RedWarlock
2018-09-28, 01:52 AM
I'm having a bit of trouble naming a couple classes in this homebrew system I'm writing up. (I'm using the term 'class' in the common sense; in my game, they're called 'paths' and are more like concentrated combat-based power-sets. You're expected to take at least 3 paths per each 10-level chunk, since they are combined in a gestalt fashion. Anyway...)
Most of the other classes come together in a fairly obvious fashion. Each class has multiple 'starter' options, basically feats/powers that set the class-variant/archetype. For instance, amongst the martial types, I've got the Brawler as a martial controller (uses trips/grabs/throws, as well as larger-effective threat areas, to control the battlefield), the Handler who controls beasts or rides them, the Slayer who deals excessive damage (though either sneak attacks or a rage mechanic), a Sniper who handles ranged attacks, and a Defender who guards allies, parries attack against itself, or has the iron will to ignore/break magical effects in an entirely mundane fashion.
Specifically, I've also got a leader/warlord/marshal type who has three options: two command-word based types, one who inspires/boosts his allies, another who insults/demeans/debuffs his enemies, and a third who basically has a swarm of NPC followers who act like a permanent AoE in an abstract fashion. I've referred to it as a Leader, a Tyrant, or other various names, but coming up with a good term that fits all three versions, but doesn't actually infer a rank or position in a hierarchy, is proving difficult.
For examples, here are all the primary spellcasting classes. Mesmerist (illusions and telepathy and psychic blasts), Nomad (teleporting and portals), Summoner (temporary summons and magical constructs, including undead), Transmuter (magical augmentation and polymorph), Vitalist (positive/negative energy), Shaper (conjuring solid or energy structures, or using telekinetic/shifting landscape). These classes all get access to a rather extensive spell-construction system which can be combined together for an extensive nigh-infinite range of effects.
Then there's the supernatural hybrid classes, who usually tend towards less-complex than the primary casters. Blaster (energy damage, melee or ranged), Bonded (animal/familiar/magical-etc companion), Hexer (offensive combat magic, cursed attacks, teleport-strikes, stealing buffs), Shifter (shapeshifting), Warder (defensive combat magic, dispels, armor buffs, weapon buffs).
Then there's the last class, the second one from the title. Leading name right now is the Envoy, but it's also been the Lucent (too positive-sounding), Radiant (which is a damage type, thus avoided), and I don't know what else to try. Basically, it emits supernatural auras, some positive, some negative. The three basic starter options are a healing effect, a draining DoT effect, and a curse effect which causes them to take penalties to actions/attacks. The power the class builds from is a simple action to use, but becomes a free action and at range, turning the effect into an always-active selective-target aura. Think bard/dragon shaman, the more magical end, opposite the warlord/marshal-type guy I mention above.
Both will basically function like aura classes, with different power sources behind their mechanics. Names are the problem, here, though, because they both need to be flexible enough to handle positive and negative inference on the title, since the powersets vary enough. Names should be a single word, 2-3 syllables, and somewhat distinct from more common job-title class names. (A few of the ones above are already a bit on the edge, or even a bit too suggestive of D&D concepts, but they still fit. Like for the teleport/portal class, the Nomad vs Traveler, Nomad fits better, I think, because it's more distinctive, but fits on the same thesaurus entry.)
Most of the other classes come together in a fairly obvious fashion. Each class has multiple 'starter' options, basically feats/powers that set the class-variant/archetype. For instance, amongst the martial types, I've got the Brawler as a martial controller (uses trips/grabs/throws, as well as larger-effective threat areas, to control the battlefield), the Handler who controls beasts or rides them, the Slayer who deals excessive damage (though either sneak attacks or a rage mechanic), a Sniper who handles ranged attacks, and a Defender who guards allies, parries attack against itself, or has the iron will to ignore/break magical effects in an entirely mundane fashion.
Specifically, I've also got a leader/warlord/marshal type who has three options: two command-word based types, one who inspires/boosts his allies, another who insults/demeans/debuffs his enemies, and a third who basically has a swarm of NPC followers who act like a permanent AoE in an abstract fashion. I've referred to it as a Leader, a Tyrant, or other various names, but coming up with a good term that fits all three versions, but doesn't actually infer a rank or position in a hierarchy, is proving difficult.
For examples, here are all the primary spellcasting classes. Mesmerist (illusions and telepathy and psychic blasts), Nomad (teleporting and portals), Summoner (temporary summons and magical constructs, including undead), Transmuter (magical augmentation and polymorph), Vitalist (positive/negative energy), Shaper (conjuring solid or energy structures, or using telekinetic/shifting landscape). These classes all get access to a rather extensive spell-construction system which can be combined together for an extensive nigh-infinite range of effects.
Then there's the supernatural hybrid classes, who usually tend towards less-complex than the primary casters. Blaster (energy damage, melee or ranged), Bonded (animal/familiar/magical-etc companion), Hexer (offensive combat magic, cursed attacks, teleport-strikes, stealing buffs), Shifter (shapeshifting), Warder (defensive combat magic, dispels, armor buffs, weapon buffs).
Then there's the last class, the second one from the title. Leading name right now is the Envoy, but it's also been the Lucent (too positive-sounding), Radiant (which is a damage type, thus avoided), and I don't know what else to try. Basically, it emits supernatural auras, some positive, some negative. The three basic starter options are a healing effect, a draining DoT effect, and a curse effect which causes them to take penalties to actions/attacks. The power the class builds from is a simple action to use, but becomes a free action and at range, turning the effect into an always-active selective-target aura. Think bard/dragon shaman, the more magical end, opposite the warlord/marshal-type guy I mention above.
Both will basically function like aura classes, with different power sources behind their mechanics. Names are the problem, here, though, because they both need to be flexible enough to handle positive and negative inference on the title, since the powersets vary enough. Names should be a single word, 2-3 syllables, and somewhat distinct from more common job-title class names. (A few of the ones above are already a bit on the edge, or even a bit too suggestive of D&D concepts, but they still fit. Like for the teleport/portal class, the Nomad vs Traveler, Nomad fits better, I think, because it's more distinctive, but fits on the same thesaurus entry.)