Bonus Content: Expanded Character Sheets And Classes Worldbuilding
Vee Vales:
Primary Class: [Ghost Maestro] (Level 25):
Ghost Maestros deal in ghosts, spirits, ectoplasm, and other ethereal vapors. They can enhance their bodies to see, touch, and speak to things that regular people can’t, and are capable of binding spirits into their service in an organization known as an Orchestra. Beyond simply interacting with spirits and ghosts, those with this class are capable of manipulating the energy those entities produce as well.
Unlike all manners of [Necromancers], Ghost Maestros do not need or use dead or discarded bones or bodies in their work.
Generally speaking, Ghost Maestros tend to specialize in spirit handling OR ectoplasm shaping, and can start pursuing advanced classes in whichever field they prefer starting at level 30.
Popular Class Upgrades (Spirit Handling Focus):
[Ghost General] – Gathers and commands a large host of ghosts and spirits.
[Ghost Wizard] – Focused on subjugating extremely powerful singular spirits.
Popular Class Upgrades (Ectoplasm Shaping):
[Ghost Artificer] – Uses ectoplasm as the fuel for a variety of machines and structures
[Ghost Smith] – Uses ectoplasm to create physically impossible weapons and armor
Class skills Vee has used thus far:
[Second Sight] – (Active) Allows a ghost maestro to look into the ethereal and see ghosts and spirits that are lingering around. Depending on the type, these beings will appear in different colors.
[Third Sight] – (Active) Similar to Second Sight, Third Sight allows a ghost maestro to look into the ethereal to see the spirits and ghosts that have yet to be made. Additionally, this skill brings the user closer to the ethereal, which makes it easier for them to touch and be touched by spirits and ghosts. Usage can be dangerous.
[Commune With Sprits] – (Active/Passive). Allows a ghost maestro to speak with spirits and ghost. Becomes passive for spirits lower in level than the user.
[Shape Ectoplasm] – (Active) Reach into the ethereal and make ectoplasm tactile. Can be used to form the energy into any shape desired by the Ghost Maestro.
[Zipper Fingers] – (Active) Sever and create bonds between spirits and other objects as if zipping or unzipping a jacket.
[Stiff Spine] – (Passive) Chance to resist frightening or intimidation effects from other skills.
[Detect Falsehood] – (Active) Allows a user to determine if a statement is deliberately misleading, whether directly or via omission. A truthfinding skill of medium power, it can be tricked or deceived.
[Ghost Baton] – (Active/Passive) Summon a baton of ectoplasm. Batons provide greater control and power for other skills, and are necessary to use [Form Orchestra], [Banish], and other higher level Spirit Handling abilities. Becomes permanent at Level 14.
[Form Orchestra] – (Active) Bind a spirit into service by giving it orders alongside a simple, repetitive sound. A group of seven spirits bound to the same sound is called a “Section”, and the number of sections available to a ghost maestro is dependent on level and focus.
[Banish] – (Active) Unmake a spirit
[Refine Ectoplasm] – (Active) Condense ectoplasm into a potent, crystalized form. Ectoplasm can be refined in different ways, which creates different effects if consumed by a spirit. Human ectoplasm consumption is not recommended. (Passive): Refine ectoplasm while you sleep. Rate Varies by level.
[Modify Elemental Resistances] – (Active) Give a ghost or spirit increased or decreased resistance to a chosen element.
[Bequeath Class] – (Active) Give a class to a ghost or spirit. Generally used for single, high level spirits by Ghost Maestros focused on spirit handling.
[Summon Miasma] – (Active) Condense ectoplasm in such a way to form a noxious vapor. Prolonged exposure can lead to serious injury or death.
[Spirit Shield] – (Active) Insulates the user from undesired spiritual contact. Useful during usage of skills such as [Third Sight].
[Vivify Minion: Base] – (Active) Establish ground rules for a spirit to come into being.
[Vivify Minion: Orders] - (Active) Specify the code of conduct for the spirit. This is generally the biggest and most complex portion of a sigilmancy venture.
[Vivify Minion: Finalize] – (Active) Lock all existing orders into place and create a spirit that adheres to the rules as written through the sigilmancy process.
Secondary Class: [Dungeon Master] (Level 17):
The entity in charge of the dungeon, [Dungeon Masters] are responsible for making sure that everything runs smoothly. Generally speaking, [Dungeon Masters] gain skills related to budgeting, management, public relations, and dungeon manipulation. However, like many classes, [Dungeon Masters] also gain skills that are related to their other classes at higher levels.
Class skills Vee has used thus far:
[Found Dungeon] - (Active/Consumable) Establish the user’s dungeon by marking a physical location for it to manifest.
[Big Picture] - (Passive) increases the user’s ability to see and understand the macro elements of their life while losing some of their ability to anticipate or handle smaller details.
[Budgeting] - (Passive) Money is the lifeblood of any dungeon. As such, enhances the user’s knack for numbers, finance and all things quantitative.
[(Budgeting Sub Skill)] Excellent Spreadsheet – (Active) Summon an ethereal spreadsheet familiar to record anything you need kept track of. Great to have at tax time!
[(Budgeting Sub Skill)] Bargain Hunter - (Active) User’s inherent understanding of markets and prices finds the best deals on raw materials.
[Would You Kindly?] – (Active) Impose user’s will on a minion or construct. Great for repetitive orders and tasks.
[Inspire Loyalty] – (Active) Give a rousing speech that entices users followers to do their best.
[Detect Lies] – (Active) Investigate if someone is telling the truth or not. A weak truthfinding skill that’s relatively easy to fool or deceive.
[Recycle Materials] – (Active) Convert broken structures owned by the user into their basic components.
[Mean Mug] – (Active) Scowl in a manner that intimidates those around the user.
[Hide Intent] – (Active) Mask the true meaning of one statement or thought. Useful for moments when it’s important to lie.
[Walking Walls] – (Active) Move the walls of a dungeon into new places without having to deconstruct or rebuild them.
[Boost Drops] – (Active) Mark minions within a dungeon to double the chances of receiving all rewards possible for minion destruction. Affects Shards of Chaos.
Tertiary Class: [Guy-Who-Takes-Things-WAY-Too-Far] (Level 5):
This class is the epitome of the idea “Whatever you do to me I’m going to pay you back ten times over.” Increases a holder’s bravery, temper, and willingness to seek revenge for any perceived slight. Skills earned through this class are primarily focused on communicating with others (usually under adverse circumstances).
Class Skills Vee has used thus far:
[Escalate] – (Active) This skill makes it clear that things are about to Get Serious. Causes the target to feel fear, apprehension, and panic.
[Get The Picture] –(Active) User creates an image of an imagined scenario within the target’s mind. Useful for threats, but also can be utilized productively to better facilitate communication between the user and target.
Alforde Armorsoul:
Primary Class: [Hammer Afficionado] (Level 20):
Lover of all things that have to do with hammers. Can identify different types of hammers and is capable in using them for craft or combat. Skills gained tend to match whatever type of hammer is most commonly {Equipped} by the holder.
Level-Based Class Upgrades:
[Hammer Specialist] – Transforms at Level 30, provides additional skills related to the holder’s primary hammer.
[Hammer Expert] – Transforms at Level 50, provides additional skills related to the holder’s primary hammer.
Class Skills Alforde has used thus far:
[Cyclone Smash] – (Active) A hard-hitting spin attack.
[Unstoppable Charge] – (Active) User slides forward across the ground, and is resistant to crowd control effects for the duration. However, the user is also unable to stop themselves or change direction until they make contact with something they cannot pass through or hit their target.
[Give No Ground] - (Active) User anchors themselves to the ground and becomes resistant to displacement effects. Also allows the usage of skills that require the “Grounded” status.
[Combination Attack] - (Active) A simple three-piece sequence of attacks that incorporates a light, medium, and heavy swing of the user’s hammer.
Secondary Class: [Right-hand Man] (Level 12):
Through a bond with another (Designated as the Leader), holders of this class are awarded with a variety of buffs, skills, and obligations to do everything in their power to assist their Leader in whatever endeavors said entity chooses. This is the opposite class as the [Left Hand Man].
Class skills Alforde has used thus far:
[Pick Up The Slack] – (Passive) Complete a task for the Leader, even if its inconvenient or irritating.
Tertiary Class: [Dungeon Champion] (Level 11):
The hero/boss/final challenge of a given dungeon, [Dungeon Champions] are fierce fighters and strong competitors. Skills learned by holders of this class are related to their individual anatomy, skills, and other classes. However, [Heart Of A Champion], is learned by all holders of the class.
Class Skills Alforde has used thus far:
[Condescending Banter] – (Passive) Insults the target, and can cause a variety of emotional statuses for both the user and the target. Common statuses include: “Anger”, “Boldness”, “Shame”, and “Disbelief”.
[Pauldron Smash] - (Active) User takes a rapid step forward, leading with their pauldron and dealing impact damage (subject to {Equipment}) to the target.
[Heart Of A Champion] – (Uncontrollable Active) User becomes empowered, gaining temporary levels in their primary class equal to the score of their stat of the same name.
Additional Class: [Clunker] (Level 1):
A bit of a joke class. [Clunkers] are big, bulky, and noisy. This one is going away soon.
Class Skills Alforde has used thus far:
None
Reginald:
Primary Class: [Core Spirit] (Level ???):
A spirit bound to a core, filling it with the energy they collect as they exist. Generally not taken by sentient beings, this class is typically used by [Enchanters] and other [Artificers] to power arcane constructs. This is not Reginald’s true primary class, but is what appears due to the binding placed upon him by Jacques Maluw VII. The binding has some strange impacts on his skills and makes him a bit of an anomaly, as far as these things typically go.
“Class” skills Reginald has used thus far:
[[Calm Down]] – (Active) Forcibly dissipates anger, excitement, lust, fear, and any other distracting emotion. Mellows everyone within its radius out. Requires levels of the user’s primary class in order to function.
[Suggest Thought] – (Active) Reach into the thoughts of another person and pull ideas or sentiments into the forefront of their mind so that they act in a manner desired by the user. Considered an “evil” skill and while not strictly outlawed, incredibly frowned upon.
[Gone But Not Forgotten] – (Active) Allows the user to send another into their memory palace with varying degrees of control.
[Many Tongues, One Language] – (Active) Allows the user to understand and comprehend almost any spoken language.
[-$~%@(%$@ &% (*$ #&#e K&$$] (#$%#$%#$@!)~--, #$v@& ????
Anything I say about this is going to be spoilers, so I’ll just pretend that one of my three cats walked across the keyboard here and I didn’t erase it. Stay tuned for future chapters (like…way in the future chapters) for more about the specifics of this class.
*Whistles*
Class skills Reginald has used thus far:
None…
…right?
Secondary Class: [Loudmouth], Level 39
This class is capable of weaponizing speech. Usually provoking an incessant need to chatter about pointless things, [Loudmouths] tend to not be particularly popular. Unlike other classes, [Loudmouth] doesn’t provide any specific skills, but instead gives the holder a habit of running their mouth at the worst possible time, making bets and wagers that they have no intent of following through on, and getting themselves into trouble.
Class skills Reginald has used thus far:
None
Tertiary Class: [Majordomo], Level 11:
This is an advising class, and the holder is subservient to someone else. It's a [Majordomo]'s job to make sure that the entity they advise makes good decisions, anticipates problems and solves them before they become too big to handle.
Class skills Reginald has used thus far:
None
Additional Class: [Announcer], Level 6:
This class gives the holder the ability to increase the volume of their voice, and provides a tendency to over-explain situations that they find themselves in. Higher level [Announcers] can manipulate the thoughts and emotions of a crowd listening to them speak.
Class skills Reginald has used thus far:
None
Other Notes on Classes:
As mentioned in comments, Classes are partially a reflection of how someone sees themselves and is seen by the world around them. Classes tend to evolve and change throughout a person’s life, depending on their interests, relationships, and circumstances. The fact that two or more people share a class does not necessarily mean that they will have the same skills or proficiencies (even if they’re the same level!)
Classes that are more common will tend to have a more rigid “tree” of the order in which certain skills are learned (and the general range of levels where that occurs). Cataloguing these numbers is part of the responsibilities of DABBworld’s academics, though there are other hobbyists who do the same thing.
Levels tend to be gained fastest when a person accomplishes something that puts them outside their comfort zone as it relates to their class, but can also be earned for refining and mastering their skills.
Much like how a class shapes a holder, a holder can shape a class. As a holder approaches the levels of 50 and 60 (the philosophically debated threshold for “Mastery”), it becomes more difficult to gain new levels, due to the small number of novel experiences remaining in the field. In order to overcome this plateau, a holder must seek out and create new experiences that utilize their skills and continue to grow more powerful. Over time, these discoveries bleed into the class itself, and other holders will learn them naturally.
[Heart Of A Champion] is an artificial skill originally derived from the otherwise unique ability of Witches to break their limits. It was designed by enterprising researchers associated with the Union, who were impressed/terrified of Witches during the Moonlight Jade Coven’s Rebellion and sought a way to equalize any future battlefields. Over time, the original intent has been forgotten and it’s simply seen as a status symbol for those who compete in Dungeon Sports. There are other [Heart] skills with similar powers, and other “artificial” skills.
Class evolutions reset the accompanying level to 1, but seeing what level the previous class was when it evolved isn’t difficult or a secret.