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I've wondered for
a while whether 'subclass' was a term interchangeable with 'variant',
and whether various 'roles' were one or the other... anyway, seeing some
commonality or common goals between the growing list of different subclasses,
and seeing some players with 'hybrids' (like Latona, Amazon-LoL), I wonder
now if a new term would describe orthogonal relationships to subclasses,
i.e. ones that didn't depend on class or which worked well with existing
variants. With that I introduce the term 'ROLES'. Some due to their requirements
could be their own subclasses, some have minimal requirements, and some
ways of playing could be seen more as a ROLE than a variant class (e.g.,
LoL?, aspects of PoW?, aspects of Pirate/Thief). Below are some that I've
thought about... as with other classes I've presented, I present before
dotting each one, and hope for your feedback (plus or minus)... From least
restrive to most restrictive they are: assasin, devotee, vampire, druid,
aboriginee, celtic, bounty hunter, tycoon, vedic. No acronyms need go
after the character name unless it becomes the dominant thing in their
play.
Again, these 'Roles'
are meant to be individual choices for existing subclasses and characters,
not (necessarily) a variant of their own. If any of these rules conflict
with another subclass rules, let the other have priority, although I would
also tend to choose the most restrictive. No disrespect to any gender
or people is intended by anything on this page. Finally, if I've used
a name already in use for someone else's subclass, it's unintentional
(just let me know).
Druid
- nature lover, enjoys walks through Tristam, frequently stops in at Wirt's
and Adria's
- loves items 'of the mammal', spider/snake/raven/etc., of the bear/bat/leech,
- but not blood/vampires; would treasure a legit item of the whale
- his stress on harmony of body and mind and nature also allow items of
harmony, and lead him to use only yellow potions (once he can afford to
do so)
- swords do extra damage to animals, so he avoids using them if possible
- somewhat partial to fire
- favorites: Grizzly, Flamedart, Inferno, Immolator, Scav. Carapice
- goal: become an archdruid - single dot with a of the bear weapon, and
at least one 'of the mammoth' item
- an Archdruid (druid with a dot) will *NOT* harm animals (only undead
and demons)
Celt/Celtic
- lover of folklore, rare items and uncommon artifacts
- can 'collect' from others, but will only wield those he finds himself
- not just great items, but ones that make you say, "that's unusual!",
- e.g. a King's Dagger of Haste, a Meteoric Club of Vampires, Awesome
Rags of the Mammoth
- goal: to get three dots with a set of equipment unmatched (and unlikely
to be matched) by ANYONE
Tycoon
For him the world revolves around money. He will only wear and/or keep
items with the following pref/suff: fine, grand, awesome, silver, gold,
platinum, mithril, lord's, king's, ivory, diamond; other jewels only if
perfect. For Unique artifacts, to be keepers: when sold they would take
up more space than the item (eg Contriction Ring, armor >30K...) At the
end of a session he will sell all items that don't meet these criteria,
as well as any potions or scrolls that won't fit in his belt.
Vedic
- One not attached to possesions, but relying on skill and knowledge.
- He is often found searching for new books and knowledge in the church
and catacombs.
- After each of three dots, will completely dump (not sell, but give to
Farnham!)his equipment and start out afresh (like a reincarnation).
- Every seven levels after third dot will again completely denude himself.
The Vedic carries *NO* gold from game to game. (excess items to sell are
ok, as this furthers the idea of the transient nature of items). He will
read any book he can get his hands on and understand, and never passes
up an opportunity to get an elixir.
- [Alternative: sheds items every *two* levels after third dot, has a
title of Vedic, nnn'th life, where nnn=# of reincarnations. The Vedic
has nine lives]
Hitman/Assasin
- Specializes in surgical strikes on boss monsters. He is in training
and going about his/her business pretty much as normal during his first
12 levels. Hopefully level 13 will not be unlucky for him, as he starts
to make hits.
- There are two ways to go about this: through stealth or diversion. By
stealth he will try to avoid or escape as many creatures as possible,
and seek out the telltale 'light' of the boss to make his kill. By diversion
he generates chaos on the level by charging headlong down the halls trying
to catch the bosses by surprise
- To be completely successful, the only kill on the level must be the
boss, *or* the boss must be killed with NO witnesses (visible on screen)
-- killing from a distance or in stealth can be used. He gets a 'notch'
on his belt for each successful hit. If unsuccessful, he will either be
dead, fleeing the level to try for a different boss, or in some cases,
executing the kill and dispatching every witness - none can escape.
- Higher level assasins will have a tougher time of it, but have more
tricks at their disposal (greater stealth likely, teleport/phase, stone
curse(!), and distant attacks like elemental and guardian).
- Note that a character can do this as much/little as he/she.
Bounty Hunter (or Secret Agent)
- Cousin to the hitman, but an agent of, not against, the law. As an authorized
bounty hunter, he doesn't care if there are witness. But his targets are
not random! In fact, Wirt is a special operative that gives assignments
to the bounty hunter. For security reasons, the BH will not buy items
from Griswold or Wirt except in combination with completion of a mission
(explained below).
- On starting a game, the BH/SA will go straight to Wirt for his assignment,
which is decoded (with Jarulf's Guide!) as follows:
Add the 'level' of the base item and suffix (or prefix IF no suffix).
0-15: Church
15-31: Cats
32-63: Caves
64+: Hell
The suffix determines
which of the four levels of that section that suspect is thought to be
hiding.
Suffix level ---- Floor of the chosen section
0/none - 10: first floor
11 - 20: second floor
21 - 30: third floor
31 - 60: fourth floor
Special cases - if
the first floor of the church section is chosen, the info is likely partially
incorrect - the BH should use his judgement as to where the criminal would
be hiding (first floor of another section, or a different floor in the
church). The other special case is 'of the Ages' -- when this happens,
the BH must go to Griswold, who is being used to passed information from
an informant. Example the first item Gris has for sale - and apply the
same rules as above (the only exception, if his first item is 'of Ages'
the target is none other than Diablo!) In any case, if that item is at
all purchasable from Griswold, it should be bought and used. If the mission
is a sucess, the item can be kept. Likewise, the item offered by Wirt
may be bought, but ONLY kept if the mission is successful.
Mission success: once
the target level is identified, the BH enters the relevant section and
goes down. He must ignore any bosses reached before then (no warrant,
doesn't want to jeopardize the case), *except* those on the most wanted
list with known hideouts: aliases - the Butcher (2), the Baker (15, Laz),
and the Candlestick maker (3, Leo). If their hideout is passed, they should
be brought in... for questioning. The target level should be searched
until a boss is found; if the whole level is cleared without a boss, assume
they have fled down a level and descend. Once the target is acquired,
he and any other accomplices (bosses on that level) must be killed. The
BH gets a notch on his belt, and the right to keep/buy the items offered
by Wirt and Griswold. (At some point after I've tested this more, I'll
set a list of notches/ranks for the bounty hunter!!)
Aboringinee
A strange creature indeed - a fierce warrior but with certain quirks:
- strong preference for jade & emerald (green), strange/weird weapons,
knocking things back (telekin, of bear), items of the Vulture, deadly,
champion's, osmosis, flaming, bashing.
- for a warrior, uncharacteristic frequent use of a bow, War Staff, and
the Golem spell
- Even been known to streak after finding a corruption item.
- Their tribe places hightest respect on Messerschmidt's Reaver, Stonecleaver,
Eaglehorn & Windforce, The Grizzly, Cranium Basher, Storm Spire, Rod of
Onan.
- They live in fear of (and do not use): Gotterdamerung or other darkness
items, fire bows including Flamedart, and powerful hammers and Mauls (although
if both prefix and suffix were preferred they could use one).
- [Not to be confused with the CGW {hi Ziffy!}; the Aboriginee is superstitious,
not crazy]
Vampire
Not often, but from time to time, a character who has been bitten by a
vampire gets an uncontrollable urge for a nocturnal mission, donning up
to -80%l.r. and a good 'of the Vampires' weapon down into the church as
far down as he can go, ideally claiming the Soulstone and the power of
the lives contained therein. The rest of the time he seems like a normal
enough person (as far as Variants go :-).
Devotees of...
Thor - love lightning, wield only hammers, learn no fire or magic
based spells, frequently fight giants, prefer +STR items but would not
wear 'of giants' (their bitter enemy; 'of titans' is ok). Prefers: Schaefer’s
Hammer, Thunderclap, Light Sabre, Sparkling Mail; items of Thunder, also
of Shock and Lightning, Cobalt/Sapphire.
Set (or Loki?!)
- a serpentine flair, somewhat dark. Favorites: Doombringer, Exec.
Blade, Gibbous Moon, Dragon's Breech; also Snake/Serpent/Dragon/etc.,
prefers obsidian, prefers Carnage/Gore/Slaughter, Brutal, Merciless, Savage,
but not Massive/Heavy.
Artemis/Diana -
love the hunt, freq. put on dark gear and a single bow and essentially
streak (most but not everygame). recover with full items, goal is to eventually
kill Diablo on such a streak. Prefers: Deadly Hunter, Windforce, Royal
Circlet, also likes Diamonds, Crystal, Emerald, Accuracy, Precision, Perfection,
Balance/Harmony, 'pure' objects. [seems natural for an Amazon, eh Moriah?]
Apollo - a
bane of demons - prefers: Bloodslayer, Deadly Hunter, Civerb's Cudgel,
Celestial Axe/Star, +Vital artifacts like Baranar's Star, Helm of Overload,
Hellslayer; the healing Protector, likes Vim/Vigor/Life, health etc.,
and strives to have high level heal spells.
Mercury - lives
for speed - light or low strength items (up to Breastplate), and loves
swiftness, speed, haste, and meteoric items. Uniques: speedy ones like
Celestial Star, Needler, Falcon's Talon, Stormshield, Holy Defender, Nightscape.
No matter the subclass,
followers of Mercury (Hermes) like to achieve their goals quickly, teleport
when they could walk, portal when they could climb, and will do their
utmost to become golden 3@30's.
If they had Spears
and Tridents, I would have included Odin and Nepture... it should be easy
to extend to Ares/Mars, Aphrodite, Cupid, and several others...
For most of these
'devotees', these are meant to be guidelines, not hard rules.
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