Beowulf’s slightly nerdy fashion sense would meld with Jonathan’s gentlemanly tendencies pretty well, huh? Although I think given Beowulf’s unorthodox choice of weaponry, Joseph would also be a decent fit!
Bonus alts for the Hurting too, since I couldn’t leave Beowulf’s staunchest ally out of the festivities! ⊂(｀･ω∩´)
Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 6 / 9 ) rogues
Rogues were the class other than archers that gave me the most trouble in redesigning. In the end, I decided it would be easiest to approach the two as DPS classes that focused on opposite aspects: stealth vs. speed. (DEX vs AGI in RPG terms?)
Rogues focus entirely on getting close to the enemy and dealing as much damage as quickly as possible. Though they wear some basic armor (dirtbike chest and shoulder protectors), their outfits mostly emphasis sleekness and mobility; speed-cycling and mountain biking clothes have a good balance of durability and ease of movement. Running shoes are favored over boots, sometimes preemptively paired with ankle braces.
Katars are the favored weapon of choice due to their huge thrusting power, much more effective at punching through armor than conventional knives and blades.
Explosive variants append “shotgun shells” of crude home-made explosives that add extra kick to a blow. A leather shield extends off the end of the katar in order to protect the arm from the impact. Which this does allow for bigger bursts of damage, it obviously requires the user to reload once in a while.
Corrosive variants are slotted with vials of acid, which flows into small channels and wells in the katar’s blade; once the blade punctures through an enemy’s armor, the acid will be left behind. Corrosion is slow-acting, applying a debuff and causing damage over time.
Traditional fantasy-based MMO classes redesigned for a post-apocalyptic setting: ( 5 / 9 ) bards
Given the somewhat whimsical nature of the original class, I struggled with translating bards into something more realistic before my friend Fal suggested going in the direction of rally leaders, which ended up working out great. (They started out as more straightforward rock starlets, which would have been adequate but not very unique, I think.)
The core imagery was taken from girls’ cheerleader uniforms and — due to the aggressive un-cuteness of most male cheerleadering uniforms — stereotypical ouendan clothes. I wanted both outfits to be moderately fanservice-y but easy to move in and somewhat durable.
Bards are heavily skewed towards long-distance support, so their defensive gear is a bit more for looks than functionality. They wear lacrosse leg guards and thigh guards, while their arm braces are a stacked combination of bite sleeves, police arm guards and heavy-duty gloves. MMA chestplates are optional.
Buffs and debuffs are cast by shouting cheers/chants and rallying cries through a megaphone. A portable speaker cobbled together with a backpacking strap set can be appended to the megaphone in order to increase range and effectiveness. Cheer flags serve the same function as megaphones, but can’t be enhanced with speakers; in exchange, they can be wielded like bo staffs for close- to mid-range combat.
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.