Post by The Dark Lord on Jun 26, 2008 16:12:06 GMT -9
Now, the three main character classes have no preference to either side, which means both Republic and Sith, and anyone else, can be any of these founding classes. Remember you can choose only ONE, and you HAVE to stick with it. IF YOU ARE JEDI, THE FIRST CLASSES, AND HEAD DOWN.
Scoundrel - Scoundrels survive through wit and guile, traits that sometimes place them on the wrong side of the law. Intelligence, Dexterity, and Charisma are the trademarks of a scoundrel. The Republic and Sith have found that people with this class are very useful for their side, and they have a much wider choice for advanced classes.
Starting Credits: 1200 Starting Life Points 150
Scout - Scouts are explorers, trained to understand their surroundings and how to survive in them. Dexterity, Intelligence, and Wisdom are the most important abilities of a scout. Scouts know an astounding number of alien languages, and some have seen more of the galaxy than the most active explorer.
Starting Credits: 2000 Starting Life Points: 100
Soldier - Soldiers are masters of combat in all its forms, believing that the best way to survive a fight is to win it. Dexterity, Constitution, and Strength are key to an effective soldier. Soldier provide the backbone of most the Sith and the Republic armies, but have a much smaller choice for advanced classes.
Starting Credits: 800 Starting Life Points: 200
Combat Droid - Combat Droids come in all shapes and sizes. Programmed essentially for combat purposes, they nonetheless possess an emotional matrix, allowing them the ability to interact normally with organic meat bags such as humans and twi'lek.
Starting Credits: 1000 Starting Life Points: 120
Expert Droid - Expert Droids are mainly used by governments and independent agencies for espionage purposes: slicing, security and intelligence gathering. They are highly adaptable, and can be used in combat situations as well. And with certain upgrades, Expert Droids can surpass some Combat Droids in many forms of combat.
Starting Credits: 1100 Starting Life Points: 130
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This part of the main classes if for Jedi, now, the classes above CAN become Jedi, after intense training (about a month on the boards), but once they become Jedi, they cannot become a higher class.
Consular - This Jedi seeks to bring balance to the universe. They focus less on physical combat and more on mental disciplines in order to augment their mastery of the Force. The Consular, either Dark or Light, fights only when needs to, they prefer to attack with the Force, and depending on which side they are on, it could be nasty results.
Starting Credits: 3000 Starting Life Points: 50
Guardian - This Jedi class focuses more on combat training and weapon mastery than the Force, and learn some of the most powerful Lightsaber techniques known to the Universe. Either Light or Dark, they train about the same, though when a Dark Jedi, the attacks can be messy, and cause soldiers to run for their lives.
Starting Credits: 500 Starting Life Points: 150
Sentinel - Being the most balanced Jedi class, they are not as good as the two others, but with a simple mastery of both the Force and weapon mastery, the results can be deadly. Depending on which side they are on, they can either use this powerful tactic to ensnare their opponent, or destroy them.
Starting Credits: 1000 Starting Life Points: 100
_________________________________________________
Now then, if you haven't decided on a class yet, and have managed to stay with me this long, then I have a special surprise for you, two special classes, on for the Sith, and one for the Republic. Though, to get one of THESE classes, you'll have to prove yourself. If you want these classes, which can choose ANY advanced class (coming soon!), then you'll have to do a three paragraph RP and PM it to me, and since it is a long RP, it doesn't have to be perfect, this will just prove to me you are dedicated, and either class is yours.
Sith Trooper - Apart from the regular Soldier class, the Sith Trooper is a master of all forms of combat, and can get out of most situation with force or smarts. Most of them know many languages, and have more money than others. They are given special weapons called Tremor Swords, which are the Sith's prized weapons a can cut through Titanium A armour plating like it was butter. They also have a much more sinister armour than the normal soldier, with full headgear and mirrored visor. This armour can also take a much bigger punch than the other classes, and is semi resistant to Force powers.
Starting Credits:50,000 Starting Life Points: 250
Republic Commando - The Republic Commando, the sword and shield of any brigade within the Republic are much like the Sith troopers, only they are not trained to kill their targets, instead to bring them in for interrogation. But, if it isn't a mission, a Commando is more than capable, and can take out a Horned Kath hound with their bare hands. The armour issued to them come in many fashion, and some of them even take the initial design and make their own, but they always stand out from the other soldiers. A Republic Commando has a standard issue Plasma Repeater, the same size as the large repeater, it shoots five bolts instead of three, and has a faster rate of fire between rounds. Plus, the firepower packed into this rifle is almost equal to that of a ship side cannon.
Scoundrel - Scoundrels survive through wit and guile, traits that sometimes place them on the wrong side of the law. Intelligence, Dexterity, and Charisma are the trademarks of a scoundrel. The Republic and Sith have found that people with this class are very useful for their side, and they have a much wider choice for advanced classes.
Starting Credits: 1200 Starting Life Points 150
Scout - Scouts are explorers, trained to understand their surroundings and how to survive in them. Dexterity, Intelligence, and Wisdom are the most important abilities of a scout. Scouts know an astounding number of alien languages, and some have seen more of the galaxy than the most active explorer.
Starting Credits: 2000 Starting Life Points: 100
Soldier - Soldiers are masters of combat in all its forms, believing that the best way to survive a fight is to win it. Dexterity, Constitution, and Strength are key to an effective soldier. Soldier provide the backbone of most the Sith and the Republic armies, but have a much smaller choice for advanced classes.
Starting Credits: 800 Starting Life Points: 200
Combat Droid - Combat Droids come in all shapes and sizes. Programmed essentially for combat purposes, they nonetheless possess an emotional matrix, allowing them the ability to interact normally with organic meat bags such as humans and twi'lek.
Starting Credits: 1000 Starting Life Points: 120
Expert Droid - Expert Droids are mainly used by governments and independent agencies for espionage purposes: slicing, security and intelligence gathering. They are highly adaptable, and can be used in combat situations as well. And with certain upgrades, Expert Droids can surpass some Combat Droids in many forms of combat.
Starting Credits: 1100 Starting Life Points: 130
__________________________________________________
This part of the main classes if for Jedi, now, the classes above CAN become Jedi, after intense training (about a month on the boards), but once they become Jedi, they cannot become a higher class.
Consular - This Jedi seeks to bring balance to the universe. They focus less on physical combat and more on mental disciplines in order to augment their mastery of the Force. The Consular, either Dark or Light, fights only when needs to, they prefer to attack with the Force, and depending on which side they are on, it could be nasty results.
Starting Credits: 3000 Starting Life Points: 50
Guardian - This Jedi class focuses more on combat training and weapon mastery than the Force, and learn some of the most powerful Lightsaber techniques known to the Universe. Either Light or Dark, they train about the same, though when a Dark Jedi, the attacks can be messy, and cause soldiers to run for their lives.
Starting Credits: 500 Starting Life Points: 150
Sentinel - Being the most balanced Jedi class, they are not as good as the two others, but with a simple mastery of both the Force and weapon mastery, the results can be deadly. Depending on which side they are on, they can either use this powerful tactic to ensnare their opponent, or destroy them.
Starting Credits: 1000 Starting Life Points: 100
_________________________________________________
Now then, if you haven't decided on a class yet, and have managed to stay with me this long, then I have a special surprise for you, two special classes, on for the Sith, and one for the Republic. Though, to get one of THESE classes, you'll have to prove yourself. If you want these classes, which can choose ANY advanced class (coming soon!), then you'll have to do a three paragraph RP and PM it to me, and since it is a long RP, it doesn't have to be perfect, this will just prove to me you are dedicated, and either class is yours.
Sith Trooper - Apart from the regular Soldier class, the Sith Trooper is a master of all forms of combat, and can get out of most situation with force or smarts. Most of them know many languages, and have more money than others. They are given special weapons called Tremor Swords, which are the Sith's prized weapons a can cut through Titanium A armour plating like it was butter. They also have a much more sinister armour than the normal soldier, with full headgear and mirrored visor. This armour can also take a much bigger punch than the other classes, and is semi resistant to Force powers.
Starting Credits:50,000 Starting Life Points: 250
Republic Commando - The Republic Commando, the sword and shield of any brigade within the Republic are much like the Sith troopers, only they are not trained to kill their targets, instead to bring them in for interrogation. But, if it isn't a mission, a Commando is more than capable, and can take out a Horned Kath hound with their bare hands. The armour issued to them come in many fashion, and some of them even take the initial design and make their own, but they always stand out from the other soldiers. A Republic Commando has a standard issue Plasma Repeater, the same size as the large repeater, it shoots five bolts instead of three, and has a faster rate of fire between rounds. Plus, the firepower packed into this rifle is almost equal to that of a ship side cannon.
Starting Credits: 50,000 Starting Life Points: 250