Mythos Classes

This is a page of all the classes we use when we use swords in Mythos. We will not necessarily use all or even any of the classes and the mechanics are liable to change at any time. Even if you have read this page, do not take it as gospel nor use this knowledge to explain the other classes to other people. Wait for an official explanation of the classes at Mythos from a signer.

A comprehensive list of all the classes used in Swords Mythos. There are three types of Classes, Official, Semi-Official and Rare. The Official classes are used fairly commonly on Saturdays and most players should know how they function. They are generally simple and fulfill and common RPG role. The Semi-Official classes are used frequently on Tuesdays (at Swords Practice/Jonah's crazy lab) but have yet to be integrated on Saturdays. Rare classes either require a high degree of creativity and a well 'balanced' mind or are connected to another Rare class. While not limited to signers (and ex-signers) it tends to be them because they know that they can trust themselves to do their best to keep the game fun and interesting. All classes will be rated by number of swordsmen required to defeat them (for balancing purposes).

= Official Classes =

Swordsman (1):
The standard swordsman usually wields a longsword and uses either one or two hands. It is more effective (and realistic) with two. This player story-wise has light armor and gauntlets. This armor provides no benefit and so head and torso wounds are usually quickly fatal, bleeding via amputation can be slowed but not stopped. Small cuts are a distraction but survivable. Back hits are lethal. The armor is light enough so that they are not slowed. The gauntlets cover their hand and wrist but are usually not protection against a direct strike. They are to protect against sliding blades as the Mythos swords do not have hilts.

Dualwielder (1):
The dual-wielder is the same as the swords man but uses two short weapons instead of a longsword. The older swords are preferred as they are broken to the point where they are short enough to be fair. The advantage of having two weapons is offset by the requirement of ambidexterity and the reduction in reach.

Monster (4):
Mythos monsters are highly varied. Depending on the weapons available, they may use the classically considered monster weapons (purple glaive, green-capped spears or green mace), spears, even swords or unarmed. A weapon that a monster is using is classified as a Monster Weapon. Monster Weapons will shatter any limb upon contact, and if it hits head or torso instantly lethal. They also break any non Monster Weapon on contact. The best way to treat them is if they have the weight of a car shoved into the size of the weapon. This means a normal person cannot pick up the weapon. It would likely take a team of eight or more to be able to lift and carry it and it would still be very difficult. Monsters also have native damage reduction, requiring three to four 'lethal' hits to kill them. However, this is sometimes a 'wobbly' rule. If the strikes are light (eg, a scratch or three quick tap-tap-taps) it could be considered less. Additionally if the strikes take place over a long period of time (more likely in the woods) while the monster doesn't actually heal, the effect of injuries is lessened on them. If a monster is using claws or shadowboxing, it is likely they have a disjointed hit box- meaning that they can hit you from about two feet from where their hand actually is.

Rogue (1):
The rogue is a light unit equipped with only a knife. They have four abilities, death touch, luck, distract and disarm. Death touch is an instantly lethal ability that is activated upon calling it out and touching another player. This will kill bears, monsters and other tough opponents. Luck is an escape ability, causing good luck for the rogue. Since this is very difficult for mortals to orchestrate, it comes in the form of acted bad luck of the rogues opponent. This is often something as simple as a pursuer tripping or getting a minor headache that causes them to stop for a short period of time. Distract is an non-offensive abiltiy, primarily used by the rogue to sneak past other players. It should not be used to distract a player and then run up to them. If the Rogue is the center of the targets attention the ability is likely to not work. For example, if someone was charging at you and you head a twig snap twenty feet to your left, you wouldn't really care. But if you we're alone on guard duty and hadn't seen anyone, you would look for the snapped twig- in that instant a sneaking rogue could steal the flag or assassinate the guard. Disarm is the finally ability and also sounds like what it is. If the rogue grabs the opponents weapon and calls out 'disarm' they can grab the weapon out of their enemies hands. The other player should not resist and perhaps drop it even if the rogue missed with the grab if they were close. The rogue may use the weapon to kill their opponent but they are not likely to keep it- it is not a weapon they like to use

Spearmen (2):
Spearmen is the same as the swordsman, but instead of a sword, he(or she) uses a spear. The spear has great reach advantages but is heavier than the sword. It should not be wielded with only one hand except for the end of a lunge- but from that position, it can only be dragged in, not swung.

Healer (1):
The healer is unarmed but carries with them bells (or keys). When a player is injured, the healer approaches them and must touch their shoulder (or something similarity inoffensive) for the next 10-15 seconds depending on the severity of the wound, so long as the healer has their hand on the injured both are in a bubble of immunity. However, they cannot move nor interact with the rest of the players. The healer can maintain the bubble indefinitely, especially if an enemy player is camping the healer. Players should not survive for just a few seconds longer than they normally would if healers are around. It is an unconscious reaction- if there is a chance you will be saved, someone with a serious wound might stick around for a minute waiting to be healed when they should die almost instantly. However, if a healer can get to you within a couple seconds of a major wound they can save your life- not just repair you. Healers also have a few variants that are considered balanced. The Armored Healer acts as though they have armor. This is similar to the armor that the Knight has. They are slowed and encumbered, but they have moderate damage reduction. The extra defense is offset by the fact that they will take longer to get to their patients who may die in the meantime. Clerics can take any healing spell they used and inflict it upon an opponent with a touch. It is instantly cast the enemy is full affected by the wound. The wound gradients are Minor, Major, Serious and Fatal. Finally there is the Armored Cleric which combines the inflicting ability with the slow moving defensive healer.

Zombie (.5):
Zombies are zombies. If they get one hand on you, you are slowed. If they get two hands on you, you are dead and become a zombie (unless otherwise stated). You may remove a zombies limbs, but that only slows them down. You must remove the head or destroy the brain. Reminder: Zombies are people too. Don't actually cause brain damage. Zombies may be created by the necromancer and depending upon the game may be slow or fast. Zombies respawn as soon as the encounter ends and all combatants are dead or not fighting in the area anymore. In a Zombie survival game, one player has killed over 43 zombies before dying.

Knight (2):
The knight is a standard swordsman with full plate armor. This gives them damage reduction (you do not have to hit them in the joints). This armor isn't as strong as Monster damage reduction nor does it reduce the effect of injuries- its still a person inside that full plate. However they are slowed and must move at a slow walking pace. Additionally, because of the awkwardness of the armor, if they fall over, they probably require the aid of one person if they are mostly uninjured and two people if they are. If shields are available, knights get first dibs on shields. Knights do not charge or run. Ever.

Bear (3):
Bears are bears. They have natural damage reduction similar to a Knights but no weapon. Additionally, since the armor is part of them, they are not encumbered. However, they don't run most of the time, usually a lumbering pace, but they can. If they fall over they can get up on their own. If they have teammates, they do not attack them, but will not be the most social of players- its a bear, go figure. Bears- like unarmed monsters have a disjointed hit box and can hit a player from a few feet away.

Mage (1):
Mages are the most complicated common official class. They can be identified on the battlefield because they will not have a blade or similar weapon. They will be equipped with snowballs, green foam balls or nerf guns. They may also have a vuvuzela. Mages havethree kinds of spells. Effect spells, direct damage spells and transportation spells. Direct damage spells include things like fireball, frost shock, chain lightning etc... they should all be treated as though you were hit by that spell where you were hit by the ammunition. Effect spells are more complicated if you get hit by a spell that is not a direct damage spell, or if you didn't hear a spell, you and the mage are in a phased out zone. You are both immune to the rest of the world and in fact not part of it for about 15-30 seconds. During that time, the mage will explain the effects of the spell. Spell effects usually last between 15 seconds and a minute depending on the severity. Effect spells can include polymorphs (changing a player into an animal), quests (making a player do something on pain of death) transmutation (jelly legs, petrification) and illusions (ghostly voices, hallucinations) and more. A spell that turns a player into a dog takes a lot of effort and should last about 30 seconds when you get back to the real world- perhaps longer if the game is seeming longer. If it causes the player to hallucinate that they are being followd by a penguin, well, thats minor as it isn't a physical manifestation and could last to their death (or longer if they so choose). If you are affected by a spell in a negative way (turned to stone etc...) if you can come up with a way to make it a buff, talk to someone who is responsible (signers etc...) and see if you can become something like a terrra-cotta soldier (or w/e fits the bill). Transportation effects occur when the Mage Blows their vuvuzela or calls out for a Time Stop. All players are immediately frozen in time for thirty seconds. At that point, they have thirty seconds in which they can Summon, Banish or Teleport. When summoning, they run over to a player, tap them and have them run back to where they were. When banishing it is the same thing but the player starts within arms reach and has the remaining time to run in whatever direction (or to whatever point) is assigned to them. When teleporting, the mage just goes to a location and stands there. You can only use one of these spells in a game and only use it once.

= Rare Classes =

Statue (1):
Like the Crying Angel from Dr. Who. They are created by the summoner or necromancer and are assigned a target. They must single mindedly approach that target and attempt to kill them. While on the approach they are like bears. If the target looks at them, they must freeze and become immune until the target stops looking at them. They can be shoved over and shattered when in their statue form.

Unicorn (X):
The Unicorn raises the dead as servants of good, usually bringing them back as more peaceful things, or violently pro-peace. When they die, they return to whatever team or faction they were on. The Unicorn is not intended to be killed and can provide blessings and healings to its followers.

Werewolf (1):
A specialized unit- uses disjointed hit box but does not have damage reduction. Does not pass on its infection.

Wraith (1):
A raised warrior created by a necromancer or summoner who feels no pain and is highly aggressive. Will charge the nearest pack of people and do as much damage as possible. It is best to remember that not feeling damage is not the same as damage reduction or not taking damage. The injury will have no meaning for the wraith- mentally, but will still stop them physically.

Necromancer (X):
The necromancer raises dead into minions, including but not limited too, zombies, skeletons, statues, wraiths and other undead that they come up with. The Necromancer 'can' be killed but is equipped with Intimidate (scares everyone nearby away) and Thorns (whatever damage you inflict upon it, the same is inflicted upon you.

Summoner (3):
This person creates units that can be from these lists or made up with additional penalties and buffs as they see fit to balance it. They are assigned another player who is the summon and acts as they ask it to. The summoner has no defenses to call their own except for their summoned monster.

Shadow Boxer (1):
Your standard fighter, without weapons. Some players engage in short shadowboxing duels, but for the most part avoid this class as it has no advantages beyond awesomeness.

Skeleton (1):
An undead creation that has lost its flesh slightly hardier than a normal person and still has its weapon, but is mindless.

= Semi-Official Classes =

Paladin (1):
Paladins are either swordsmen, duel-wielders, spearmen, or knights who have chosen to take the path of the righteous- they must attack all undead/necromancer on sight, but are granted slight damage reduction against them as well as Exorcism, a direct damage spell effective against undead only.

Barbarian (1):
A normal swordsman until they shout “Berserk” or “bjork” or something similar. For the next four seconds they feel no pain and take no injuries while dealing extra damage (damage incrementation). At the end of the four seconds they die. If the game has respawns, respawn in 50% longer if they died by berserk- so they can't spam it easily.

Bard (1):
This class is highly experimental. A bard begins by naming a song and its ability- Song of Fear or Song of Valor (enemies shaken, allies more focused respectively). It has a base 15 foot range as long as the bard keeps singing and the lyrics kinda make sense. 10 ft bonus if the work is created on the spot. 5Ft bonuses for: self created song, mocking playing an instrument, and a further five if the instrument is real.

Spellsword (1):
Has the direct damage and effect abilties that a mage has, but uses a sword to pass spells on. The spellsword, when entering combat announces the spell and the next hit (even if it was just a scratch, or a light wound) applies the effect.

Golem (1):
A stone monstrosity. Swords have practically no effect, but it is slow, cumbersome and unarmed. Additionally, its attacks are slow and easy to dodge.

Idiot (1):
Someone who makes up useless class ideas and tries them out randomly. These classes don't have an effect unless the people affected want there to be.

Jello Monster (1):
An unarmed person made of thick jello. When theyt come in contact with a person that part of them becomes jello/jelly, so floppy and loose. Each arm, leg torso and head count as their own section. The jello monster cannot be killed. If they are struck by a strong sword blow, they may be cut in half but they can remorph into their form. Infected people are not contagious.

= Jedi Classes =

Jedi Master:
Has two of Heal, Speed, Lightning and Choke. Has Push and Pull and Lightsaber. Heal is similar to the healers abilty. Speed makes everyone else (allies too) in the area slow down by half (effectively doubling the speed of the user). Lightning is a two hand cast (drop lightsaber) that kills after 5 seconds. Choke is a one hand cast (lightsaber off hand) that kills after 8 seconds. Survivors of Lightning and Choke are injured or winded if they did not suffer the full effect. Push involves shouting push and the target is pushed away. Pull is shouting pull and the target is drawn in.

Jedi Knight:
Has push, pull lightsaber. Can become a master if the last master died and they have killed a sith master. Must be selected among all potential candidates by other Knights. That master then becomes a Knight.

Jedi Padawan:
Only has a lightsaber. Can become a master or Knight if they have killed a Sith Master or Lord and a Jedi Master or Knight has died. Must be selected among all potential candidates by other Padawans. That master/knight becomes an apprentice.

Sith Master:
Has two of Heal, Speed, Lightning and Choke. Has Push and Pull and Lightsaber. See Jedi Master for descriptions.

Sith Lord:
Has push, pull lightsaber. Can become a master by killing any Sith Master, that Master becomes a Lord.

Sith Apprentice:
Only has a lightsaber. Can become an Sith Lord by killing a Sith Lord or a Sith Master by killing a Sith Master. The dead master/lord takes the killers rank when they respawn.

Force Sensitive Bounty Hunter:
Has push, pull lightsaber. If switches teams, is the equivalent of a Lord or Knight.

= Avatar, The Last Airbender =

Fire Bender:

 * Has two sashes tied to their wrists- these are fire. They apply fire on contact. Fire burns.
 * Can use their forearms to block weapons and projectiles. If they kick their shins and feet are immune.
 * Can apply fire on touch. Offensively, this is very powerful - instant kill. Defensively, this can cauterize a wound. This does not get rid of the pain, but instead simply closes off bleeding wounds.

Earth Bender:

 * Can throw a projectile boulder (couch foam). This is a boulder. It will crush you. Cannot be bvlocked by normal weapons.
 * Can use gloves to block weapons and projectiles.
 * Can root someone to the ground by encasing their legs with rocks."Bind" lasts for about 10 seconds.
 * Can trip people with a wave of rocks."Trip"
 * Can crush somebody who is static/incapacitated in some manner.
 * Palm touch shoots a bullet into them - instant kill..

Water Bender:

 * Have sheet- if used to block, it is an icewall. This will block weapons and projectiles.
 * If the sheet is lashed- its as sharp as blade.
 * Can be used as a heal. Similar to priest, use the sheet to apply heals. Can douse fire on other players.
 * When holding water, hands are immune to damage.

Air Bender:

 * Have force push. Requires wind up. Scales with spinning/time used. Shout "Push" while casting.
 * Have gust. Cone effect that slows everyone moving towards the bender.
 * Can use their forearms to block weapons and projectiles. If they kick their shins and feet are immune
 * Non-violent. More of support. Will not kill a player on their own.