Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 4 / 9 ) merchants
Merchants are a rather strange class to consider for a game, but they seem like an indispensable part of the fantasy class landscape in a way.
Merchants, of course, would have to have a way to carting around their goods; for a post-apocalyptic setting, I think the huge packs usually used in cross-country backpacking would be a good fit. The weight of those packs means merchants can’t spare that much extra stamina to wear heavy armor, so they mostly wear normal, durable clothes and hiking shoes for ease of movement.
Being in charge of foraging for and hauling around supplies means access to some weapons that would be impractical for other classes. Molotov cocktails require more preparation time before use, but are good for quick bursts of damage. The alternative is a “junk gun.”
The junk gun works a lot like a handheld catapult, launching nuts and bolts at very high velocities, enough to feel punchy even through basic armor. It’s effectively a very crude shotgun — not terribly accurate, but enough to do the job.
Merchants obviously aren’t going to be out there doing a lot of damage, mostly acting as support, but they just have the means to hold their own when necessary.
Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 3 / 9 ) hunters
Hunters (or archers/rangers) were one of the two classes I had the most trouble reworking. I considered making them ‘snipers’ before deciding that it would be more cohesive if none of the classes used actual guns. So these guys ended up being designed with (hypothetical) PvP vs. PvE configurations in mind.
The general focus for both of them is stealth.
PvP equipment (left) is designed for a ruined urban setting, balancing stealth, protection and high mobility. Loose hoodie sleeves are taped close to the body for ease of movement, the night vision goggles help in dark areas, and basic protective gear (archery chest guard, thigh- and shin-guards) raise defense. The crossbow helps punch through armor.
PvE equipment (right) sacrifices some mobility and defense in exchange for even higher stealth. The ghillie suit base allows for adaptation to different types of foliage, and the compound bow — while less punchy than the crossbow — keeps the noise level down and allows for quicker “reloads”.
Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 2 / 9 ) knights
A slightly more straightforward translation from fantasy to a semi-realistic setting. The main focus became finding modern parallels for armor. Knights are well-rounded classes, so I wanted their equipment to be robust, but easy to move in; sports gear ended up being the best replacement.
Their outfits are mostly composed of motocross equipment (jersey, pants and boots in attractively garish color schemes), with additional sports gear stacked on top — MMA headgear, football/baseball protective gear, ice hockey gloves, lacrosse shinguards. The swords are rather crudely bolted and cobbled together from scrap metal; foraged riot gear can also be used in place of a second sword.
Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 1 / 9 ) priests
A character design project I’ve been mulling over for a while. I wanted to try taking some staple fantasy-based classes and see how they’d translate to a apocalypse-based setting, something vaguely Mad Max- or Fallout-flavored. Also squeezing in some practice working with weapons and clothes. :)
The priest class was one of the first classes I wanted to try redesigning. Of course, they’d have to have strong parallels to field medics, but I also specifically wanted them to look a bit like surgeons. The main components of their outfits are ruined doctor’s coats and surgical garments in that signature bright teal (bandannas, masks and gloves).
Dart guns take the place of priest-ly magic, used for healing (“medi-darts” ala Fallout’s stimpaks), buffs (painkillers, adrenaline shots) and de-buffs (tranquilizers). They use blasts of pressurized air instead of any gunpowder, and are reloaded with aircans; the darts come slotted onto “cartridges” of semi-flexible metal strips, which are ejected and reused.
Like most healers, these guys aren’t very good offensive units, but they do carry bonesaws as last resorts for self-defense.
Objectheads late at night on the street. Many years ago in-verse, Torque (clock-head) went through a nasty breakup with his later-to-be rival - which resulted in a lot of drinking and having Braun (bag-head) drag him home.
A more touching part of their complicated relationship, drawn specifically for my dear friend Miru / inktrashing's birthday. Happy birthday!!! May you have a wonderful year. ♥
Braun the bag-head belongs to Miru.
Ayyyy my friends always spoil me so much on my birthday! It’s so nice seeing Torque being a (semi?) decent boss for once, aah. (●・ω・●）Thank you so much for the sweet birthday wishes my frond!
Ggggggoooosh! Fal gave me this stunning (slightly early) birthday present and I’m still rereading it and taking in all the gorgeous little details. There’s so much care and effort put into the art, and it’s such a wonderfully, sweetly written little comic. It’s so good! (*´□`*)
Your comics are always so beautifully crafted and this one will always be extra super special to me! Thank you so, so much for this beautiful gift!!!