Character Creation:

The Duality Wars

 

Step 2: What Are Classes?

There are a few main classes. Jack of All Trades, Shadow Thieving, Summoner, Monk, Mage, Tech-Runner, Psion, Fighter, Transformation Warrior, and Animorph.

To learn more about each Class in FURTHER detail, click List of Classes to the bottom left.

Each class, except Jack of All Trades, has various forms you can choose from to see which pleases you most and fits your play style. The beginning stats might be a little different for each class. The only thing to note is that Tech and Spirit conflict with each other, so when picking your stats, or your classes, you cannot go above 3 in the opposing area. So if you're a Tech-Runner normal (not a Spirit-Tech-Runner) you cannot pick above 3 in any Spiritual Stats.

As far as Mods go, they are determined by how many points you have in a Stat. Since many classes share a stat, you will need to pick and choose what you get to begin with. Later on you can get more mods depending on the parimeters set by your class. To learn more about Mods, see Step 3.

Below is the list of the Classes, and the various forms of them. Later on, when you reach a high enough Level, depending on your class and stats, you can pick a Sub-Class, which essentially means you can pick another Class on this list that you do not conflict with.

Note: The classes will tell you what mods you can take and what you can't sometimes. Each Class has their own special mods, but there is a public pool that each are considered "shared" among the classes in the All Section.

Important Note: At a certain level around Lv. 20 you will be able to get a sub-class. It will be determined based off your stats and your current Class.


Jack of All Trades:

Entry Level Stats:

4 on every stat; no higher, no lower (to begin with)

There are no specalized versions of Jack of All Trades. There is just the one class type for it. There are a couple of good benefits for picking this that I will make my arguments now. By having 4 in all the stats, it means you do not have any weaknesses or strengths, nor the problem of Tech vs. Spirit.

Your weapon(s) and armor you will create will be beginner level. You begin with 10 Action Points.

You will get get 3 free mods in ANY class.

To learn more about Jack of All Trades, click the link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad


Shadow Thieving:

Entry Level Stats:

Rogue Shadow Thief - 3 Perception, 4 Mana

Ninja Shadow Thief - 4 Perception

The two versions of Shadow Thieving are: Rogue Shadow Thief and Ninja Shadow Thief.

The Rogue Shadow Thief is more combat oriented, with backstabbing skills and dual wielding capabilities mods that you can learn to hold two weapons in one item slot. Their mods are focused on tricks and traps, as well as light combat.

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The Ninja Shadow Thief is more stealth oriented, preferring not to engaged. They stick to the shadows and avoid combat since their mods do not, at first, open themselves up to it. Their mods are able to strike from shadows and help one to fade away into them easier. Later on, they can learn to fight like a ninja at higher levels.

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Your weapon(s) and armor you will create will be beginner level. You begin with 8 Action Points.

You will get 3 free mods in Shadow Thief

To learn more about both, click the Shadow Thieving link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad


Summoner:

Entry Level Stats:

Heretic Summoner - 7 Willpower (due to using Spirit Fossils, Mana Can Be Low), 3 Mana

Iron-Blade Summoner - 4 Willpower, 3 Strength, 2 Mana

Soul Summoner - 5 Willpower, 3 Mana

The three versions of Summoner are: Heretic Summoner, Iron-Blade Summoner, and Soul Summoner.

The Heretic Summoner is a Summoner that bends the wills of Spirits to their own will and summons them to their beck and call. They have to ingest Spirit Fossils regularly and their Moral Center must be Chaotic Neutral, Somewhat Bad, or Bad. The Heretic Summoner is able to capture Spirits of any kind if their mods are powerful enough and strip the Spirits' wills, and learn high level magik from them, capable of learning powerful magik like a mage almost. If they choose, they can even kill the Spirit to learn it permenantly. Only powerful Heretic Summoners can bend the will of Great Spirits. They are typically hunted by other Summoners if they are not part of important organizations. They start off only being able to bend the will of one Great Spirit, usually of the same element of themselves.

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The Iron-Blade Summoner is a Summoner who is more fighter than Summoner. They employ only a few Summons and magik spells, and focus primarily on battle. They use buffs mainly on themselves (sometimes on others) to make themselves stronger, and have to pick and choose which spirit summons they want to learn. If they fill their slots, they have to unlearn older Summons. They can only learn two Great Spirits at most, beginning with the capacity of one.

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The Soul Summoner is the normal Summoner people meet. They learn mostly to summon spirits (which you the player create as your attack moves/special moves) and can learn buffing magik moves, such as light healing. They can only learn one Great Spirit summon to begin with, typically their own element.

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All the Summoners, when using the magik buffers, need to have Magik Resources nearby to access it. Except for the Iron-Blade Summoner, they are weak to physical attacks. And summons and magik typically take turns depending on how powerful it is - so the more powerful you make your move, the more turns you will need to cast it, and the more you will rely on your teammates.

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Your weapon(s) and armor you will create will be beginner level. You begin with 10 Action Points.

You will get 2 free mods in Summoner. You cannot take Monk moves.

To learn more about both, click the Summoner link above.

When you pick this class your Moral Center is either: Good, Somewhat Good, Neutral, and Chaotic Neutral except for the Herectic Summoner.


Monk:

Entry Level Stats:

Warrior Monks - 4 Willpower, 4 Strength

Fae Monks - 5 Willpower, 3 Perception

The two versions of Monk are: Warrior Monk and Fae Monk

The Warrior Monks are Monks who focus primarily on combat and physical damage with their techniques. They do not use any Spiritual Arts for healing or buffs - these are powerhouses. Warrior Monks are masters of chakra and chi attacks and can do devastating attacks. They also have low charge times and turn charges. Unlike Fighters, they cannot do as much damage at first and do not have high defense, but they can manage to do combos and some nice moves. Your moves will reflect this.

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The Fae Monks are very much like Mystifae warriors from TAW5. They can do light summons of minor spirits. Their chi and chakra are more defense based. Fae Monks' moves are more designed to meditation to charge up moves to unleash devastating moves. Basically, this means your moves are designed with a few turns in mind, so that after one or two turns of your opponent, your turn goes and you can do high damage, higher than even Warrior Monks, but you depend on defense from others. That does not mean Fae Monks do not have moves that do not protect them. With their defensive moves and Mystifae like moves, they are quite capable.

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Your weapon(s) and armor you will create will be beginner level. You will have 10 Action Points.

You will get access to 2 free Monk mods as a starter bonus. You cannot take Summoner moves.

To learn more about both, click the Monk link above.

When you pick this class your Moral Center is either: Good, Somewhat Good, Neutral, and Chaotic Neutral


Mage:

Entry Level Stats:

Caster Mage - 5 Mana, 3 Mind

Saboteur Mage - 4 Mana, 3 Strength, 3 Combat

Bullet Mage - 4 Mana, 4 Intelligence

The three versions of Mage are: Caster Mage, Saboteur Mage, and Bullet Mage

The Caster Mage is your traditional Mage. Taking this, you are able to create attack moves and special moves that have Magik attacks as well as healing spells. Your mods also will reflect such. Mages tap into Magic Resources and are more effect on worlds which are rich in them, such as Geyze, and are typically weaker on worlds such as Kumen which are considered dead worlds. Worlds with Mana Fonts is where Mages are at their strongest and can cast with reduced turns - a Mana Font being an area where Mana literally pours out of the ground.. When on dead worlds, it is recommended Caster Mages carry Mana Crystals to access Mana.

Caster Mages can tap into powerful elementals and can heal a lot. However, their spells typically take a turn or two due to the potency of it. (the turns being based on the opponent most often), So they need people to protect them and are often seen with others. They cannot do buffing spells like Fae Summoners can.

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The Saboteur Mage is different than the Caster Mage in that they are fighters. They use minimal magik spells to enhance their bodies, or weapons, to attack. They are not always as strong as Monks or Fighters, but due to what spells they do know, their enhancements are powerful. Since they cannot buff like Warrior Monks, Saboteur Mages often are known to give their weapons elemental attacks, or themselves elemental power since they are known to go hand to hand. With light healing spells, they can make an effective force. However, they do not practice high level spells like Casters or Bullet Mages.

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The Bullet Mage is different in that they are Tech-Based. Kumen's answer to the lack of Magik, they were built to get around that. Designed to be more dependant on Spirit-Fossils, since Spirit-Fossils enhance all Mage groups (including Casters and Saboteurs) spells and turn times, Bullet Mages are able to operate even on a dead world of Kumen all the time by using guns as their weapons, thus being long-range users only.

Slipping bullets laced with spells pre-done, meaning they can only carry so many bullets and need to buy/produce more by getting their hands on materials, either Mana Crystals that they can ground into dust, or preferably Spirit-Fossils, they turn them into bullet shapes to produce their spells, chanting their spells as they fire the gun at their target, performing as snipers. They are known to shoot at their own teammates to buff them, the ONLY Mage group that can do this. As well as heal.

However, they are always limited by bullets, and aim time. Which means even low level spells need a turn to aim.

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Your weapon(s) and armor you will create will be beginner level. You will have 10 Action Points.

You will get access to 2 free Mage mods as a starter bonus.

To learn more about all, click the Mage link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad


Tech-Runner:

Entry Level Stats:

Inflitrator Runner - 5 Intelligence, 3 Mind

Samurai Runner - 4 Intelligence, 4 Strength

Steam-Punk Runner - 6 Willpower, 4 Intelligence

The three versions of Tech-Runner are: Inflitrator Runner, Samurai Runner, and Steam-Punk Runner

The Inflitrator Runner is a Tech-Runner that focuses their mods and augmentation more toward hacking, inflitration of places, and Net Ops. They are great at espionage moves and mods, and are designed with attack moves and special moves that are geared toward in and out strikes. This does not mean they cannot fight, and do not have hidden weapons and strikes. It just means when you make your moves, hacking and espionage moves will have less burn time/go time than your attack moves.

They are great at detecting people if they have the right mods, hacking into cameras, and getting into Corporate HQs if you build them up right with mods and moves. While they are more balanced to aid and strike from afar, or draw people into their true battleground - The Net, it does not mean they cannot fight dirty. But like Samurai Runners, they need places with Complete Synch to do a good job. Places like Geyze without technology leaves them vulnerable and weakened without Synch Drives to charge them up.

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The Samurai Runner is a Tech-Runner that focuses their mods and augmentations on combat and style. Their cyborg body has been augmented toward defense and battle, making them tougher and harder to kill. They are the types to have long trench coats, sun-glasses, and swords to come out of their arms to slice and dice you. Well, that's just a possibility.

They are able to use their attack moves and special moves to do more damage, strike harder and faster, and are able to use inhuman strength and power to reach hard to get places. They are possibily able to take a fight to a Fighter easily if not for a few key weaknesses Tech-Runners have (See the link above for for details). They are able to minimal hacking.

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The Steam-Punk Runner is a Tech-Runner who is completely different from the other two. Much like the Bullet Mage is for Kumen, the Steam-Punk Runner is for Geyze. Designed to run off Spirit power, aka, Spirit Fossils or Spirits, the Tech-Runner's augmentations and cyborg parts are built after the capital city of the Hapians' steampunk style. This means the Runner can use Spirits if they can summon them to power their body to do their attack moves and powers, or if not, use Spirit-Fossils.

Steam-Punk Runners are a combination of Inflitrator and Samurai Runners, having a little bit of both their abilities. Since they are made off Spirit-Tech, there are limitations in both areas and they need to be in Spirit Rich areas, so they cannot operate in barren life areas, such as Kumen, without Spirit Fossils.

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Your weapon(s) and armor you will create will be beginner level. You will have 8 Action Points.

You will get access to 2 free Tech-Runner mods as a starter bonus.

To learn more about both, click the Tech-Runner link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad


Psion:

Entry Level Stats:

Telepath Psion: 5 Mind, 3 Perception

Telekenetic Psion: 4 Mind, 4 Strength

Zhen Psion - 7 Mind, 3 Strength, 2 Perception

The three versions of Psion are: Telepath Psion, Telekenetic Psion, and Zhen Psion

The Telepath Psion is a Psion that focuses on invading one's mind to attack them. Their attack moves and special moves, as well as mods, reflect using illusions, trickery, and other moves that play on one's mind. They attempt to read, scan, or rip information from their opponents, which makes them very valuable, especially in the Corporate World in which they are used to try to scan information. The better the Telepath, the better they are at getting at the information undetected. (Note, there are levels to getting better at getting at information undetected - hence the term "rip" for those who just rip it out, leaving permenant damage). They can detect hidden opponents, such as Shadow Thieves, at times if they do scans of the area (Assuming the Shadow Thief does not have moves to stop this - or spends Action Points to try to counter it).

Telepaths are weak attackers, but can sometimes read the moves of their attackers which helps them know what is coming. Depending on the level of your mods (or your attack moves/special moves) is how fast you can react. (Many moves will have a turn limit for Telepath Psions if you do not have them leveled up, the right mods, or if your attack moves/special moves are too powerful, too quick. See later steps for more information).

Depending on the power of the attack, some moves need to be in line of sight, others need to be reasonably close. Depending on what information they want/need to extract. Telepath Psion are also good at linking team members together for conversions inside the mind so others are not privy. You can see more about them in the Psion link.

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The Telekenetic Psion is a Psion that focuses exclusively on their attack moves. They lack any ability to invade the mind or trick a person's mind with illusions. The Telekenetic Psion has the ability to move objects, use pyrokenetics, mental barriers and more. They can form pure psi blades to strike into a person's brain to fry it. And throw fire at a person.

This makes them quite formidible. Able to hurl their allies to unreachable distances, and levitate objects to strike opponents. They are UNABLE to levitate themselves however. They can also form psionic armor and other such abilities. Your attack moves/special moves typically are such that you are the attacker, striker, and use telekenetics/pyrokenesis, as well as psionic buffers and barriers to fight.

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The Zhen Psion is a Psion that combines both the Telepath Psion and the Telekenetic Psion abilities without being a master of either. They are able to do read minds and pull information out, but they cannot force information out people who are trained to block it like a Telepath can do so. They can detect hidden opponents, but with less success rates. And they are unable to link an entire group mentally in a chat, able to only link 3 people with themselves.

They are able to use telekenetics and pyrokenetics, but are far weaker than a true Telekenetic. They need more charge time (Aka turns) to unleash powerful moves while a Telekenetic Psion can do it faster.

However, despite this, for players who want a little of A and B, this is the option for them. Just keep it in mind when making the moves that your attack moves and special moves will likely have turns added to them, depending on what you put.

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Your weapon(s) and armor you will create will be beginner level. You will have 8 Action Points.

You will get access to 2 free Psion mods as a starter bonus.

To learn more about both, click the Psion link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad.


Fighter:

Entry Level Stats:

Barbarian Fighter - 6 Strength, 3 Perception

Paladin Fighter - 5 Strength, 5 Willpower

The two versions of Fighter are: Barbarian Fighter and Paladin Fighter

The Barbarian Fighter is a Fighter who focuses are dealing massive damage and soaking up damage. Their mods reflect this and your attack moves/special moves should do the same. They are meant to take damage for others and bounce back. Their level ups will allow you to get higher level weapons faster and so on. They are the Tanks of the RPGs. However, this does not mean they do not have weaknesses - Mages, Telepath Psions, Summoners', etc. To learn more, click the Fighter link above. However, if you can mod a Barbarian right, you can slowly get rid of such weaknesses. And depending on what moves you create.

The Barbarian is meant to go in and hit and take hits (so Health is vital), and depend on others to heal them. They have almost ZERO turn time, except perhaps on their most powerful moves, so that means they can strike fast and hard compared to other classes. (Except perhaps the other physical damage classes, but the Fighter outranks them all as far as turn output time goes).

Action Points used with their moves or defense makes them stronger, or their moves more likely to hit, and their defense harder to shatter. To learn more about what can hurt them, and more about the Barbarian Fighter, click the Link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad.

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The Paladin Fighter is a Fighter who can be considered Spiritual in nature. They fight with the Spirit's backing. They are not tanks like a Barbarian, however. They typically have Spirits about them, powering them. A Paladin can gain the power of One Great Spirit when they meet them, and use that power to do more damage - see the Paladin mods and more in the Fighter Link above.

Your attack moves and special moves essentially are physical in nature, but are backed by the spirits. They will always have a spiritual nature to them. So that means if you fight enemies that can take away your Spiritual powers, your Paladin will be severely weakened. Or if you fight in areas on Kumen. (Hence needing Spirit Fossils and such). The Paladin can heal himself and others, unlike Mages who can only heal others.

The Paladin is a fairly strong fighter, who is capable of seeing through illusions and reading enemy weaknesses. Read up on him more to see how the Spirits work in regards to him. Being a Spiritual Fighter, he is weak against Tech/at odds with Tech.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral

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Your weapon(s) and armor you will create will be beginner level. You will have 12 Action Points.

You will get access to 3 free mods of your choice as a starter bonus. You cannot take Transformation Warrior moves.

To learn more about both, click the Fighter link above.

 


Transformation Warrior:

Entry Level Stats:

Duality Trans-Warrior - 5 Transformation, 5 in the stats of the class you pick

Polymorph Trans-Warrior - 6 Transformation, 3 Willpower

The two versions of Transformation Warrior are: The Duality Trans-Warrior and The Polymorph Trans-Warrior

This class is can be important for certain races like Gladius, Ske'ral, or Dragoon

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The Duality Trans-Warrior is a Transformation Warrior that switches between two "classes". What I mean by this is that you are able to pick say Bullet Mage and Barbarian Fighter and switch between them (Note you still cannot have a Trans-Warrior that has conflicting Tech/Spirit). While the abilities will be much weaker than the true deal, this lets you be in two states of being as you switch back and forth between the two classes. However, the switch takes a few turns to accomplish.

Your attack moves/special moves reflect both classes that you pick and you are able to pick only a certain number of mods in each class (see more in the Transformation Warrior link above). The Duality Trans-Warrior allows people who wish to mash together certain classes together to do so. You can ask the GM to be sure which ones you are combining are allowed.

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The Polymorph Trans-Warrior is a Transformation Warrior who specializes in one thing: transformation. This means some of your attack moves/special moves reflect a transformation of some sort - such as the Kitsune in TAW5 turning into monster foxes. Or dragoons turning into powerful dragons.

It can be weapons transforming into various states, to confuse enemies, or your state of being, and mods will reflect this. The Polymorph's transformation is able to be used in various ways or tricks to do battle. It is up to the player to come up with tricks outside the mods, and to use the mods that are there. See more on Polymorphs in the link above.

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For Dragoons and Gladius, if you can get a partner within your first 15 sessions of picking this class, you will get a bonus.

Your weapon(s) and armor you will create will be beginner level. You will have 10 Action Points.

You will get access to 3 free mods of your choice as a starter bonus. You cannot take Shadow Thief moves.

To learn more about both, click the Transformation Warrior link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad.


Animorph:

Entry Level Stats:

Siren Animorph - 4 Willpower, 4 Charisma

Beastmaster Animorph - 5 Willpower, 5 Mind

The two versions of Animorph are: Siren Animorph and Beastmaster Animorph

The Siren Animorph is an Animorph who uses their voice to seduce and charm monsters and animals. They can take control of animals nearby, including enemy monsters/forces if they have the right mods or attack moves/special moves, to do their bidding. The Siren Animorph uses their spiritual nature and charm to do, and so is at odds with Tech.

The Siren typically does not keep animals/monsters on them instead calling out and making allies with nearby enemies. However, what makes them slightly different than a Beastmaster, and perhaps appealing, is that they can affect Fauna and Werebeast. This will come down to 1) Charm Action Points and 2) Counters. The Siren will always have the advantage however. See the link above for more information.

Also, a player is able to befriend up to the number that their Willpower stat is, so that they can siren call out and if they are in the area they will attend. The Siren's attack moves and special moves typically are moves involving animals and strikes, or using their siren voice to lure an enemy into submission, since their siren call makes people off balance and lulls them into submission. The higher the Charisma, the better the Siren Animorph is at their job.

They are weaker at combat than Beastmaster Animorphs, relying more on attack moves/special moves that use their monsters - they cannot spam all their monsters at once, needing to use one at a time. Sirens can do light buffs on other players as well and cure themselves once if they have the mod. They cannot make moves to do so.

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The Beastmaster Animorph is an Animorph who controls animals in a different way. They typically move around with animals they beat in combat and/or catch. Once they have mastered a monster or animal, if they have the right attack moves/special moves or mods, they can sometimes "Master" the beast and tame it. They can keep up to the number of beasts that their Willpower stat is at - though that does not mean they can call all out at once.

They cannot take control of Fauna or Werebeasts, but they can take control of higher level monsters than Sirens can who have to rely on charm. That is if they can do so before the others kill them. It comes down to the player's attack/special moves and mods. To learn more about capture and what all a Beastmaster can do, click the link above.

A Beastmaster is more combat oriented than a Siren Animorph and their attack moves and special moves can reflect this. They have less turn time and are able to use the powers of their mind to see through their monsters' eyes.

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Your weapon(s) and armor you will create will be beginner level. You will have 12 Action Points.

You will get access to 3 free mods of your choice as a starter bonus. You cannot take Shadow Thief and Transformation Warrior moves.

To learn more about both, click the Animorph link above.

With this class, you need to list your Moral Center: Good, Somewhat Good, Neutral, Chaotic Neutral, Somewhat Bad, Bad.


 
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