QuestKits
QuestKits are a Bipedal, Fox like creature that hail from, well, we don’t know where, but they sure are cute! They may come in any color, but the never exceed five colors per a kit, extra is incredibly rare. In there most common form they look like or mascot (Say Hi Scotty!) And rarity goes up for each edit added. One edit makes it uncommon (basic edit, like hair, eye color, ear shape) two edits makes it rare (A mix of two basic edits like Ear shape AND hair) ultra-rare is three edits or major edits (Wings , Longer/shorter/no fur, ect) these are incredibly hard to come by, remember, most of them are common because they can win upgrades Via quests! All quest kits are born equal, and all can become powerful and mighty with hard work.They have the ability to "Level up!" through Quests, each level advances the QuestKit towards a bigger reward. They currently have no lore, but that may just change….
Classes
When you adopt your QuestKit, you will have the ability to choose one of three classes; each one is unique and has different benefits towards quests. Once a QuestKit has chosen a class, they cannot change it, it is set for life, no returns! We don’t want you unwanted class, so choose wisely.
Archer
• Trainee (1-5)
• Scout (5-15)
• Hunter (15-30)
• Ranger (30-50)
• Master Ranger(50)
Archers: Are the bowmen of the QuestKit world, they shoot down all the bad guys, or if there in the mood, anything that happens to be moving. Arches may only possess Bows (of any kind) or cross bows as weapons, any other weapon would make them unable to complete quests. The bonus that archest gain from quests is they have the chance for a second roll if the quest has a rare item, so if there’s a 1/10 chance to get the rare item after the quest, archers would have a 1/5 chance to attain the said item.
Knight
• Trainee (1-5)
• Rookie(5-15)
• Guard(15-30)
• Paladin(30-50)
• Master Paladin(50)
Knights: The strong! The virtuous! Or maybe they just like hitting things with big swords, we don’t know, but they sure know how to power their way through any challenge. Knights may only possess two handed weapons (war axe, great sword, spears ect.) any other weapon and these fighters are useless during quests. The Bonus for Knights is if their lucky, they get to skip a quest, because you know, there doing at that stuff. The chance to skip a quest is rolled by the GM (MapleNeko), the chance is 1/10 to skip a quest.
Thief
• Trainee (1-5)
• Sneak Thief(5-15)
• Rouge(15-30)
• Assassin(30-50)
• Master Assassin (50)
Thieves: These Kits sure now how to get around, and fill their pockets at the same time. They specialize in taking what they shouldn’t, and are pretty dang good at it too. Thieves are completely useless without their weapons of choice (daggers, and throwing knives) and are unable to complete a quest without their handy stabby items. Because they like money so much, their bonus is extra loot at the end of the quest, money loot that is. They get a random number (from the GM) between 1-4 and get to multiply that number by ten for the extra cash, go thieves!