Need ideas for Futuristic Classes

Black Pagan

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The Game's setting takes place in the Future, When Humans have colonized other Planets and have reached the few Nearest Stars. A Spaceship accidentally crash lands on a mysterious Alien Planet with you (The Player). Your job is to head out, Fix the Spaceship by finding materials from the Alien Planet. This isn't as easy as it sounds.. as you have to cross vast plains to find various parts scattered everywhere, combating Aliens and all kinds of Alien terrain.

What kind of Classes can you think of in such a Game Setting ?

Here is one i could think of :

Drone Specialist - A Character with a companion Drone. The Drone does most of the work while the Character wields a futuristic Gun and fires basic attacks. The Drone has Powerful Support and Scouting abilities.
 

Nightblade50

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well I have 3 classes

Gunner: Tank + good damage, but slow. Uses large heavy guns and strong armor
Sniper: Low defense and excellent damage, high speed. Uses sniper rifle. High crit rate.
Medic: Moderate defense, low damage, can heal and boost allies. Uses handgun

This is FAIRLY balanced for a 3-character game. Could have medic buff sniper's defense and tank's speed
 

Tiamat-86

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engineer - whitemage
cyborg - monk
technician - blackmage
android - knight
psy ops - redmage
 

HumanNinjaToo

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Cyborg, tactician, marine or spacemarine, sentinel, spymaster, outrider, guardian, gunslinger, engineer, disciple, agent, harbinger, infiltrator, sniper, emissary, diabolist, [alien] hunter, scavenger, medic, mercenary, marshal, spy, bounty hunter, thief, Skyguard, stalker, scout, trapsmith, brawler
 

RachelTheSeeker

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While planetary sci-fi isn't exactly my forte (I lean toward post-apocalyptic and science-fantasy for any sci-fi), here are some ideas. Most of these are based off Star Wars d20 and its playable classes.

The Fringer
Known to survive on backwater or under-developed planets. Could have skills that relate to fighting a planet's natural threats. I can see them being an Evasion-based tank, and having resistance toward ailments like Poison and Blind (implants, immunities, etc), or having a high AGI and perhaps HP. Probably leans toward melee weapons, civilian-level firearms (weaker energy pistols, or reliable slugthrowers based on revolvers / hunting rifles / shotguns), and light armor to medium armor. Non-combat skills could involve foraging for healing supply ingredients, actually making those supplies from a crafting station or from a menu option, and being perceptive to out-of-battle threats?

The Noble
While not useful as a planetary survivor or even a fighter, their social skills and leadership know no bounds. Could have skills to add buffs or remove mental ailments/debuffs from allies, would open up dialogue choices in social situations if active on the team. Maybe has average stats across the board, as gimmicky characters who are useless in a fight suck. Equips could involve civvy firearms, maybe dueling melee weapons, and light armor.

The Sapper
Militaristic and based around technology and how to thwart it. I can see them having skills that allow them to fight robots / androids / cyborgs / power armor users more effectively. They might even be able to blow the enemy away with military-funded explosives, either as vicious single-target grenades or bunker-busting bombs (AoE or "true" damage that ignores defenses).

In non-combat scenarios they serve as a Thief or Rogue in fantasy tabletop RPGs, able to detect and disarm traps and breach locked doors (likely with explosive charges instead of lockpicking). Might be slow to act (low AGI), but with heavy DEF; their earthy wit and cussedness could give them decent MDF. Their loadouts for gear should include military-level guns (energy rifles, assault slugthrowers and shotguns come to mind), improvised and heavy melee weapons based off tools (engineer wrenches, sledgehammers) and medium-to-heavy armor.

The Cyberpunk
Not unlike a Fringer-Sapper combo for game stats, but based on digital technology and coming off as an anarchist punk (maybe one forced into service, or a stowaway on the crashed spacecraft). If the Sapper is meant to blow up or fry the circuits of robotic foes, the Cyberpunk should be able to apply ailments exclusive to them. Stuff like locking integrated weapons systems (akin to Silence), taking over the AI of robots (Confusion or Enticement, or a script-based effect to directly control their actions), messing with targeting systems (Blind), et cetera. Out of battle their skills are talented enough to hack even alien software, or simply override electronic locks.

For other combat skills the "punk" part of their name should apply, such as molotov cocktails or monofilament garrotes. If using cybernetics or implants as suggested for the Fringer, their "cyber" part can also come to mind. Maybe they can have access to more useful implants, or have more equip slots to use them at a time? They should be more dextrous than a Fringer but more wispy -- a passive Evasion and/or Critical boost, but less HP? Their weapons can vary depending on what they've filched as anarchists, and are up to taste. Civvy guns, melee weapons, stolen military weapons could be mix-and-matched as desired. I think their armor should be light, maybe light-to-medium. If power armor is gained later on, maybe they can find a means to hack it for their own use, despite not having heavy armor aptitude otherwise?
 
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Nightblade50

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The Fringer
Known to survive on backwater or under-developed planets. Could have skills that relate to fighting a planet's natural threats. I can see them being an Evasion-based tank, and having resistance toward ailments like Poison and Blind (implants, immunities, etc), or having a high AGI and perhaps HP. Probably leans toward melee weapons, civilian-level firearms (weaker energy pistols, or reliable slugthrowers based on revolvers / hunting rifles / shotguns), and light armor to medium armor. Non-combat skills could involve foraging for healing supply ingredients, actually making those supplies from a crafting station or from a menu option, and being perceptive to out-of-battle threats?
I like that idea. I used to play an MMO a while back, my class was assassin, and you could tank with it by changing your stats with items and skills and such so as to dodge almost every attack and survive the rest - though you wore light armor
 

RachelTheSeeker

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I like that idea. I used to play an MMO a while back, my class was assassin, and you could tank with it by changing your stats with items and skills and such so as to dodge almost every attack and survive the rest - though you wore light armor
Heheh, I'm glad. I do love that class from Star Wars d20; was inspired to do my take on it, as the OP mentioned crash-landing on a mysterious planet. Technology only gets you so far in a survival situation from what little I know. Thus, even a sci-fi space travel game ought to have a class with obsolete yet practical gear and skills!
 

Aesica

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Just some crap off the top of my head:
  • Scientist (mage)
  • Soldier or similar "military" variants (physical/energy weapon user)
  • Doctor/Medic (healer)
  • Android (any)
  • Empath (mage or healer)
  • Engineer (any)
  • Mutant (any)
Obviously these are meant as generics. You could elaborate more on them, such as Geneticist or Xenobiologist for the Scientist, Security Officer or Sniper for Soldier, etc.

IMO as long as the classes describe the characters, it's probably fine.
 

Kovos_Datch

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Biologist/ecologist with a specialization with alien races. Giving this character dialogue to help the player know what to watch out for (eg. alien monsters that are strong, or parts of the world covered in toxic spores, or even edible plants along the way) could serve as a soft tutorial of sorts.
 

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