Roles There will be RPG based games in which a character will need to choose a 'Role' to play. The character will be allowed to pick their roles based on who won the previous game. No character can have the same role as another, winning the games will give you advantages or disadvantages depending on their situation and the choices left to them. Example: couple A comes in 3rd place in the previous game, they'll be the third pair allowed to pick their roles. So say the roles are Archer, Rogue, Healer, Mage, Knight, Gunner, Monk, Pirate, Demolitionist, Scientist, Druid, and Tactician. The first pair chooses of course the Healer and the knight; those two roles cannot be used by another pair, they have to pick from the remaining 8 roles left after the 2nd place pair chooses their roles. So this is basically all for the big 'Final Game' I have in mind so you don't need to pay too much attention to the roles right now. I simply wrote it all down so I could keep track of it. [b]The Rogue[/b] The Rogue role is basically a thief, specializing in daggers, stealth, and speed. This role is used to its best when setting up ambushes for enemies or a job that requires stealing from another pair. The Rogue is best paired with the Knight to balance out the Rogue's lack of defenses. Rogues can only don light leather armors but their special skill is duel wielding daggers, no other role can do this. Those light on their feet are best suited to this role and receive a passive that makes them harder to hear when hidden in shadows that they can manipulate but only minorly. A rogue's weakness is a mage. [b]The Archer[/b] The Archer is the only one capable of wielding a bow, specializing in its use to the point that an archer can take out a gunner much easier than the Archer can be taken out by that same gunner. They specialize in Sight and dexterity, are the only ones capable of using Sight to take proper aim. Sight is a skill that allows an archer to see a greater distance than a normal person. An archer can wear slightly heavier leather plate armor but nothing higher than that, the last skill an archer possesses is the ability to almost melt into trees, not literally its just as if the tree can provide an amazing hiding place. An archer's weakness is a knight. [b]The Healer[/b] The Healer role is blessed in light and holy magic, they can only heal injuries but cannot bring the dead back to life, life threatening injuries can be healed but in only very special circumstances. A healer has a single defensive spell, a barrier that can only take a limited number of hits, a healer needs a knight or some sort of offensive role to be put to proper use. Healers are weak to rogue's especially but as they can only limitedly defend themselves any offensive role can beat the Healer. [b]The Mage[/b] The mage is a spellcaster who specializes in elemental magics, they're purely offensive, lacks health, has high mana but can only wear robes and has no defenses. Basically a glass cannon and if monk gets too close that monk can take out a mage easily. Staffs are the weapon of choice for this role, and their magic messes with the shadows that a rogue can manipulate and their passive allows them to sense 'life' around them. They're best paired with someone who can shield them. [b]The Knight[/b] The knight is a defender who is the only one capable of wielding a sword and a shield. They wear heavy armor, are slow moving but powerful, they have no particular abilities besides defending and sword skill, rogues can give them trouble with their speed but thankfully have that heavy armor, if used correctly a knight can counter many of the other roles, all except the gunner, armor could deflect some bullets but not all of them. [b]The Gunner[/b] The gunner is one of two classes capable of using a gun, though the gunner's gun is more advanced than the blunderbuss' the pirate wields. They can wear decently heavy armor but nothing over iron, they need a line of sight to aim their weapon properly, of course they can use a rifle as well, they have specialized equipment to enhance their guns, they can switch between a paralyzing dart and ammo meant to kill. While they are limited in range and sight they can be utilized in many other ways. [b]The Monk[/b] The monk is a fast and disciplined martial artist who wields the claw weapons, like knuckle dusters but with a blade on the end. They tend to move quickly and with deadly precision, their faith gives them fairly high defenses though they are still human they are fairly capable. Pairing them with an archer works well but the gunner is the monk's most dangerous enemy as they only wear robes and have to get close to enemies to fight properly. [b]The Pirate[/b] The pirate is a capable almost brawler type character who wields a blunderbuss and a curved blade, they can wield these at the same time though not as efficiently as the rogue. Pirate armor is unique in style and uses, it can only be made of leather and cloth though. Pirates fight dirty, always have, they don't have that good of defense though and unlike the gunner their ammo for their gun is far more limited, being focused mostly on sword fighting. Pirates are particularly nasty for the fact they like poisons and the like, pairing a pirate with a scientist is always a good idea. [b]The Demolitionist[/b] The Demolitionist is a unique role to the world and is capable of using explosives, though they have a limited number of each type of explosive they're among the most tech focused of all the roles; alongside the scientist. They're fairly normal in the fact they wear no armor just regular clothes but they can detonate their explosives from a distance. They have their advantages and disadvantages as all the roles, a scientist is their biggest weakness, pairing them with a gunner works wonders as a Demolitionist can destroy things that are blocking their line of sight. [b]The Scientist[/b] The Scientist is tech heavy but also capable of mixing various chemicals, toxins, and even medicines, they have limited ingredients though so must choose carefully what they mix. A scientist can only wield a stun rod to defend themselves from the other roles. They are most advantageous when paired with a pirate but should try and stay out of the main fights, choosing to be a poison master or a medicine maker. [b]The Druid[/b] The Druid uses a very particular type of magic that allows them to temporarily tame plants and animals to fight for them, they're dangerous enemies to have but if an enemy can get around their summoned allies that leaves the Druid defenseless, they can wield a dart gun but have limited access to their darts, of which all their darts are non-lethal. Pairing them with a Tactician is a fairly smart move and the Druid is particularly useful against the Archer. [b]The Tactician[/b] The Tactician is a unique role as they tend to wield tomes but can only use magic from the time they carry, of which they usually have three options, lightning, ice, or wind. They have minimal sword skill as well but their main role is to guide their allies from behind, each elemental tome also gives the Tactician a 'buff' ability of which they can help their ally with, wind increasing speed, lightning increasing strength, and ice increasing defenses. Pairing with a Druid can provide a fair amount of protection for the Tactician as they can give instruction to the Druid for their summoned allies, they are observant and intelligent, however a gunner can easily take them out of play.