User:Mooseyfate/Concepts

Classes / Chapter Concepts
Ideas I've had for new chapters and classes. Listed in order of writing. Some of these ideas overlap because I have a similar idea for two different settings (the intent being that both are no more than ideas to choose from, not that all would work together). I don't necessarily even think all the ideas fit the GW branding... they're just for fun. Enjoy!


 * Ideas starting here were developed post Factions, pre Nightfall.

Marauder
Looks like the classic Arabian warrior. The kind that would roam to camps and villages to plunder and whatnot. Of course there'd have to be a noble spin on it. Kind of an assassin style class in that it's primarily melee with same ranged skills. I'm thinking off hand items for this class will be shields, torches, and unarmed (see below). Main hand items will be scimitars.

Attributes
 * Contraptions - tools used for raiding and the like. Include Molotov Cocktails (range of short bow, AOE small damage and burning), snares, nets, bolas, some torch ability if using a torch off hand.
 * Riding - like beast mastery, but applies only to mounts. Mounts would have two main purposes, travel and battle. Travel skills would include things like ride (long lasting speed skill that is easily interpretable), trek (shout skill that makes duration even longer). There would be some combat run skills, but they would be shorter duration and faster than sprint, something like charge. Battle skills would be like stomp, bite. For example, bite was used by war horses to distract an opponents mount (so a dismount type skill). There could also be some attack skills specific to riding for the rider (or these skills could be under Brawl).
 * Brawl * (optional main attribute) - This would be the fighting skill. Include some minor attacks with main weapon and off hand abilities. Off hand abilities could be used depending on the one held. Shields would be small bucklers and have some attacks (unless too similar to shield bash). Touch would have some special attacks (like a blinding move). Unarmed would have grapple style abilities that hold or prevent dodge, or tackle. Brawl might be split into two attributes or there may only be one of these three off hand style abilities. On second thought, maybe clubs and unarmed to keep things in scope, but same general idea.
 * Rage * (optional main attribute) - some barbarian style raw blood lust and demoralizing style shouts.

The animals you can tame as mounts would all be found in this Arabian continent. Horses of course, but others too, like some sort of humped beast, or reptile. Wolf riders would be very cool, but they don't really fit the Arabian theme, so there would have to be an environment on the continent conducive to them. Maybe 3-6 types to choose from all together. Some unique GW style animal with 2-4 of what they would normally have 1-2 of of course (guild wars Minotaurs have 4 horns, scorpions 2 tails, wales, 2 blow holes).

Arcanist
This is the classic wizard that uses arcane magic energy style spells. Storyline wise they would travel in small number with bands of Raiders/Nomads, being the right hand of the chief Raider.

Attributes
 * Divination - ways of seeing into the future. This type of spell would be slow casting. Would be things like glimpse of death (target sees how they are destined to die, and will avoid the next killing blow within so many seconds), premonition (party gets occasional glimpses into future and is able to dodge some attacks), soul gaze (lists the last 4 skills used by the opponent), inner vision (see all hexes and/or conditions and/or enchantments on a target (for or ally), ether site (see targets energy bar in addition to health).
 * Arcane Magic - Similar to one of the elemental schools, but deals in magic attacks made of pure magic (like the classic magic missile).
 * Signs - Think signets on steroids. Hand gestures write arcane symbols in the air to change an element on next spell casted.
 * Desert Spirit * (main attribute) - A small list of skills. Maybe the skills are more effective in the desert, or maybe while standing on dry land. Include abilities to draw spirit (energy management, maybe spell effectiveness) from the earth. A minor bit of air style magic, but more importantly, some skills that will mix well with air or earth Elementalist being the secondary class.
 * The following are two ideas I had before Desert Spirit, that I just wanted to keep cause I'd typed them out. They are a little too much like Mo/N or E abilities the way I was envisioning them. 
 * Sand - Manipulating the forces of desert winds to create harmful effects. Like AOE blind, or dodge percentage, or knockdown. 
 * Pacts - Abilities that cause some sort of sacrifice of one member, for the benefit of another (or others). Examples would be draining one mana from all allies for yourself, or experiencing life drain for the duration of a charge style shout effect. There could be life chains that distributed damage taken amongst linked party members.

unaffiliated settings
Not intended to be paired together either.

Luck Mage

 * Ideas starting here were developed post Nightfall.
 * Dervish This class ended up being theoretically much like a combination of the previously described Egyptian Priest (devotion / embodiment of the gods) and Arcanist (power over desert winds / sands), but wrapped up into a sandstorm-whirling-melee-fighter. I love the idea form abilities of the class, but haven't warmed up to their actual practical usage.  I don't claim to have came up with the character or even having contributed.  But my thought (along with many others) may have contributed.  Regardless, I'm proud that some of my ideas were so dead on.