CLASSES
In Entrenched, there are eight classes for players to choose from after gaining some experience. These paths are varied, allowing a character to engage in all manner of play style: each class providing different traits and abilities wholly unique from each other. (I have had several people suggest multiclassing, perhaps I will grant them such a wish...)
THE BLITZ (2023)
“Iconic are the echoes of gunfire and the roar of bombs, but no sound is as infamous as those of the blaring whistles.”
| The Blitz is equipped with the Trench Whistle, a small instrument that is used to give signals to the Blitz’s allies. The sound produced by this tool can be heard all over the battlefield by both allies and enemies. Depending on the various tones at which the whistle is blown, certain commands may be ordered, allowing the Blitz and their teammates an advantage against their foes, or for confusion to ensnare their enemies. |
THE CONJURER (2023)
“Few in number are they, but highly sought after as well - turning the very tides of war with but small wave of their hand.”
The Conjurer is equipped with the Arcane Tome, a massive book that is used for casting purposes. With the tome in hand, the Conjurer has the ability to cast spells, allowing for a menagerie of different effects to take place. There are seven schools of Physical Magic that are widely recognized: Geomancy, Metallurgy, Artification, Baromancy, Photomancy, Sonaturgy, and Vitrification. though more are thought to exist in the further reaches of the continent. The only rule of spellcraft that exists is that material can neither be created nor destroyed, only changed or combined with other materials.
THE INFILTRATOR (2023)
“Baptized through the flames of war and hardened under the rain of steel, truly are they warriors of legendary renown, but so too are they remembered for their monstrous savagery.”
The Infiltrator is equipped with heavier armor plating and protective padding, allowing them to lead the charge into deadly combat. The sting of blades and the bellow of gunfire cannot halt their advance, and aggression is what they are best known for.
THE MEDIC (2023)
“Even amongst the lands of the dying, do many yet still grasp for life; it is by their hand that those who may die find rejuvenation and revival.”
The Medic is equipped with a wide variety of medical equipment, their most important piece being the plasma-kit - allowing themselves or their allies to be healed. For Medics that rise for the task, they may be given defibrillators and prosthetic equipment. Aside from this, Medics are also experts in druggery, them being known for creating soothing ointments and salves along with mind-altering substances or physically-enhancing pills.
THE PASTOR (2023)
“As the darkness of war sweeps forward and cascades the world, it is then that men share the guidance of God; it is through them, God’s light shines forth.”
The Pastor is equipped with the ability to both heal an afflicted person from the strains of shellshock along with being able to perform certain rites, rituals, and even curses and hexes depending on the god the Pastor follows. Unlike the more commonly understood forms of Physical Magic which, while more accessible, is constrained by rules; Metaphysical Magic operates under the will of deity, and does not need to conform to the understood laws of nature. There are only seven orders of Metaphysical magic: Miracles of the Divine, Astralism, Hierurgy, Breath of God, Revalationism, Pneumatic Invocation, and Katabasis.
THE RUNNER (2024)
“Even under the watchful eyes of their adversaries, they remain hidden, passing by, undetected, across the enemy’s lines.”
The Runner is equipped with the ability to hide in plain sight, scale walls with ease, sneak, and being so flight of foot, they have great endurance, allowing them to travel all manner of terrain with ease. While not front-line fighters, their abilities of spying, thievery, and communications allow them to take down enemy forces from the inside.
THE SKIRMISHER (2024)
“It was they who stormed the enemy trench without a soul knowing; quick and messy, but so brutally effective.”
The Skirmisher is equipped with the ability to both ambush enemies in small engagements along with the ability to keep themselves and their allies supplied with munitions. Light armor padding and faster movement allows them jump-in and jump-out of combat.
THE TECHNICIAN (2024)
“They are the masters of iron and the lords of steel, for it is by them and by their hand alone that the beasts of fire and metal roam the land.”
The Technician is equipped with the ability to repair armor and weapons, being able to keep the gear of their allies in tip-top shape - ensuring their survival for yet another day. Technicians also have the ability to operate complex machinery and vehicles like tanks and planes as well.
BACK TO THE TRENCHES!