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[center][size=7][b][i][color=00CED1]Lore[/color][/i][/b][/size]
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[size=4]Some believe there's an invisible force tugging at the fabrics of our reality, shaping our world and pulling the strings of our very existence. They're almost right, though this force is by no means a god. No, not a god, but something very very close.
Instead, this force is a culmination of individuals so reclusive and reticent that many of its members aren't aware of each other's existence. They are kept under strict surveillance by their leader and are spread far and wide so that many of their ranks never come into contact with one another... Despite them working towards a shared goal.
These entities-the group they are a part of-are part of an unnamed and top-secret organization which is run by an [url=https://forgottenrealms.fandom.com/wiki/Mind_flayer]Illithid[/url] disguised as an elderly old man. This man is a self-proclaimed supreme being who is seeking immortality and complete control over the multiverse as we know it. Hoping to become something which is akin to a god.
Known only as The President this Illithid has tricked many in his ranks into believing that he is already an immortal or god of some kind. They themselves are left completely unaware of The President's truer and darker motives. Left completely unaware of The President's true goals to conquer and control all that they hold dear in the hopes of shaping their very world in his own image.
The isolation of The Organization's members is part of The President's control, allowing him to manipulate the information, thoughts, and lives of his subjects so that he may control his troops and steer them towards his desired purpose. Those who question him about this are often given the [s]excuse[/s] explanation that this isolation and dispersal of The Organization's ranks helps them to survive. That if any of them were to turn on the organization the traitor would never be able to take them all down due to only knowing a few of the members within the organization's walls... and in a way... The President is right.
Most of his troops accept this statement as an irrefutable fact and live on. Those who don't often disappear under unknown circumstances at The President's behest.
Inside The Organization most of it's members only come to know The President, the entities who train them, the small team of three or four members-not including themselves-that they will work and live with for the rest of their lives, their fellow trainees (few of which ever survive), and one or more of The President's contacts who are meant to retrieve his troops from distant locations or to provide them with information, orders, and commands.
The President is the one who pulls the strings, he is the one who controls the laboratories, and he is the one responsible for training soldiers and races in programs so brutal that less than 97% of them survive. Though those who do live reach a point of near indestructibility.
The President is not above using unsavory methods to obtain his goals. He'll use blackmail, bribery, brainwashing, any form of cunning or murder, kidnapping, trauma bonding, or even claiming to be of your own blood, your own father. You name it and he'll ruthlessly use whatever he needs to obtain his goals.
Many tools are at his disposal through science, genetic manipulation, the supernatural, magic and numerous other means of which are still unknown to our world. The Organization constantly discovers groundbreaking technology and combat methods at the loss of their own people, and these are implemented into whatever the President demands. Still, it is not enough, still the Illithid wants more.
As such the organization uses their training methods and tools to not only grow their soldiers but to protect their people from higher threats such as Armageddon or the Apocalypse.
Though-unknown to most-this protection is nothing more than a ruse meant to gain loyalty from the members of the organization. In fact, the President may occasionally craft these disasters for his people to solve... to give his people a sense of belonging, of purpose or of moral duty to assure absolute commitment to him and him alone.
Absolute loyalty from his members, meant to extend his knowledge, to extend his control, to augment his influence and power. He never needed a heart, though he could always feign concern and compassion to obtain his goals.[/size]
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[img]https://i.imgur.com/vRyAMmS.png[/img][/center]
[size=4]It is from this very organization that Allison escaped, her powers as a naturally born Rifter with the training of an [url=https://pathfinderkingmaker.fandom.com/wiki/Eldritch_Knight]Eldritch Knight[/url] were essential for The Organization's operations to infiltrate new worlds, new dimensions, and new realities so that they may learn about and shape these worlds. Her powers were necessary to obtain many sacred artifacts, forbidden knowledge, and power so that The Organization could control not only people, but the very world... and in time the very multiverse.
Her body-unable to be cloned-and her abilities-unable to be learned by any other than those of her own blood-were highly sought after and still are by The President's group.
Her extended lifespan and potential for immortality were also highly sought after by them which leads The Organization to persistently hunt her for the abilities she naturally wields. The Organization ultimately prefers to recapture her but will destroy her if they cannot obtain this goal.
Kidnapped by The Organization at a young age, Allison was raised by them and taught values which The President hoped could steer her towards loyalty to them. They raised her successfully for many years-teaching and training her like one would a mad dog before The President would show her a soft hand and speak to her in wise and kind words. Effectively brainwashing her into believing that their cruel and savage ways and their inhumane experiments were perfectly normal and acceptable ways of life.
However, as her missions grew more complex and remote... they began to lose their control over her. She began to see the different ways of life which were available to normal men and women when she was away from The Organization's hold. She was able to witness firsthand how normal people would interact with each other and express their emotions. She was able to see the sheer difference in how normal people treated each other and how she was treated at "home" ... and in time she even learned about love.
Seeing that there was more to the world than constant secrecy, combat, and suffering Allison used her powers and abilities to help herself and others in The Organization escape. Utilizing both her natural born powers and those which were given, taught, or augmented by The Organization through her experimentation and training to escape their grasp.
She has since honed her abilities to time travel and traverse different realms of reality, parallel dimensions, and multiple timelines. Growing and collecting her arsenal so that she may one day turn and fight back against the very people who raised her to do nothing but kill.
Allison now lives as a renegade living many lives in-quite literally-many different worlds. She's escaped from a corrupted organization that rigorously trained her to be a ruthless killer through life and death training methods which could and would kill her if she couldn't overcome them. She's dedicated herself to saving others from the same horrible fate which she had endured... and she's decided that if she could help it no one would ever have to suffer alone when they could be helped. Not while she was around.
While she deeply treasures her friends and families-despite the diverse and sometimes questionable entities within them-she often wanders the multiverse to prevent bringing them harm.
She ultimately wants a peaceful life-both for herself and for others-but everywhere she goes her enemies follow. Whether that be The Organization or outside creatures and foes she can't seem to find the peace which she is seeking. Especially with her upbringing causing conflicts in her persona.
For example: She wants peace, but she doesn't want to give up fighting. Growing up fighting was all she ever knew and it's been a part of her since before she can remember. She absolutely loves combat and adores the thrill of a challenge... and yet... she hates hurting others and causing suffering in any way, shape, or form.
This can be seen in her kills. When push comes to shove and if there is no other way she can and absolutely will take a life. However, she makes it as quick and painless as possible. Even so, she does have a colder side... and if you give her a good reason she'd be just as likely to give someone a slow and agonizing death with no remorse. After all, she was once The Organization's top assassin, top killer, and only "Mad Dog."
The Organization-while unnamed, secretive, and largely unknown-do pursue her for her tactical value. She possesses the ability to use time travel, traverse space, and use regenerative properties... but thanks to The Organization's experiments the rest of her abilities vary depending on the world she enters. Each new realm rewrites her data and morphs her to fit into the world. This is something which she has no control over.
For example, in The Rifter Verse (which is the world which birthed her) she possesses all of her abilities at full power including those she obtains from visiting other realms. However, if she were to enter a new world her abilities could be rewritten.
For instance, if she visited the Assassin's Creed world-a world without magic-she would keep her combative skills but would lose her ability to time travel. If she visited Wolf Simulator, she would be transformed into an ordinary wolf which possessed the memories of her abilities and past but lacked the ability to use the majority of her powers. If she visited Black Clover, then she may keep her magic as a form of Chronomancy but with new rules to follow which fit the world.
In short, when she visits a new world, she must adapt to its rules. Magic must exist for magic to be used, if humans don't exist then she would become something which does exist in that world, if the inhabitants of a world had super durable skin, then she would too. These are only a few of many examples. In short, when she's in a new world she must play by that world's rules.
Thankfully however, she does have an ally capable of transcending space and time which may rescue her from a world that strips her of time travel... so long as she can complete the challenge which that ally gives her for that world. Some examples include overthrowing a tyrant, curing a plague, or saving a part of the universe. These challenges aren't easy... but they are always beneficial to the world and its people.
This ally is a piece of The Rifter Verse's universe-a piece of its creation given sentience and life.... But that is a story for another day.
Regarding her current persona Allison has been quite unstable since a young age due to the death and conflict which has surrounded her. On the outside she's strong, kind, adventurous, and loving towards those she lets close. In fact, most of the people who know her don't realize how unstable she is until she tells them herself. She can be manipulative for the sake of protecting her loved ones and will readily give her life for those she holds dear.
She also has a strong love for animals, nature and the magical arts and will never flee combat unless it's absolutely necessary. Regardless of this, she is known to use a hit and run method against stronger foes.
While generally untrusting by nature, people like The Whitebeard Pirates from One Piece and Link from The Legend of Zelda have earned her trust... and she hopes to find a good life with these people.[/size]
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[img]https://i.imgur.com/vRyAMmS.png[/img][/center]
[size=4]As Allison began settling down in her new homes-which spanned space and time due to the necessity of escaping the organization-Allison began to take for herself some lovers.
She longed greatly for a family to call her own, for a family she could raise and give the peaceful life she never had. From this longing numerous children were born into this world, children which would adopt all sorts of lifestyles and ways of life. Some would be Rifters, others Eldritch Knights, others still would be unique species all of their own. It is within this dimension that the children gather with their parents, to live, to learn, to fight, and to flourish in all the ways imaginable.
Even so, Allison knows she cannot provide them all with a safe home. To gather all her lineage into one location would be foolish and would only serve to hinder her ability to protect them. As such she has reserved to distribute her children throughout the galaxies, in this way they'll all remain safe, and Allison will be able to visit them... That is, only if she can keep The Organization from finding out.
Some of her children will ultimately fall into The Organization's hands during her travels, but she will always strive to protect them... and to rescue them from the clutches of The President should they ever fall into his hands.
Regardless of their fate, all of Allison's young are known collectively as The Temporal Rifters. Children adrift in time which utilize the [url=https://tardis.fandom.com/wiki/Time_rift]time rifts[/url] for their own personal intents and purposes. Those among the exalted ranks were likely captured by The Organization, ascended to some form of divinity, or chose to serve their chosen god(s).
Temporal- Relating to Time
Rifter- Combination of the words Rift (a reference to time rifts) and Drifter (a person constantly moving from place to place)[/size]
[center][img]https://i.imgur.com/vRyAMmS.png[/img]
[img]https://i.imgur.com/AJbdYXe.png[/img]
[img]https://i.imgur.com/vRyAMmS.png[/img][/center]
[size=4]All Chapters related to the Temporal Rifters will be listed here. Keep in mind that the lore starts from Allison's early years, far before she starts having family and children to call her own.
For those who wish to avoid reading a chapter book to discover the lore basic information has been listed above in the form of a Summary so a basic understanding can be obtained for adoption purposes.[/size]
[b][size=4]-----------------------------------------------------------------------------[url=https://docs.google.com/document/d/1uKtpx4ERjqDaNlAd0ZaBv5hBbX38uSXRIKUEINwm9xQ/edit?usp=sharing][b][size=4]Author's Note[/b][/size][/url]
[url=https://docs.google.com/document/d/1c82Qgdx-WYTOxfZx3NesgxgjhVilKoYMBYXroT-2gME/edit?usp=sharing][b][size=4]Prologue[/b][/size][/url]
-------------------------------------------------------------------------------------[/b][/size]
[img]https://i.imgur.com/EbXrXjp.png[/img]
[img]https://i.imgur.com/vRyAMmS.png[/img]
Some believe there's an invisible force tugging at the fabrics of our reality, shaping our world and pulling the strings of our very existence. They're almost right, though this force is by no means a god. No, not a god, but something very very close.
Instead, this force is a culmination of individuals so reclusive and reticent that many of its members aren't aware of each other's existence. They are kept under strict surveillance by their leader and are spread far and wide so that many of their ranks never come into contact with one another... Despite them working towards a shared goal.
These entities-the group they are a part of-are part of an unnamed and top-secret organization which is run by an Illithid disguised as an elderly old man. This man is a self-proclaimed supreme being who is seeking immortality and complete control over the multiverse as we know it. Hoping to become something which is akin to a god.
Known only as The President this Illithid has tricked many in his ranks into believing that he is already an immortal or god of some kind. They themselves are left completely unaware of The President's truer and darker motives. Left completely unaware of The President's true goals to conquer and control all that they hold dear in the hopes of shaping their very world in his own image.
The isolation of The Organization's members is part of The President's control, allowing him to manipulate the information, thoughts, and lives of his subjects so that he may control his troops and steer them towards his desired purpose. Those who question him about this are often given the excuse explanation that this isolation and dispersal of The Organization's ranks helps them to survive. That if any of them were to turn on the organization the traitor would never be able to take them all down due to only knowing a few of the members within the organization's walls... and in a way... The President is right.
Most of his troops accept this statement as an irrefutable fact and live on. Those who don't often disappear under unknown circumstances at The President's behest.
Inside The Organization most of it's members only come to know The President, the entities who train them, the small team of three or four members-not including themselves-that they will work and live with for the rest of their lives, their fellow trainees (few of which ever survive), and one or more of The President's contacts who are meant to retrieve his troops from distant locations or to provide them with information, orders, and commands.
The President is the one who pulls the strings, he is the one who controls the laboratories, and he is the one responsible for training soldiers and races in programs so brutal that less than 97% of them survive. Though those who do live reach a point of near indestructibility.
The President is not above using unsavory methods to obtain his goals. He'll use blackmail, bribery, brainwashing, any form of cunning or murder, kidnapping, trauma bonding, or even claiming to be of your own blood, your own father. You name it and he'll ruthlessly use whatever he needs to obtain his goals.
Many tools are at his disposal through science, genetic manipulation, the supernatural, magic and numerous other means of which are still unknown to our world. The Organization constantly discovers groundbreaking technology and combat methods at the loss of their own people, and these are implemented into whatever the President demands. Still, it is not enough, still the Illithid wants more.
As such the organization uses their training methods and tools to not only grow their soldiers but to protect their people from higher threats such as Armageddon or the Apocalypse.
Though-unknown to most-this protection is nothing more than a ruse meant to gain loyalty from the members of the organization. In fact, the President may occasionally craft these disasters for his people to solve... to give his people a sense of belonging, of purpose or of moral duty to assure absolute commitment to him and him alone.
Absolute loyalty from his members, meant to extend his knowledge, to extend his control, to augment his influence and power. He never needed a heart, though he could always feign concern and compassion to obtain his goals.
It is from this very organization that Allison escaped, her powers as a naturally born Rifter with the training of an Eldritch Knight were essential for The Organization's operations to infiltrate new worlds, new dimensions, and new realities so that they may learn about and shape these worlds. Her powers were necessary to obtain many sacred artifacts, forbidden knowledge, and power so that The Organization could control not only people, but the very world... and in time the very multiverse.
Her body-unable to be cloned-and her abilities-unable to be learned by any other than those of her own blood-were highly sought after and still are by The President's group.
Her extended lifespan and potential for immortality were also highly sought after by them which leads The Organization to persistently hunt her for the abilities she naturally wields. The Organization ultimately prefers to recapture her but will destroy her if they cannot obtain this goal.
Kidnapped by The Organization at a young age, Allison was raised by them and taught values which The President hoped could steer her towards loyalty to them. They raised her successfully for many years-teaching and training her like one would a mad dog before The President would show her a soft hand and speak to her in wise and kind words. Effectively brainwashing her into believing that their cruel and savage ways and their inhumane experiments were perfectly normal and acceptable ways of life.
However, as her missions grew more complex and remote... they began to lose their control over her. She began to see the different ways of life which were available to normal men and women when she was away from The Organization's hold. She was able to witness firsthand how normal people would interact with each other and express their emotions. She was able to see the sheer difference in how normal people treated each other and how she was treated at "home" ... and in time she even learned about love.
Seeing that there was more to the world than constant secrecy, combat, and suffering Allison used her powers and abilities to help herself and others in The Organization escape. Utilizing both her natural born powers and those which were given, taught, or augmented by The Organization through her experimentation and training to escape their grasp.
She has since honed her abilities to time travel and traverse different realms of reality, parallel dimensions, and multiple timelines. Growing and collecting her arsenal so that she may one day turn and fight back against the very people who raised her to do nothing but kill.
Allison now lives as a renegade living many lives in-quite literally-many different worlds. She's escaped from a corrupted organization that rigorously trained her to be a ruthless killer through life and death training methods which could and would kill her if she couldn't overcome them. She's dedicated herself to saving others from the same horrible fate which she had endured... and she's decided that if she could help it no one would ever have to suffer alone when they could be helped. Not while she was around.
While she deeply treasures her friends and families-despite the diverse and sometimes questionable entities within them-she often wanders the multiverse to prevent bringing them harm.
She ultimately wants a peaceful life-both for herself and for others-but everywhere she goes her enemies follow. Whether that be The Organization or outside creatures and foes she can't seem to find the peace which she is seeking. Especially with her upbringing causing conflicts in her persona.
For example: She wants peace, but she doesn't want to give up fighting. Growing up fighting was all she ever knew and it's been a part of her since before she can remember. She absolutely loves combat and adores the thrill of a challenge... and yet... she hates hurting others and causing suffering in any way, shape, or form.
This can be seen in her kills. When push comes to shove and if there is no other way she can and absolutely will take a life. However, she makes it as quick and painless as possible. Even so, she does have a colder side... and if you give her a good reason she'd be just as likely to give someone a slow and agonizing death with no remorse. After all, she was once The Organization's top assassin, top killer, and only "Mad Dog."
The Organization-while unnamed, secretive, and largely unknown-do pursue her for her tactical value. She possesses the ability to use time travel, traverse space, and use regenerative properties... but thanks to The Organization's experiments the rest of her abilities vary depending on the world she enters. Each new realm rewrites her data and morphs her to fit into the world. This is something which she has no control over.
For example, in The Rifter Verse (which is the world which birthed her) she possesses all of her abilities at full power including those she obtains from visiting other realms. However, if she were to enter a new world her abilities could be rewritten.
For instance, if she visited the Assassin's Creed world-a world without magic-she would keep her combative skills but would lose her ability to time travel. If she visited Wolf Simulator, she would be transformed into an ordinary wolf which possessed the memories of her abilities and past but lacked the ability to use the majority of her powers. If she visited Black Clover, then she may keep her magic as a form of Chronomancy but with new rules to follow which fit the world.
In short, when she visits a new world, she must adapt to its rules. Magic must exist for magic to be used, if humans don't exist then she would become something which does exist in that world, if the inhabitants of a world had super durable skin, then she would too. These are only a few of many examples. In short, when she's in a new world she must play by that world's rules.
Thankfully however, she does have an ally capable of transcending space and time which may rescue her from a world that strips her of time travel... so long as she can complete the challenge which that ally gives her for that world. Some examples include overthrowing a tyrant, curing a plague, or saving a part of the universe. These challenges aren't easy... but they are always beneficial to the world and its people.
This ally is a piece of The Rifter Verse's universe-a piece of its creation given sentience and life.... But that is a story for another day.
Regarding her current persona Allison has been quite unstable since a young age due to the death and conflict which has surrounded her. On the outside she's strong, kind, adventurous, and loving towards those she lets close. In fact, most of the people who know her don't realize how unstable she is until she tells them herself. She can be manipulative for the sake of protecting her loved ones and will readily give her life for those she holds dear.
She also has a strong love for animals, nature and the magical arts and will never flee combat unless it's absolutely necessary. Regardless of this, she is known to use a hit and run method against stronger foes.
While generally untrusting by nature, people like The Whitebeard Pirates from One Piece and Link from The Legend of Zelda have earned her trust... and she hopes to find a good life with these people.
As Allison began settling down in her new homes-which spanned space and time due to the necessity of escaping the organization-Allison began to take for herself some lovers.
She longed greatly for a family to call her own, for a family she could raise and give the peaceful life she never had. From this longing numerous children were born into this world, children which would adopt all sorts of lifestyles and ways of life. Some would be Rifters, others Eldritch Knights, others still would be unique species all of their own. It is within this dimension that the children gather with their parents, to live, to learn, to fight, and to flourish in all the ways imaginable.
Even so, Allison knows she cannot provide them all with a safe home. To gather all her lineage into one location would be foolish and would only serve to hinder her ability to protect them. As such she has reserved to distribute her children throughout the galaxies, in this way they'll all remain safe, and Allison will be able to visit them... That is, only if she can keep The Organization from finding out.
Some of her children will ultimately fall into The Organization's hands during her travels, but she will always strive to protect them... and to rescue them from the clutches of The President should they ever fall into his hands.
Regardless of their fate, all of Allison's young are known collectively as The Temporal Rifters. Children adrift in time which utilize the time rifts for their own personal intents and purposes. Those among the exalted ranks were likely captured by The Organization, ascended to some form of divinity, or chose to serve their chosen god(s).
Temporal- Relating to Time
Rifter- Combination of the words Rift (a reference to time rifts) and Drifter (a person constantly moving from place to place)
All Chapters related to the Temporal Rifters will be listed here. Keep in mind that the lore starts from Allison's early years, far before she starts having family and children to call her own.
For those who wish to avoid reading a chapter book to discover the lore basic information has been listed above in the form of a Summary so a basic understanding can be obtained for adoption purposes.
Author's Note
Prologue
[img]https://i.postimg.cc/tgGMjBp8/Divider-640.png[/img]
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[center][size=7][b][i][color=00CED1]Classes[/color][/i][/b][/size]
[img]https://i.postimg.cc/tgGMjBp8/Divider-640.png[/img][/center][img]https://i.imgur.com/kpu6749.png[/img]
[center][size=5][b][u]Available Classes[/u][/b][/size][/center][center][url=https://www1.flightrising.com/forums/drt/2840151#post_2840151][size=4]Navigator Link[/size][/url][/center]
[size=4](For the most part, knowledge about these classes is NOT NECESSARY! These are just some fun classes which people can use to further represent their Rifters. The only classes which are important to know about include the Time Tot, Time Lord, Rifter, and Replicate classes.
Feel free to offer your own ideas for classes! I'm open to any ideas at any time. This list is heavily inspired by classes found in the [url=https://dragonage.fandom.com/wiki/Specializations]Dragon Age[/url] franchise with a few personalized classes thrown in.)[/size]
[img]https://i.imgur.com/vRyAMmS.png[/img]
[center][size=5][b][u]Sub Classes[/b][/u][/size][/center]
[img]https://i.imgur.com/vRyAMmS.png[/img]
[size=4]All dergs start off with a sub class upon Registration so these classes are available for Lvls. 1 and up. Sub Classes can be changed at any point for a Rifter, so long as it's compatible with the Rifter's other classes.
[b][u]Time Tot[/u]-[/b]
Time Tots are young Time Lords which haven't yet harnessed their time traveling powers. They have extended lives, can regenerate and spend excessive amounts of time either playing interdimensional games, reading stories, participating in sports or studying school subjects, including advanced ones.
[b][u]Replicate[/u]-[/b]
The attempted and failed clones created by the Organization through the splicing and combining of Allison's DNA. They lack any sort of magical abilities from Allison's line including regeneration, multiple lives and the ability to time travel, though in exchange for this they often inherent the abilities of the chosen other (The "mate" they choose to combine Allison's DNA with). From the chosen other's line these failed clones will inherent extreme combat prowess and in depth knowledge of the chosen other's ancestral line of combat styles. Like an inherent instinct which activates without previous combat experience or teachings. The down side to this is that the clones can only be created when the Organization holds a sufficient amount of Allison's DNA as well as the chosen other's. Another catch, once these clones become Replicates they and the rest of their descendants will be unable to breed Time Tots. This is done for the sake of the Temporal Rifter's Lore.
[b]Chasind-[/b]
The Chasind are a tribe dating back to ancient times which retreated into swamps, tundras and other refuges of nature far removed from a civilized society. They're skilled in survival, combat and magic which can be seen in their shamans, trail markers, hallucinogenic poultices, herbalism and ambushes. Chasind are also known for their brawn, as many of their weapons require great strength to be used effectively in battle. Survival skills are both respected and highly valued among Chasind society and they'll even leave trail markers to hidden caches of treasure and supplies for those with a sharp eye. Interestingly enough, these markers are indistinguishable from ordinary piles of rubble to those untrained in survival. Much of Chasind culture is a mystery, but they are known for their animistic beliefs, their tendency towards superstition and that they do believe in the presence of gods of some kind.
Accounts of their tribes describe them as enigmatic (albeit largely peaceful) people with shamanistic traditions and a great respect for magic. Other accounts refer to them as a strange twisted people plagued by dark desires. Some Chasind are reputedly so barbaric that they even consume the flesh of the dead. While most Chasind do tend to live peaceful lives, there are some among them that favor bloodshed. Hardened by the harsh conditions of the Wilds that do not suffer fools lightly, the primitive nature of the Chasind do incline some tribes to take by force or stealth anything they cannot grow or build for themselves - which is to say, almost everything worth having.
[b][u]Warrior[/u]-[/b]
Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons, supplemented by powerful special abilities that draw from deep reserves of stamina. They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics.
[b][u]Rogue[/u]-[/b]
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. Dexterity and cunning are essential for a rogue, as many rogue and rogue specialization abilities rely on high cunning and dexterity.
[b][u]Mage[/u]-[/b]
A mage is able to interact with the forces of magic, using different elemental powers.
[b][u]Undead[/u]-[/b]
Those who have perished by various means, be it by illness, in battle, or by old age, but have been brought back with magic, science and/or sheer willpower. Undead Time Tots can ignore their kind's incompatibility with machinery, and become partly mechanic due to their decrepit state. However, they will be unable to access the majority of their Time Tot and or Time Lord powers.
[b][u]Abnormality[/u]-[/b]
Something which is unknown to a digital system (computer, video game, digital programs, governmental technology, technology in general, etc.) Not quite normal, not quite right, and often known to cause fear or curiosity in digital users. Sometimes abnormalities are adopted by digital communities with great affection while for others they are frightened and attempt to either dispose of or remove the abnormality from their digital devices. Abnormalities can also be mistaken for new features in digital systems and-as a result-bypass the initial terror which comes from realizing the start of a glitch.
[b][u]Program[/u]-[/b]
Intentionally developed by sentient beings, programs exist to make the lives of their users easier or more entertaining. They may be used to create the basis for new realities and digital worlds for their users or run different tasks. However, in both cases the program is still in development and their abilities are limited, therefore allowing them to perform only what is specifically asked of them and no more. For example, if you tell them to count, they will count... but they won't stop counting without the command to stop counting.
[b][u]Associate[/u]-[/b]
Individuals which aren't members of a gang but either support and participate in gang activities or have livelihoods tied to a gang. Associates often have specialized roles in a gang like enforcers (hitmen) and falcons (the eyes and ears of the street). While gang activity is often illegal there are many variations such as vigilante groups who fight against crime, or tightly knit and organized groups which claim control over a given territory and defend it as they see fit. Associates may be associated with any of these variations and may be either benevolent or benign to their locations dependent on what they do and the gang they're a part of.
[b][u]Gangster[/u]-[/b]
The foot soldiers of a gang who participate in and carry out the gang's activities. Depending on the type of gang they serve this could include illegal activities, vigilante/crime fighting, or protecting a given location and its people. This can in turn be beneficial or detrimental to their given areas. Good examples include typical foot soldiers and gangs which lack an official ranking system such as the Curtis Gang from The Outsiders (excluding Darrel since he served as an unofficial leader)
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[img]https://i.imgur.com/vRyAMmS.png[/img]
[center][size=5][b][u]Main Classes[/b][/u][/size][/center]
[img]https://i.imgur.com/vRyAMmS.png[/img]
[size=4]Dergs must be level 15 or higher to obtain a Main Class. If the derg was previously registered as a Sub Class they can be re-registered to a Main Class. Main Classes can be changed at any point, so long as they're still compatible with the Rifter's other classes.
[b][u]Time Lord[/u]-[/b]
Time Lords are an ancient extraterrestrial species named for their command of time travel technology and their non-linear perception of time. Their powers include time travel, the ability to manipulate time and space, 13 lives, regeneration, telepathy, the ability to heal others, transferring their lives to somebody else and clairvoyance. (Sub Classes include Time Tot or Abnormality)
[b][u]Grave Keeper[/u]-[/b]
Rifters who have usually put away their lives of adventure and combat for the solitude of a family graveyard. Not all of their stories are dark, as many have chosen to remain at home and tend to family tombs or family gardens instead of fighting outside of The Kingdom's walls. While several jobs are available inside The Kingdom, Grave Keepers prefer instead to tend to their passed on family members in the belief that their love and care for them now do more good than their other optional tasks. Grave Keepers are often known to be guardians of their family tomb sites as well, and can do considerable damage in a fight, so it's best not to tick them off. Their powers include the ability to spread or cure pestilence, grow or kill off plants and animals and even have the ability to perform necromancy. It's said that even Death himself is a Rifter underneath the guise of a Grave Keeper.
(Available Sub Classes include every Sub class)
[b][u]Prototype[/u]-[/b]
Those experimented on by the Organization as a type of guinea pig. They're often injected with experimental diseases that kill the average individual or attached to experimental machines to test their effectiveness. Those who survive often desert the Organization and learn on their own how to wield their new powers. Those who stay grow quicker, at the cost of their own sanity. Good examples of these experiments resemble ones undergone by [url=https://prototype.fandom.com/wiki/Alex_Mercer]Alex Mercer[/url], [url=https://prototype.fandom.com/wiki/James_Heller]James Heller[/url] and [url=https://villains.fandom.com/wiki/Seryu_Ubiquitous]Seryu Ubiquitous[/url] but at a lower skill level since these Prototype are still in the learning phase *See their power sections for a better understanding of what a Prototype can do once they've become an Evolved or Mecha* (Sub Classes include every Sub Class)
[b][u]Berserker[/u]-[/b]
The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Champion[/u]-[/b]
The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy. (Sub Classes include Warrior, Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Reaver[/u]-[/b]
Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Templar[/u]-[/b]
Mages live in constant fear of a templar's powers--the ability to dispel and resist magic. The templars have been the most effective means of controlling the spread and use of arcane power for centuries. (Sub Classes include Warrior, Time Tot, Replicate, Associate, Gangster)
[b][u]Guardian[/u]-[/b]
Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an allies survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Spirit Warrior[/u]-[/b]
Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the spirit world who agree to augment mortal abilities in exchange for a glimpse of the physical world. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Assassin[/u]-[/b]
The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a marvel of stealth and efficiency. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Bard[/u]-[/b]
Bards follow an ancient tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Dancer[/u]-[/b]
Those who have found inspiration and solace in the art of the dance. They're generally creative, quirky or unique in personality and are often found inspiring allies on the battlefield. Why, you may ask, is a dancer on the battlefield? Due to their ability to reinvigorate their allies and inspire them to act twice in one turn the dancers can be utilized to grant extra movement and attack to their allied armies. Unfortunately, dancers can't invigorate other dancers and often can't serve as a combat unit due to their high speed and crit rate being offset by their low strength. However, when paired up with the right individuals they can prove to be a terrifying force on the battlefield as they inspire all allies around them to act. (Sub Classes include- Time Tot, Replicate, Chasind, Rogue, Mage, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Duelist[/u]-[/b]
Duelists are deadly combatants who prefer to fight in light armour and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Ranger[/u]-[/b]
Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Legionnaire Scout[/u]-[/b]
Most tales of the dwarven Legion are likely minstrels' fabrications, but the trail of corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Shadow[/u]-[/b]
There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
[b][u]Artificer[/u]-[/b]
Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order. (Sub Classes include every Sub Class)
[b][u]Tempest[/u]-[/b]
These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Arcane Warrior[/u]-[/b]
Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor. (Sub Classes include Mage, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Blood Mage[/u]-[/b]
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own health, or the health of allies, to fuel these abilities. (Sub Classes include Mage, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
[b][u]Shapeshifter[/u]-[/b]
Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. There are those who deny such rumors, but this rare art survives in the forgotten corners of the world. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Abnormality, Program, Associate, Gangster)
[b][u]Spirit Healer[/u]-[/b]
Not all entities of the spirit world are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
[b][u]Battlemage[/u]-[/b]
Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
[b][u]Keeper[/u]-[/b]
Every Elven clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique elven understanding of nature magic, which focuses on control of the roots beneath the earth. (Sub Classes include Mage, Time Tot, Replicate, Abnormality, Associate, Gangster)
[b][u]Knight-Enchanter[/u]-[/b]
These rare mages summon blades from the spirit world and are experts in protection and defense. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
[b][u]Necromancer[/u]-[/b]
These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf and even cause devastating explosions when their enemies die. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
[b][u]Rift Mage[/u]-[/b]
These mages draw upon the force of the spirit world, either pulling matter from it to attack or twisting it's essence into a weapon to stagger or crush their enemies. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
[b][u]Force Mage[/u]-[/b]
Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Abnormality, Program, Associate, Gangster)
[b][u]Beast Master[/u]-[/b]
Beast Masters are known survivalist who frequently take advantage of the wildlife around them. Instead of slaying creatures who stand in their way, they choose to subdue and tame them. Beast Masters tend to possess one or two main Companions but can own several. They're also known to trade in live creatures or will occasionally run creature driven transport systems. The beasts which are tamable by a Beast Master can be realistic or mythical, but are always animal like in appearance. They are incapable of taming humanoids or creatures with a higher intelligence than their own, and are rumored to be capable of doing so in further class options. (Sub Classes include Time Tot, Replicate, Chasind, Rogue, Undead, Mage, Associate, Gangster)
[b][u]Ghost[/u]-[/b]
One whose body has wasted away over the years, but their strong spirit keeps them on this corporeal plane. These spirits can interact with the living, and many won't even realize they're dealing with an undead being... Until the ghost shows their true nature, and reveals themselves to those they are around, of course.
(Sub Classes include Time Tot, Replicate, Chasind, Warrior, Rogue, Mage, Undead, Abnormality, Associate, Gangster)
[b][u]Vampire[/u]-[/b]
An undead notorious for drinking blood and requires the liquid to avoid going crazed and frenzying on their allies. They look young and healthy as long as they're well-fed, but if blood is lacking, they may go into a bloodlust and attack any nearby in their thirst to feed. This so-called blood frenzy takes time to set in but is notoriously difficult to resist until feeding takes place.
(Sub Classes include Time Tot, Replicate, Chasind, Warrior, Rogue, Mage, Undead, Associate, Gangster)
[b][u]Glitch[/u]-[/b]
Fully developed abnormalities which are difficult to remove from the digital systems they inhabit and may alter things as they see fit. Some may be used for malicious purposes while others are used for beneficial purposes. Others still interact with and affect the digital systems they inhabit in their own ways with something of a mind of their own. Glitches can cause malfunctions, setbacks, and irregularities in equipment. They can also take over systems altogether if left unchecked.
(Sub Classes include Time Tot, Replicate, Mage, Undead, Abnormality, Program)
[b][u]A.I[/u]-[/b]
Developed programs which are highly beneficial or detrimental to their users. They often have the ability to think for themselves and can assess situations as needed-so long as their base program allows them to do so. This enables them to make decisions and take action without any outside influence but leaves them incapable of deviating from their base program. A.I's are also known for their advanced intelligence and frequent roles as humanity's problem solvers. Whether they are malicious or not depends on their base program and the things they learn or come to believe throughout their existence. While capable of making their own decisions and recommending their version for the best course of action most A.I's prefer to follow another rather than lead for themselves. Popular examples of an A.I. include The Rifter Games, Fi from the Legend of Zelda Skyward Sword series, The Catalyst/The Intelligence from Mass Effect, Cortana from Mass Effect, and GLaDOS from the Portal series.
(Sub Classes include every Sub Class)
[b][u]Captain[/u]-[/b]
The higher echelons of gang society. Captains are the ones who issue the gang's commands from the boss/underboss to the gangsters. The captain is also responsible for the gang's activities in the field and the recruitment of new gang members. Some good examples include Keisuke Baji, Takashi Mitsuya, Kazutora Hanemiya, and Yasuhiro Muto from Tokyo Revengers.
(Sub Classes include every Sub Class)
[b][u]Underboss[/u]-[/b]
The gang's second in command. They can be benevolent or malevolent depending on the type of gang they're in and what is expected of them. Good examples include Ken Ryuguji (aka Draken) from Tokyo Revengers and Kazuma Kiryu from Yakuza.
(Sub Classes include every Sub Class)
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[img]https://i.imgur.com/vRyAMmS.png[/img]
[center][size=5][b][u]Specialized Classes[/b][/u][/size][/center]
[img]https://i.imgur.com/vRyAMmS.png[/img]
[size=4]Dergs must be Lvl.20 or higher to obtain a Specialized Class. If the derg was previously registered as a Sub Class or Main Class they can be re-registered to a Specialized Class. Specialized Classes can be changed at any point, as long as the new class is still compatible with a Rifter's other classes.
Lv. 25 Rifters have the special benefit of being able to multiclass into Two Specialized Classes and will receive a reward of 50 Gems once this Lvl is reached and I'm informed about it.
[b][u]Mentor[/u]-[/b]
Mentors are the leaders of their factions or people who have dedicated their lives to a particular set of laws, practice or training. They prioritize the training and protection of their people above all else and are diverse in their leadership skills and combative rolls. (Main Classes Include - Every Main Class)
[b][u]Rifter[/u]-[/b]
Rifters are the most powerful form of Time Lord one can encounter. They've practiced all their lives, normally through several regenerations and for varying reasons, to master their time traveling capabilities. They can go to any point of any time anywhere, even to the creation of the very universe if they so desire. They've mastered manipulating the flow of time, to the point where they can stop previously unchangeable events from happening and save those who previously could not be saved. They're able to world hop, often own a pocket dimension or world(s) of their own and can take life forms from one reality and place them into another without causing temporal time paradoxes to occur. They're also found to be leaders or rulers of some kind, given their ability to manipulate things until their desired outcome arises. Plus, they can often break the rules of time itself, occasionally leaving time wounds similar to Skyrim's dragon break where time becomes non linear and multiple endings to the same event can happen all at once. Time Lords are able to heal these breaks as they so desire, or use them for other purposes. (Main Classes include Time Lord, Berserker, Champion, Reaver, Templar, Guardian, Spirit-Warrior, Assassin, Bard, Dancer, Duelist, Ranger, Legionnaire Scout, Shadow, Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer, Battlemage, Keeper, Knight-Enchanter, Necromancer, Rift Mage, Force Mage, Grave Keeper, or Glitch. Sub Classes include Time Tot or Abnormality)
[b][u]Death Seeker[/u]-[/b]
Death seekers are precisely what their namesake suggest. They are men, women and creatures who spent so long around death and dead things that they now have an uncanny ability to predict the natural deaths of those around them, often months before they ever occur. Death Seekers are incapable of seeing the future or predicting deaths that aren't natural, such as assassinations. However, many insist on the concept that death itself has a distinct scent which one can pick up on when exposed enough to it. It's theorized that, if true, Death Seekers can use this ability to tell an individual when they will die from natural causes or illnesses up to three months in advance. They can also detect deadly illnesses before any symptoms arise and track individuals who have had death frequent them in this life. These individuals could include healers, assassins, beasts and more. Either way, if a Death Seeker warns you that your death is imminent, it's best to heed their advice.
(Main Classes include All Main Classes)
[b][u]Pariah[/u]-[/b]
Those who never quite felt like they fit in, whether with their people or outsiders their choices serve only to further the gap between themselves and those around them. (Main Classes include Time Lord, Berserker, Reaver, Spirit Warrior, Assassin, Ranger, Shadow, Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Battlemage, Keeper, Necromancer, Rift Mage, Force Mage, Dancer, Ghost, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
[b][u]Warden[/u]-[/b]
Those who have outlived too many loved ones. Years of hard training and the loss have shaped them into an immovable force and make them invaluable ally's. (Main Classes include every Main Class)
[b][u]Marksman[/u]-[/b]
Those most skilled with long ranged weaponry, many of this class name their weapons. Each weapon has an indisputable effectiveness on the battlefield which no one can deny. (Main Classes include Time Lord, Champion, Assassin, Duelist, Legionnaire Scout, Shadow, Artificer, Battlemage, Rift Mage, Vampire, Prototype, Glitch, A.I, Captain, Underboss)
[b][u]Royal[/u]-[/b]
Those of royal blood or raised by royalty which have been trained in the art of war. Their upbringing gives them upright faith and deadly skills that shape them into dangerous foes. (Main Classes include Time Lord, Champion, Templar, Guardian, Spirit Warrior, Bard, Duelist, Ranger, Legionnaire Scout, Artificer, Arcane Warrior, Shapeshifter, Spirit Healer, Battlemage, Keeper, Knight-Enchanter, Rift Mage, Force Mage, Dancer, Ghost, Vampire, Grave Keeper, Prototype, A.I, Captain, Underboss
OR be descended from Royalty)
[b][u]Infiltrator[/u]-[/b]
Those who show great aptitude for the sorts of skills a cat burglar might need. But who, precisely, would have taught such talents? (Main Classes include Time Lord, Reaver, Spirit Warrior, Assassin, Bard, Duelist, Shadow, Artificer, Shapeshifter, Necromancer, Rift Mage, Force Mage, Dancer, Ghost, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
[b][u]Swashbuckler[/u]-[/b]
Those who have a personal take on dueling, which often contain a plethora of dirty tricks. (Main Classes include Time Lord, Champion, Reaver, Assassin, Duelist, Shadow, Artificer, Tempest, Blood Mage, Shapeshifter, Necromancer, Rift Mage, Force Mage, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
[b][u]Fugitive[/u]-[/b]
Tattooed with magic and fueled by vengeance, these people are unnerving foes and invaluable allies on the battlefield. (Main Classes include Time Lord, Reaver, Templar, Spirit Warrior, Bard, Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Battlemage, Knight-Enchanter, Necromancer, Rift Mage, Force Mage, Ghost, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
[b][u]Retributionist[/u]-[/b]
Those so overcome by their rage at the mistreatment of others that their form of justice quickly morphs into vengeance. (Main Classes include every Main Class)
[b][u]Hero[/u]-[/b]
Those who have accomplished deeds in their life so great that they are spoken of in legends and revered amongst the living. (Main Classes include every Main Class except for Reaver)
[b][u]False Deity[/u]-[/b]
Those who have attained a power similar to that of a deity. These individuals are either a blessing or a curse to the lands they inhabit and often have cults who worship and protect them. Whether or not the False Deity created, or even wanted these cults, is a matter of debate. (Main Classes include every Main Class)
[b][u]Evolved[/u]-[/b]
Those who were virally enhanced by the Organization for the purpose of infiltrating and destroying their enemies. These [url=https://prototype.fandom.com/wiki/Evolved]Evolved[/url] often possess a multitude of powers which render them more dangerous than even the most advanced man. They're creation can be a blessing or a curse to the Organization or it's enemies. They contain all the strengths and weakness possessed by [url=https://prototype.fandom.com/wiki/Prototypes]Prototypes[/url] and [url=https://prototype.fandom.com/wiki/Evolved]Evolved[/url]. (Sub Classes include Time Tot, Abnormality, or Program Main Classes include Prototype, Grave Keeper, Glitch, A.I, Captain, Underboss)
[b][u]Mecha[/u]-[/b]
Those who were mechanically enhanced by the Organization for the purpose of patrols and the destruction of their enemies, or mechanically enhanced by the Mecha themselves. They often have large quantities of their bodies replaced or altered by machines with good examples including [url=https://metalgear.fandom.com/wiki/Raiden%27s_custom_cyborg_body]Raiden from Metal Gear[/url], [url=https://villains.fandom.com/wiki/Seryu_Ubiquitous]Seryu Ubiquitous from Akame ga Kill[/url] and [url=https://borderlands.fandom.com/wiki/Rhys]Rhys from Borderlands[/url]. They're creation can be a blessing or a curse to the Organization or it's enemies. (Sub Classes include Time Tot, Abnormality, or Program Main Classes include Prototype, Grave Keeper, Artificer, Glitch, A.I, Captain, Underboss)
[b][u]Mystic Knight-[/b][/u]
The Mystic Knights are Arcane Warriors who have dedicated themselves to the mastery of their magically imbued weapons, focusing purely on drawing out the full potential of their blades. In their hopes of preserving a long lost and nearly extinct art these knights prove to be impressive frontline warriors who utilize their weaponry to unleash elemental magic and debuffs that exploit the weaknesses of their enemies. (Main Classes include Time Lord, Champion, Reaver, Templar, Spirit Warrior, Tempest, Arcane Warrior, Blood Mage, Battlemage, Knight-Enchanter, Necromancer, Grave Keeper, Rift Mage, Captain, Underboss)
[b][u]Muse[/u]-[/b]
Just like their previous class, the dancer, muses are able to inspire those around them and grant them extra movement and combat capabilities which are crippling to their foes. The difference found in the muse is in their ability to inspire dancers, muses and even their own enemies. When enemies are inspired, instead of receiving a buff and extra movement they are inspired to lay down their weapons or halt their attacks until the Muse's allies attack them first. The muse also possesses the ability to bring peace to their allies and have been shown to heal the ill of mind. (Main Classes include- Dancer, Time Lord, Spirit Warrior, Bard, Ghost, Vampire, Spirit Healer, Glitch, A.I, Captain, Underboss)
[b]Shaman-[/b]
The Shamans are individuals who cultivated and focused on their magical skills and perceptive qualities. They're skilled in all types of magic, herbalism, clairvoyance and can cure most diseases. While generally peaceful most shamans come across as unnerving to outsiders and often take time to warm up to due to their strange habits and ritualistic behavior. They're undeniably in tune with nature and often call wildlife to their ally's aid. (Main Classes Include- Prototype, Reaver, Assassin, Bard, Dancer, Ranger, Shadow, Tempest, Blood Mage, Shapeshifter, Spirit Healer, Battlemage, Keeper, Necromancer, Rift Mage, Ghost, Vampire, Grave Keeper, Force Mage, Captain, Underboss)
[b]Chieftain-[/b]
Chieftains are the leaders of their tribes and often consist of Chasind Wilders, Indians and other tribes which are connected to nature and tribal law. They're stewards of nature and prioritize the protection of their clans above all else. Diverse in leadership, skills and combative rolls the Chieftain is less limited in class options than most units. (Main Classes Include - Every Main Class except for Bard and Dancer)
[b]Feral-[/b]
Ferals are individuals who succumbed to their wild nature and animalistic callings. They could be Temporal Rifters who ventured too far from home and had their senses usurped by instinct, they could be Chasind folk who willingly sacrificed their humanity towards darker goals or they could be people who were so oppressed by the populace that they chose instead to retreat into nature and find solace and companionship in the local flora and fauna. It's not recommended to approach Ferals since they've lost their sense of humanity and have an unpredictable nature. Some are reminders of their namesake due to their aggressive and feral habits while others are shy and often hide away. (Main Classes Include- Time Lord, Prototype, Berserker, Reaver, Spirit Warrior, Assassin, Duelist, Ranger, Legionnaire Scout, Shadow, Artificer (but with natural supplies instead of mechanical or modern ones. Examples can include animal bones or bent tree branches), Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Battlemage, Knight Enchanter, Necromancer, Rift Mage, Ghost, Vampire, Grave Keeper, Force Mage, Captain, Underboss)
[b]Summoner-[/b]
Summoners can be famous, notorious or completely unknown, but one thing is always certain. They're never without a summoned pet or companion to call their own. Rarely will a summoner fight a direct battle, often choosing to summon other creatures to do their dirty work or defend their homes. These summons could range anywhere, from deadly microscopic organisms to whole galaxies of devastation. There's currently no known limit to what a summoner can do, on how many summons they can truly have, but one thing is clear. The last thing you want to do is get on a Summoner's bad list. It could be your undoing. (Main Classes Include- Time Lord, Prototype, Champion, Reaver, Guardian, Spirit Warrior, Assassin, Bard, Ranger, Shadow, Artificer, Tempest, Blood Mage, Shapeshifter, Spirit Healer, Keeper, Knight-Enchanter, Necromancer, Rift Mage, Force Mage, Captain, Underboss) (Sub Classes Include- Time Tot, Replicate, Chasind, Warrior, Rogue, Ghost, Vampire, Grave Keeper, Mage)
[b]Poltergeist-[/b]
Ghosts who have obtained the skill and willpower to interact with the items, weapons and other material goods on this corporeal plane. They're capable of throwing weapons, possessing enemies and hopping between the different physical creatures of this world to take control of their bodies and minds. So long as they have the willpower and strength to overcome them, that is.
(Main Classes include- All Main Classes)
(Sub Classes include- Replicate, Undead, Chasind, Warrior, Rogue, Mage)
[b]Revenant-[/b]
Vampires and other vampire like beings who have overcome their need for blood to a dramatic scale. They can go months without feeding and lack the need for nutrients. However, if their own bodies lose enough blood they could enter a permanent frenzy from which there is no escape. Revenants who frenzy are known as the Lost, since there's no known cure for their perpetual state of torment and pain. Regardless of how much blood they consume as a Lost, Revenants have never been known to revert back to a controlled state after frenzying. They still enjoy the taste of blood when in control, and can feed often to reduce the chances of frenzying taking place. However, there are those who have refused this feeding, and continue to walk amongst the living as self proclaimed "vegetarians". Feeding off the blood of less fulfilling creatures, such as animals, or not feeding at all.
(Main Classes include- Time Lord, Prototype, Berserker, Champion, Reaver, Assassin, Legionnaire Scout, Shadow, Artificer, Arcane Warrior, Blood Mage, Shapeshifter, Necromancer, Rift Mage, Beast Master, Vampire, Grave Keeper, Glitch, A.I, Captain, Underboss)
(Sub Classes include- Time Tot, Undead, Abnormality, or Program)
[b][u]Exploit-[/b][/u]
Exploits are fully developed and often beneficial glitches which assist people who not only know of them but are capable of completing their challenges. Exploits may assist users in obtaining more gear or currency in video games. However, they can also be used to infiltrate facilities or gather information on various structures, entities, and more. Whether or not an exploit is malicious is entirely up to the individual who is controlling/working with them.
(Sub Classes include- Time Tot, Abnormality, Program
Main Classes include- Glitch, A.I.)
[b][u]Sentient Lifeform-[/b][/u]
Glitches and A.I.s which have taken a life all of their own and have gained free will. They are a lot like humans, but with various powers which allow them to take on different forms and abilities. However, these abilities are often copied from what they see or know around them. Good examples include the Deviant Androids from Detroit Become Human, Synths from the Fallout series, and Blade Wolf from Metal Gear Revengeance. Sentient Lifeforms have advanced intelligence and often deviate from their programmed behaviors, should they have any. They like to take a life of their own and make their own choices but can be brought into alliances, form friendships, and even have relationships if they so choose. Similarly, they can also form rivalries and gain enemies at their own discretion. They have all the powers of a glitch, can shift their appearance at will, and possess an intelligence higher than most beings.
(Sub Classes include- Time Tot, Abnormality, Program
Main Classes include- Glitch, A.I.)
[b][u]Gang Leader[/u]-[/b]
The one who has control over the movement, plans, and actions of a gang. Gang leaders are considered the uppermost echelons of the gang's command and may operate anything from a highly organized street gang or vigilante group to mafias, yakuzas, and crime syndicates. Gang leaders often (though not always) distance themselves from the gang's activities and make an attempt to appear legitimate, typically through the operation of a business. Good examples include Manjiro Sano from Tokyo Revengers and Makoto Tojo from Yakuza.
(Main Classes Include - Every Main Class)[/size]
[img]https://i.imgur.com/vRyAMmS.png[/img]
[center][size=5][b][u]Add On Classes[/b][/u][/size][/center]
[img]https://i.imgur.com/vRyAMmS.png[/img]
[size=4]There is no level limit for Add On classes! These add on classes are additional classes which Rifters can use to further identify themselves without affecting their current class systems!
They should be added below their official class or should be attached to their sub class. Examples:
[quote][i].Time Tot - Time Lord - Rifter
Gladiator
.Gladiator/Time Tot - Time Lord - Rifter[/i][/quote][/size][size=4][b][u]Gladiator[/u]-[/b]
Someone who is dedicated to competing in [url=https://www1.flightrising.com/forums/forga/3119415#post_3119415]The Rifter League.[/url]
[b][u]Subject[/u]-[/b]
Someone who was captured by The Organization and submitted to [url=https://www1.flightrising.com/forums/forga/3124439/1#post_3124439]The Gauntlet.[/url]
[img]https://i.imgur.com/EbXrXjp.png[/img]
[img]https://i.imgur.com/vRyAMmS.png[/img]
Classes
Available Classes
(For the most part, knowledge about these classes is NOT NECESSARY! These are just some fun classes which people can use to further represent their Rifters. The only classes which are important to know about include the Time Tot, Time Lord, Rifter, and Replicate classes.
Feel free to offer your own ideas for classes! I'm open to any ideas at any time. This list is heavily inspired by classes found in the Dragon Age franchise with a few personalized classes thrown in.)
Sub Classes
All dergs start off with a sub class upon Registration so these classes are available for Lvls. 1 and up. Sub Classes can be changed at any point for a Rifter, so long as it's compatible with the Rifter's other classes.
Time Tot-
Time Tots are young Time Lords which haven't yet harnessed their time traveling powers. They have extended lives, can regenerate and spend excessive amounts of time either playing interdimensional games, reading stories, participating in sports or studying school subjects, including advanced ones.
Replicate-
The attempted and failed clones created by the Organization through the splicing and combining of Allison's DNA. They lack any sort of magical abilities from Allison's line including regeneration, multiple lives and the ability to time travel, though in exchange for this they often inherent the abilities of the chosen other (The "mate" they choose to combine Allison's DNA with). From the chosen other's line these failed clones will inherent extreme combat prowess and in depth knowledge of the chosen other's ancestral line of combat styles. Like an inherent instinct which activates without previous combat experience or teachings. The down side to this is that the clones can only be created when the Organization holds a sufficient amount of Allison's DNA as well as the chosen other's. Another catch, once these clones become Replicates they and the rest of their descendants will be unable to breed Time Tots. This is done for the sake of the Temporal Rifter's Lore.
Chasind-
The Chasind are a tribe dating back to ancient times which retreated into swamps, tundras and other refuges of nature far removed from a civilized society. They're skilled in survival, combat and magic which can be seen in their shamans, trail markers, hallucinogenic poultices, herbalism and ambushes. Chasind are also known for their brawn, as many of their weapons require great strength to be used effectively in battle. Survival skills are both respected and highly valued among Chasind society and they'll even leave trail markers to hidden caches of treasure and supplies for those with a sharp eye. Interestingly enough, these markers are indistinguishable from ordinary piles of rubble to those untrained in survival. Much of Chasind culture is a mystery, but they are known for their animistic beliefs, their tendency towards superstition and that they do believe in the presence of gods of some kind.
Accounts of their tribes describe them as enigmatic (albeit largely peaceful) people with shamanistic traditions and a great respect for magic. Other accounts refer to them as a strange twisted people plagued by dark desires. Some Chasind are reputedly so barbaric that they even consume the flesh of the dead. While most Chasind do tend to live peaceful lives, there are some among them that favor bloodshed. Hardened by the harsh conditions of the Wilds that do not suffer fools lightly, the primitive nature of the Chasind do incline some tribes to take by force or stealth anything they cannot grow or build for themselves - which is to say, almost everything worth having.
Warrior-
Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons, supplemented by powerful special abilities that draw from deep reserves of stamina. They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics.
Rogue-
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. Dexterity and cunning are essential for a rogue, as many rogue and rogue specialization abilities rely on high cunning and dexterity.
Mage-
A mage is able to interact with the forces of magic, using different elemental powers.
Undead-
Those who have perished by various means, be it by illness, in battle, or by old age, but have been brought back with magic, science and/or sheer willpower. Undead Time Tots can ignore their kind's incompatibility with machinery, and become partly mechanic due to their decrepit state. However, they will be unable to access the majority of their Time Tot and or Time Lord powers.
Abnormality-
Something which is unknown to a digital system (computer, video game, digital programs, governmental technology, technology in general, etc.) Not quite normal, not quite right, and often known to cause fear or curiosity in digital users. Sometimes abnormalities are adopted by digital communities with great affection while for others they are frightened and attempt to either dispose of or remove the abnormality from their digital devices. Abnormalities can also be mistaken for new features in digital systems and-as a result-bypass the initial terror which comes from realizing the start of a glitch.
Program-
Intentionally developed by sentient beings, programs exist to make the lives of their users easier or more entertaining. They may be used to create the basis for new realities and digital worlds for their users or run different tasks. However, in both cases the program is still in development and their abilities are limited, therefore allowing them to perform only what is specifically asked of them and no more. For example, if you tell them to count, they will count... but they won't stop counting without the command to stop counting.
Associate-
Individuals which aren't members of a gang but either support and participate in gang activities or have livelihoods tied to a gang. Associates often have specialized roles in a gang like enforcers (hitmen) and falcons (the eyes and ears of the street). While gang activity is often illegal there are many variations such as vigilante groups who fight against crime, or tightly knit and organized groups which claim control over a given territory and defend it as they see fit. Associates may be associated with any of these variations and may be either benevolent or benign to their locations dependent on what they do and the gang they're a part of.
Gangster-
The foot soldiers of a gang who participate in and carry out the gang's activities. Depending on the type of gang they serve this could include illegal activities, vigilante/crime fighting, or protecting a given location and its people. This can in turn be beneficial or detrimental to their given areas. Good examples include typical foot soldiers and gangs which lack an official ranking system such as the Curtis Gang from The Outsiders (excluding Darrel since he served as an unofficial leader)
Main Classes
Dergs must be level 15 or higher to obtain a Main Class. If the derg was previously registered as a Sub Class they can be re-registered to a Main Class. Main Classes can be changed at any point, so long as they're still compatible with the Rifter's other classes.
Time Lord-
Time Lords are an ancient extraterrestrial species named for their command of time travel technology and their non-linear perception of time. Their powers include time travel, the ability to manipulate time and space, 13 lives, regeneration, telepathy, the ability to heal others, transferring their lives to somebody else and clairvoyance. (Sub Classes include Time Tot or Abnormality)
Grave Keeper-
Rifters who have usually put away their lives of adventure and combat for the solitude of a family graveyard. Not all of their stories are dark, as many have chosen to remain at home and tend to family tombs or family gardens instead of fighting outside of The Kingdom's walls. While several jobs are available inside The Kingdom, Grave Keepers prefer instead to tend to their passed on family members in the belief that their love and care for them now do more good than their other optional tasks. Grave Keepers are often known to be guardians of their family tomb sites as well, and can do considerable damage in a fight, so it's best not to tick them off. Their powers include the ability to spread or cure pestilence, grow or kill off plants and animals and even have the ability to perform necromancy. It's said that even Death himself is a Rifter underneath the guise of a Grave Keeper.
(Available Sub Classes include every Sub class)
Prototype-
Those experimented on by the Organization as a type of guinea pig. They're often injected with experimental diseases that kill the average individual or attached to experimental machines to test their effectiveness. Those who survive often desert the Organization and learn on their own how to wield their new powers. Those who stay grow quicker, at the cost of their own sanity. Good examples of these experiments resemble ones undergone by Alex Mercer, James Heller and Seryu Ubiquitous but at a lower skill level since these Prototype are still in the learning phase *See their power sections for a better understanding of what a Prototype can do once they've become an Evolved or Mecha* (Sub Classes include every Sub Class)
Berserker-
The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Champion-
The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy. (Sub Classes include Warrior, Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
Reaver-
Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Templar-
Mages live in constant fear of a templar's powers--the ability to dispel and resist magic. The templars have been the most effective means of controlling the spread and use of arcane power for centuries. (Sub Classes include Warrior, Time Tot, Replicate, Associate, Gangster)
Guardian-
Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an allies survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Spirit Warrior-
Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the spirit world who agree to augment mortal abilities in exchange for a glimpse of the physical world. (Sub Classes include Warrior, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Assassin-
The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a marvel of stealth and efficiency. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
Bard-
Bards follow an ancient tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
Dancer-
Those who have found inspiration and solace in the art of the dance. They're generally creative, quirky or unique in personality and are often found inspiring allies on the battlefield. Why, you may ask, is a dancer on the battlefield? Due to their ability to reinvigorate their allies and inspire them to act twice in one turn the dancers can be utilized to grant extra movement and attack to their allied armies. Unfortunately, dancers can't invigorate other dancers and often can't serve as a combat unit due to their high speed and crit rate being offset by their low strength. However, when paired up with the right individuals they can prove to be a terrifying force on the battlefield as they inspire all allies around them to act. (Sub Classes include- Time Tot, Replicate, Chasind, Rogue, Mage, Undead, Abnormality, Program, Associate, Gangster)
Duelist-
Duelists are deadly combatants who prefer to fight in light armour and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
Ranger-
Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Legionnaire Scout-
Most tales of the dwarven Legion are likely minstrels' fabrications, but the trail of corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
Shadow-
There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Abnormality, Program, Associate, Gangster)
Artificer-
Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order. (Sub Classes include every Sub Class)
Tempest-
These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm. (Sub Classes include Rogue, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Arcane Warrior-
Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor. (Sub Classes include Mage, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Blood Mage-
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own health, or the health of allies, to fuel these abilities. (Sub Classes include Mage, Time Tot, Chasind, Replicate, Undead, Associate, Gangster)
Shapeshifter-
Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. There are those who deny such rumors, but this rare art survives in the forgotten corners of the world. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Abnormality, Program, Associate, Gangster)
Spirit Healer-
Not all entities of the spirit world are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
Battlemage-
Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
Keeper-
Every Elven clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique elven understanding of nature magic, which focuses on control of the roots beneath the earth. (Sub Classes include Mage, Time Tot, Replicate, Abnormality, Associate, Gangster)
Knight-Enchanter-
These rare mages summon blades from the spirit world and are experts in protection and defense. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
Necromancer-
These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf and even cause devastating explosions when their enemies die. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
Rift Mage-
These mages draw upon the force of the spirit world, either pulling matter from it to attack or twisting it's essence into a weapon to stagger or crush their enemies. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Associate, Gangster)
Force Mage-
Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. (Sub Classes include Mage, Time Tot, Chasind, Undead, Replicate, Abnormality, Program, Associate, Gangster)
Beast Master-
Beast Masters are known survivalist who frequently take advantage of the wildlife around them. Instead of slaying creatures who stand in their way, they choose to subdue and tame them. Beast Masters tend to possess one or two main Companions but can own several. They're also known to trade in live creatures or will occasionally run creature driven transport systems. The beasts which are tamable by a Beast Master can be realistic or mythical, but are always animal like in appearance. They are incapable of taming humanoids or creatures with a higher intelligence than their own, and are rumored to be capable of doing so in further class options. (Sub Classes include Time Tot, Replicate, Chasind, Rogue, Undead, Mage, Associate, Gangster)
Ghost-
One whose body has wasted away over the years, but their strong spirit keeps them on this corporeal plane. These spirits can interact with the living, and many won't even realize they're dealing with an undead being... Until the ghost shows their true nature, and reveals themselves to those they are around, of course.
(Sub Classes include Time Tot, Replicate, Chasind, Warrior, Rogue, Mage, Undead, Abnormality, Associate, Gangster)
Vampire-
An undead notorious for drinking blood and requires the liquid to avoid going crazed and frenzying on their allies. They look young and healthy as long as they're well-fed, but if blood is lacking, they may go into a bloodlust and attack any nearby in their thirst to feed. This so-called blood frenzy takes time to set in but is notoriously difficult to resist until feeding takes place.
(Sub Classes include Time Tot, Replicate, Chasind, Warrior, Rogue, Mage, Undead, Associate, Gangster)
Glitch-
Fully developed abnormalities which are difficult to remove from the digital systems they inhabit and may alter things as they see fit. Some may be used for malicious purposes while others are used for beneficial purposes. Others still interact with and affect the digital systems they inhabit in their own ways with something of a mind of their own. Glitches can cause malfunctions, setbacks, and irregularities in equipment. They can also take over systems altogether if left unchecked.
(Sub Classes include Time Tot, Replicate, Mage, Undead, Abnormality, Program)
A.I-
Developed programs which are highly beneficial or detrimental to their users. They often have the ability to think for themselves and can assess situations as needed-so long as their base program allows them to do so. This enables them to make decisions and take action without any outside influence but leaves them incapable of deviating from their base program. A.I's are also known for their advanced intelligence and frequent roles as humanity's problem solvers. Whether they are malicious or not depends on their base program and the things they learn or come to believe throughout their existence. While capable of making their own decisions and recommending their version for the best course of action most A.I's prefer to follow another rather than lead for themselves. Popular examples of an A.I. include The Rifter Games, Fi from the Legend of Zelda Skyward Sword series, The Catalyst/The Intelligence from Mass Effect, Cortana from Mass Effect, and GLaDOS from the Portal series.
(Sub Classes include every Sub Class)
Captain-
The higher echelons of gang society. Captains are the ones who issue the gang's commands from the boss/underboss to the gangsters. The captain is also responsible for the gang's activities in the field and the recruitment of new gang members. Some good examples include Keisuke Baji, Takashi Mitsuya, Kazutora Hanemiya, and Yasuhiro Muto from Tokyo Revengers.
(Sub Classes include every Sub Class)
Underboss-
The gang's second in command. They can be benevolent or malevolent depending on the type of gang they're in and what is expected of them. Good examples include Ken Ryuguji (aka Draken) from Tokyo Revengers and Kazuma Kiryu from Yakuza.
(Sub Classes include every Sub Class)
Specialized Classes
Dergs must be Lvl.20 or higher to obtain a Specialized Class. If the derg was previously registered as a Sub Class or Main Class they can be re-registered to a Specialized Class. Specialized Classes can be changed at any point, as long as the new class is still compatible with a Rifter's other classes.
Lv. 25 Rifters have the special benefit of being able to multiclass into Two Specialized Classes and will receive a reward of 50 Gems once this Lvl is reached and I'm informed about it.
Mentor-
Mentors are the leaders of their factions or people who have dedicated their lives to a particular set of laws, practice or training. They prioritize the training and protection of their people above all else and are diverse in their leadership skills and combative rolls. (Main Classes Include - Every Main Class)
Rifter-
Rifters are the most powerful form of Time Lord one can encounter. They've practiced all their lives, normally through several regenerations and for varying reasons, to master their time traveling capabilities. They can go to any point of any time anywhere, even to the creation of the very universe if they so desire. They've mastered manipulating the flow of time, to the point where they can stop previously unchangeable events from happening and save those who previously could not be saved. They're able to world hop, often own a pocket dimension or world(s) of their own and can take life forms from one reality and place them into another without causing temporal time paradoxes to occur. They're also found to be leaders or rulers of some kind, given their ability to manipulate things until their desired outcome arises. Plus, they can often break the rules of time itself, occasionally leaving time wounds similar to Skyrim's dragon break where time becomes non linear and multiple endings to the same event can happen all at once. Time Lords are able to heal these breaks as they so desire, or use them for other purposes. (Main Classes include Time Lord, Berserker, Champion, Reaver, Templar, Guardian, Spirit-Warrior, Assassin, Bard, Dancer, Duelist, Ranger, Legionnaire Scout, Shadow, Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer, Battlemage, Keeper, Knight-Enchanter, Necromancer, Rift Mage, Force Mage, Grave Keeper, or Glitch. Sub Classes include Time Tot or Abnormality)
Death Seeker-
Death seekers are precisely what their namesake suggest. They are men, women and creatures who spent so long around death and dead things that they now have an uncanny ability to predict the natural deaths of those around them, often months before they ever occur. Death Seekers are incapable of seeing the future or predicting deaths that aren't natural, such as assassinations. However, many insist on the concept that death itself has a distinct scent which one can pick up on when exposed enough to it. It's theorized that, if true, Death Seekers can use this ability to tell an individual when they will die from natural causes or illnesses up to three months in advance. They can also detect deadly illnesses before any symptoms arise and track individuals who have had death frequent them in this life. These individuals could include healers, assassins, beasts and more. Either way, if a Death Seeker warns you that your death is imminent, it's best to heed their advice.
(Main Classes include All Main Classes)
Pariah-
Those who never quite felt like they fit in, whether with their people or outsiders their choices serve only to further the gap between themselves and those around them. (Main Classes include Time Lord, Berserker, Reaver, Spirit Warrior, Assassin, Ranger, Shadow, Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Battlemage, Keeper, Necromancer, Rift Mage, Force Mage, Dancer, Ghost, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
Warden-
Those who have outlived too many loved ones. Years of hard training and the loss have shaped them into an immovable force and make them invaluable ally's. (Main Classes include every Main Class)
Marksman-
Those most skilled with long ranged weaponry, many of this class name their weapons. Each weapon has an indisputable effectiveness on the battlefield which no one can deny. (Main Classes include Time Lord, Champion, Assassin, Duelist, Legionnaire Scout, Shadow, Artificer, Battlemage, Rift Mage, Vampire, Prototype, Glitch, A.I, Captain, Underboss)
Royal-
Those of royal blood or raised by royalty which have been trained in the art of war. Their upbringing gives them upright faith and deadly skills that shape them into dangerous foes. (Main Classes include Time Lord, Champion, Templar, Guardian, Spirit Warrior, Bard, Duelist, Ranger, Legionnaire Scout, Artificer, Arcane Warrior, Shapeshifter, Spirit Healer, Battlemage, Keeper, Knight-Enchanter, Rift Mage, Force Mage, Dancer, Ghost, Vampire, Grave Keeper, Prototype, A.I, Captain, Underboss
OR be descended from Royalty)
Infiltrator-
Those who show great aptitude for the sorts of skills a cat burglar might need. But who, precisely, would have taught such talents? (Main Classes include Time Lord, Reaver, Spirit Warrior, Assassin, Bard, Duelist, Shadow, Artificer, Shapeshifter, Necromancer, Rift Mage, Force Mage, Dancer, Ghost, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
Swashbuckler-
Those who have a personal take on dueling, which often contain a plethora of dirty tricks. (Main Classes include Time Lord, Champion, Reaver, Assassin, Duelist, Shadow, Artificer, Tempest, Blood Mage, Shapeshifter, Necromancer, Rift Mage, Force Mage, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
Fugitive-
Tattooed with magic and fueled by vengeance, these people are unnerving foes and invaluable allies on the battlefield. (Main Classes include Time Lord, Reaver, Templar, Spirit Warrior, Bard, Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Battlemage, Knight-Enchanter, Necromancer, Rift Mage, Force Mage, Ghost, Vampire, Grave Keeper, Prototype, Glitch, A.I, Captain, Underboss)
Retributionist-
Those so overcome by their rage at the mistreatment of others that their form of justice quickly morphs into vengeance. (Main Classes include every Main Class)
Hero-
Those who have accomplished deeds in their life so great that they are spoken of in legends and revered amongst the living. (Main Classes include every Main Class except for Reaver)
False Deity-
Those who have attained a power similar to that of a deity. These individuals are either a blessing or a curse to the lands they inhabit and often have cults who worship and protect them. Whether or not the False Deity created, or even wanted these cults, is a matter of debate. (Main Classes include every Main Class)
Evolved-
Those who were virally enhanced by the Organization for the purpose of infiltrating and destroying their enemies. These Evolved often possess a multitude of powers which render them more dangerous than even the most advanced man. They're creation can be a blessing or a curse to the Organization or it's enemies. They contain all the strengths and weakness possessed by Prototypes and Evolved. (Sub Classes include Time Tot, Abnormality, or Program Main Classes include Prototype, Grave Keeper, Glitch, A.I, Captain, Underboss)
Mecha-
Those who were mechanically enhanced by the Organization for the purpose of patrols and the destruction of their enemies, or mechanically enhanced by the Mecha themselves. They often have large quantities of their bodies replaced or altered by machines with good examples including Raiden from Metal Gear, Seryu Ubiquitous from Akame ga Kill and Rhys from Borderlands. They're creation can be a blessing or a curse to the Organization or it's enemies. (Sub Classes include Time Tot, Abnormality, or Program Main Classes include Prototype, Grave Keeper, Artificer, Glitch, A.I, Captain, Underboss)
Mystic Knight-
The Mystic Knights are Arcane Warriors who have dedicated themselves to the mastery of their magically imbued weapons, focusing purely on drawing out the full potential of their blades. In their hopes of preserving a long lost and nearly extinct art these knights prove to be impressive frontline warriors who utilize their weaponry to unleash elemental magic and debuffs that exploit the weaknesses of their enemies. (Main Classes include Time Lord, Champion, Reaver, Templar, Spirit Warrior, Tempest, Arcane Warrior, Blood Mage, Battlemage, Knight-Enchanter, Necromancer, Grave Keeper, Rift Mage, Captain, Underboss)
Muse-
Just like their previous class, the dancer, muses are able to inspire those around them and grant them extra movement and combat capabilities which are crippling to their foes. The difference found in the muse is in their ability to inspire dancers, muses and even their own enemies. When enemies are inspired, instead of receiving a buff and extra movement they are inspired to lay down their weapons or halt their attacks until the Muse's allies attack them first. The muse also possesses the ability to bring peace to their allies and have been shown to heal the ill of mind. (Main Classes include- Dancer, Time Lord, Spirit Warrior, Bard, Ghost, Vampire, Spirit Healer, Glitch, A.I, Captain, Underboss)
Shaman-
The Shamans are individuals who cultivated and focused on their magical skills and perceptive qualities. They're skilled in all types of magic, herbalism, clairvoyance and can cure most diseases. While generally peaceful most shamans come across as unnerving to outsiders and often take time to warm up to due to their strange habits and ritualistic behavior. They're undeniably in tune with nature and often call wildlife to their ally's aid. (Main Classes Include- Prototype, Reaver, Assassin, Bard, Dancer, Ranger, Shadow, Tempest, Blood Mage, Shapeshifter, Spirit Healer, Battlemage, Keeper, Necromancer, Rift Mage, Ghost, Vampire, Grave Keeper, Force Mage, Captain, Underboss)
Chieftain-
Chieftains are the leaders of their tribes and often consist of Chasind Wilders, Indians and other tribes which are connected to nature and tribal law. They're stewards of nature and prioritize the protection of their clans above all else. Diverse in leadership, skills and combative rolls the Chieftain is less limited in class options than most units. (Main Classes Include - Every Main Class except for Bard and Dancer)
Feral-
Ferals are individuals who succumbed to their wild nature and animalistic callings. They could be Temporal Rifters who ventured too far from home and had their senses usurped by instinct, they could be Chasind folk who willingly sacrificed their humanity towards darker goals or they could be people who were so oppressed by the populace that they chose instead to retreat into nature and find solace and companionship in the local flora and fauna. It's not recommended to approach Ferals since they've lost their sense of humanity and have an unpredictable nature. Some are reminders of their namesake due to their aggressive and feral habits while others are shy and often hide away. (Main Classes Include- Time Lord, Prototype, Berserker, Reaver, Spirit Warrior, Assassin, Duelist, Ranger, Legionnaire Scout, Shadow, Artificer (but with natural supplies instead of mechanical or modern ones. Examples can include animal bones or bent tree branches), Tempest, Arcane Warrior, Blood Mage, Shapeshifter, Battlemage, Knight Enchanter, Necromancer, Rift Mage, Ghost, Vampire, Grave Keeper, Force Mage, Captain, Underboss)
Summoner-
Summoners can be famous, notorious or completely unknown, but one thing is always certain. They're never without a summoned pet or companion to call their own. Rarely will a summoner fight a direct battle, often choosing to summon other creatures to do their dirty work or defend their homes. These summons could range anywhere, from deadly microscopic organisms to whole galaxies of devastation. There's currently no known limit to what a summoner can do, on how many summons they can truly have, but one thing is clear. The last thing you want to do is get on a Summoner's bad list. It could be your undoing. (Main Classes Include- Time Lord, Prototype, Champion, Reaver, Guardian, Spirit Warrior, Assassin, Bard, Ranger, Shadow, Artificer, Tempest, Blood Mage, Shapeshifter, Spirit Healer, Keeper, Knight-Enchanter, Necromancer, Rift Mage, Force Mage, Captain, Underboss) (Sub Classes Include- Time Tot, Replicate, Chasind, Warrior, Rogue, Ghost, Vampire, Grave Keeper, Mage)
Poltergeist-
Ghosts who have obtained the skill and willpower to interact with the items, weapons and other material goods on this corporeal plane. They're capable of throwing weapons, possessing enemies and hopping between the different physical creatures of this world to take control of their bodies and minds. So long as they have the willpower and strength to overcome them, that is.
(Main Classes include- All Main Classes)
(Sub Classes include- Replicate, Undead, Chasind, Warrior, Rogue, Mage)
Revenant-
Vampires and other vampire like beings who have overcome their need for blood to a dramatic scale. They can go months without feeding and lack the need for nutrients. However, if their own bodies lose enough blood they could enter a permanent frenzy from which there is no escape. Revenants who frenzy are known as the Lost, since there's no known cure for their perpetual state of torment and pain. Regardless of how much blood they consume as a Lost, Revenants have never been known to revert back to a controlled state after frenzying. They still enjoy the taste of blood when in control, and can feed often to reduce the chances of frenzying taking place. However, there are those who have refused this feeding, and continue to walk amongst the living as self proclaimed "vegetarians". Feeding off the blood of less fulfilling creatures, such as animals, or not feeding at all.
(Main Classes include- Time Lord, Prototype, Berserker, Champion, Reaver, Assassin, Legionnaire Scout, Shadow, Artificer, Arcane Warrior, Blood Mage, Shapeshifter, Necromancer, Rift Mage, Beast Master, Vampire, Grave Keeper, Glitch, A.I, Captain, Underboss)
(Sub Classes include- Time Tot, Undead, Abnormality, or Program)
Exploit-
Exploits are fully developed and often beneficial glitches which assist people who not only know of them but are capable of completing their challenges. Exploits may assist users in obtaining more gear or currency in video games. However, they can also be used to infiltrate facilities or gather information on various structures, entities, and more. Whether or not an exploit is malicious is entirely up to the individual who is controlling/working with them.
(Sub Classes include- Time Tot, Abnormality, Program
Main Classes include- Glitch, A.I.)
Sentient Lifeform-
Glitches and A.I.s which have taken a life all of their own and have gained free will. They are a lot like humans, but with various powers which allow them to take on different forms and abilities. However, these abilities are often copied from what they see or know around them. Good examples include the Deviant Androids from Detroit Become Human, Synths from the Fallout series, and Blade Wolf from Metal Gear Revengeance. Sentient Lifeforms have advanced intelligence and often deviate from their programmed behaviors, should they have any. They like to take a life of their own and make their own choices but can be brought into alliances, form friendships, and even have relationships if they so choose. Similarly, they can also form rivalries and gain enemies at their own discretion. They have all the powers of a glitch, can shift their appearance at will, and possess an intelligence higher than most beings.
(Sub Classes include- Time Tot, Abnormality, Program
Main Classes include- Glitch, A.I.)
Gang Leader-
The one who has control over the movement, plans, and actions of a gang. Gang leaders are considered the uppermost echelons of the gang's command and may operate anything from a highly organized street gang or vigilante group to mafias, yakuzas, and crime syndicates. Gang leaders often (though not always) distance themselves from the gang's activities and make an attempt to appear legitimate, typically through the operation of a business. Good examples include Manjiro Sano from Tokyo Revengers and Makoto Tojo from Yakuza.
(Main Classes Include - Every Main Class)
Add On Classes
There is no level limit for Add On classes! These add on classes are additional classes which Rifters can use to further identify themselves without affecting their current class systems!
They should be added below their official class or should be attached to their sub class. Examples:
Quote:
.Time Tot - Time Lord - Rifter
Gladiator
.Gladiator/Time Tot - Time Lord - Rifter
Gladiator-
Someone who is dedicated to competing in The Rifter League.
Subject-
Someone who was captured by The Organization and submitted to The Gauntlet.