The Sentinel is a Tech/Biotic mix. Originally they were just the tank that can handle a lot of damage, in ME3 they become a combo character. You see, when a special power hits an enemy that is already under the effect of a compatible power you get an explosion that deals damage to all enemies within range. The Sentinel is geared towards setting up and pulling off as many of these combos as possible, filling the battlefield with fireworks. They also have a powerful armor ability that allows them to take quite a bit of fire, at the cost of a lower recharge on their powers. This means that you have to stay alert and know when to use your armor and when not to, to make sure you have the best damage output possible.

Some of these classes have powers that overlap, but they frequently use them in different contexts. The Engineer might use Overload to deal with the shields of tough enemies, while the Sentinel uses it to set up an explosion.


 No.218185

>>217902

One of the big problems in many RPGs is the connection to violence. It's hard to play a character that doesn't fight in many games. This is incease day the fact that if you play a character that is a merchant or other noncombatant you can't fight from a mechanical standpoint making a strong blacksmith as helpless as a child. If you run a game that downplays violence you'll find more character archetypes emerge. In my pf game our alchemist prefers to play an investigator, and I work encounters around him not being in combat. Because there are actual mysteries and clues to be found in the game he has become one of the most important party members without involving his character in combat.


 No.218338

>>217902

Just forget about classes altogether. Throw them out of fucking window, play a classless system and do whatever you think will be interesting for the character instead.


 No.218373

File: 1455379820179.jpg (561.49 KB, 1024x683, 1024:683, two_gentlemen_fighting_ove….jpg)

>>218062

Characters aren't people, they are characters which are inherently constrained by the narrative conventions of the RPG ruleset and playstyle.

If you want to play some freeform public theater type shit, then go ahead, but most of the time, a game is going to be about a group of characters coming across a problem and needing to solve it efficiently.

Besides, people naturally gravitate towards specific skillsets in real life anyways. Not in rigid class progression, sure, but even in a classless system, the guy who put his points into strength and fighting skills is still going to be the group damage dealer when combat rolls around.

>>218338

Apples and Oranges. Class-based and Classless systems tend to offer and advertise very different experiences.


 No.218382

I once made a warlock that wasn't some weirdo or a rejected wizard. He was a country bumpkin from out in the sticks of my setting. He made a pact with a devil in the heat of a very one-sided battle against an owlbear.


 No.218405

File: 1455392564360.jpg (100.57 KB, 685x600, 137:120, 1427785807005-2.jpg)

I want to hug that Bilbo.

As for unusual character archetypes/classes - my homebrew has a few (mostly magic-related) things which I would call at least somewhat unusual.

>Boozemage: In a world where magical power requires that the caster actually believes he can do certain things, the increased self-confidence of a drunkard can be pure power. Thus, Boozemages constantly wander the thin line between sobriety and vomiting, between arcane firepower and the ability to use it with anything resembling accuracy.

>Traumathurge: Unlike classical healers such as clerics or priests that rely on the goodwill of their gods to heal the wounds of others, traumathurges are more akin to conventional surgeons that have traded in their scalpels and surtures in favor of arcane magic. While they still require an academic knowledge of human(oid) anatomy and must use their skills with pinpoint precision if they do not want to cripple or kill their patient, in turn most not rely on the aid of a moody god, and often are just as efficient in producing harm as they are in repairing it.

>Lunatic: Lunatism is a very niche school of magic whose students allow the tidal force of the moon to manipulate the magical flow they channel through their magic. As a matter of fact, the power of a lunatic waxes and wanes together with the moon itself - during full moon, they are experts in the art of conjuration and evocation, while during new moon, they rely on the powers of abjuration and transmutation.


 No.218769

Necromantic Monks:

Monks who magically animate their own inanimate flesh/skeleton in order to augment their strength and survive deadly blows.


 No.218790

Had this idea a while ago.

The PC is your typical mage knight / paladin combo. When he appears, he laughs in the face of danger, kicks all sorts of ass, throws fireballs around like candy, all that. Nobody really knows his true identity, and he always leaves and spends time alone, away from the party.

Except, when you meet him outside the battlefield, he's this scrawny little guy who desperately wants to be a hero and kick ass for justice, but he has zero talent on his own. Nobody believes that he's the mighty mage knight / paladin.

The thing is, he wields a magic sword that transforms him into the super awesome mage knight / paladin. The magic item bestows upon its wielder all the skills and knowledge of its previous owners, and it chose the kid to be its new wielder. To fight evil, follow justice and do good.

The sword will also eat its owner's soul after he dies. It did the same with its previous owners, who're now stuck inside the sword, guiding the new wielder and giving him their powers.


 No.218794

>>218373

In reality how many hot chicks actually larp? I'm guessing two counting this one


 No.218826

YouTube embed. Click thumbnail to play.

 No.219016

File: 1455586980715.png (1.14 MB, 1280x720, 16:9, ClipboardImage.png)

Doesn't really count as an archetype, but I've had this idea for a Cube Mage. Cubumancer?

Anyways, the most basic explanation is that they can made cube of arcane matter.

A low levels that might be one medium cube, or 9 small cubes, or 81 very small cubes. Each with about the weight and density of an equivalent amount of hardwood. The Cube Mage can also summon and dismiss these cubes at will.

While this doesn't seem like a really powerful ability, but it's got a ton of utility and allows a character to constantly always have ammo for a sling, or an easy to climb platform to give them a quick leg up. Something to throw to make a distracting noise. An object to wedge under a door to jam it in place. Instant 3/4th cover to hide from incoming projectiles. Makeshift caltrops to slow pursuers.

As a Cube Mage gains power, they would gain the ability to create multiple cubes of many different sizes. Launch them with greater force or command their movement from afar. Like being able to roll a Large cube around the battlefield or creating barriers to shove enemies back. They could use flying cubes as a means of travel, once strong enough.

This would eventually lead to more powerful abilities like being able to lock the cubes in mid-air, allowing them to do all kinds of neat things, like quickly ascending into the air before raining heavy cubes upon their enemies.

As a Cube Mage comes to master the power of the Cube, they'd be able to warp and distort their cubes and alter their shapes on the fly, enlarging and shrinking them at will, changing their density and weight. They could create cube grenades that burst to massive sizes, smashing everything around them, or a hail of elongate cube-spears. Or unthinkably horrific cubes with holes in them, to encircle and bind their foes. Combination of these powers would allow them to craft complex objects and possibly unlock the power of Polygonal Magicks!

And of course there is the ultimate display of Cube Magic.. The Cube Golem!

I suppose you could also be kind of a faggot and add some elemental crap to it. Fire Cubes and stuff. But that's boring.


 No.219059

>>218790

So, He-Man? Shazam?

>>219016

Sounds like Minecraft fanfiction.


 No.219066

>>219016

To a certain degree, Amadeus from Trine is all about this. Summoning magical crates and boards and using them to climb/catapult over/drop weights on things.


 No.219069

>>218405

>>218405

I love the Lunatic concept, though I feel like I couldn't say "I'm playing a lunatic" with a straight face.


 No.219070

File: 1455597646518.jpg (228.13 KB, 709x1024, 709:1024, Flex_Mentallo.jpg)

Clown

Strong Man

Astronaut


 No.219082

>>219069

Pronounce it slightly differently. Instead of loo-nuh-tic, say it as loo-nah-tic. Makes it sound more profound.


 No.219146

>>219059

On a very basic level, I guess so. Minecraft doesn't allow for the creation or too many different shapes, and the Cube Mage doesn't remove perfect cubes of matter from the world around them by punching it.

>>219066

Same kind of idea at least. Being able to create and summon a seemingly powerless object that can be used in a lot of useful ways.

Something as simple as being able to manifest a cube and change its dimension or split it into smaller shapes creates a ton of possibilities.


 No.219234

In my group, one of my players hand an amazing idea.

He was a wizard/bard multiclass, specializing in necromancy. So he had a troupe of skeletons walking around with him.

To conceal them, he had his skeletons dress up as mariachis, handing them each an instrument and then teaching them to play their instruments.

This stupid character was an immediate hit with my players and the skeletons became mascots of the party.


 No.219235

>>219234

I recall a thread several months ago on /tg/ with that exact idea.


 No.219238

>>219235

Maybe he got the idea from that thread. Honestly, I wouldn't be surprised. He seems to be the kind of guy who lurks on /tg/ too much.


 No.219247

File: 1455658153628.jpg (249.62 KB, 845x1000, 169:200, 1329088834475.jpg)

>>217902

the starwars d20 noble was pretty cool i thought.

a social skillmonkey that had tons of money to buy starships and gear.

pic not related


 No.219270

>>217902

Straight elf.


 No.219592

>>219270

A straight elf that uses his beautiful elf features to fuck women.

A straight elf who is responsible for at least 3% of half-elves in the entire world because he has spent years and years seducing random women everywhere.

Genghis Elf.


 No.219609

>>218794

That's some people recreating a piece of pulp art, not a LARP. I think it was a contest.


 No.223132

Realms of Arkania:

Jester

Hunter

Warrior

Rogue

Thorwalian

Dwarves

Warlock/witch

Druid

Magician

Green elf

Ice elf

Sylvan elf


 No.223369

I want to play a goblin pisswizard.


 No.223380

>>223369

But you already are one.


 No.223389

File: 1457073005322.jpg (7.13 MB, 3120x4160, 3:4, 20160304_011539.jpg)

>>223380

Ahgk! You caught me!


 No.223406

The weirdest character I made was in rogue trader. I played an Ork Mekboy Runtherd who used squigs and grots as fodder to practice cybernetic augmentations. I also had a habit of using a large amount of bomb squigs stuffed with explosives. It was not entirely outrageous or strange, but my whole character was the only ork in the group and it brought out some great bants between my mekboy and the ships tech-priest. I suppose the strangest thing about my character was that his greed for weapons and supplies outweighed his love of fighting, an extreme freebooter, with the excuse that he could use this to create even more dakka or weapons. He also respected the captain enough and thought of him as the boss due to mixed backstory.


 No.223419

I made an anti-healer custom class once. Basically, you move damage from place to place. You can take the last hit a guy took, heal him for a percentage, then slap an enemy for full damage.


 No.224524

>>223132

>Thorwalian

?


 No.224527

File: 1457458786908.png (322.73 KB, 300x420, 5:7, ClipboardImage.png)




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]