AC RPG
Three Classes of Assassins: Fighter, Cloaked, Thief
Stats:
Strength (How strong you are, how many hits you can take)
Speed (Your sprint speed, dodge chance)
Balance (Rooftop balance, hanging from ledges)
HP - Health Points (based off Strength)
AP - Ability Points (based off Speed/Balance)
Level (1-10?)
Abilities
- All abilities can be raised only by 1 level higher than its starting.
- Classes can also learn how to use new weapons from other classes (only 1 extra); there are some exceptions (Hidden Blade, Large Weapons, Dual Wield).
-Fighter-
Primary Stat: Strength
Starting Abilties
- Level 1 Climb (slow climb, can go up ladders, cannot hang from ropes or balance along thin edges)
- Level 1 Sprint/Free-run (Can move quickly)
- Level 1 Blend
- Level 2 Smash Attack (Heavy damage attack)
- Level 2 Disarm Smash (Non-damage, disarming ability)
- Level 3 Counter-kill
- Level 1 Assassinate
- Level 2 Ride
Weapons
- Large Weapons
- Medium Weapons
- Small Weapons
- Crossbow
- Handgun
Upgrades
- Medium Armor
- Heavy Armor (impairs speed)
- Trained Weaponary (faster swings)
-Cloaked Assassin-
Primary Stat: Balance
Starting Abilities
- Level 3 Climb
- Level 2 Sprit/Free-run
- Level 3 Blend
- Level 2 Counter Disarm
- Level 2 Counter-kill
- Level 2 Dodge
- Level 3 Assassinate
- Level 1 Ride
Weapons
- Hidden Blade
- Medium Weapons
- Small Weapons
- Throwing Knives
- Smoke Bombs
Upgrades
- Poison Blade
- Poison Darts
- Climb Leap Glove
-Thief-
Primary Stat: Speed
Starting Abilities
- Level 2 Climb
- Level 3 Spirit/Free-run
- Level 2 Blend
- Level 2 Backstab
- Level 1 Counter-kill
- Level 3 Dodge
- Level 2 Assassinate
- Level 1 Ride
Weapons
- Small Weapons
- Throwing Knives
- Smoke Bombs
- Dual Wield
Upgrades
- Crossbow Range
- Flying Knives
- Quick Counter