Classes


MS Pilot - The staple of the Universal Era Rpg. MS pilots are one of the only ones able to pilot mobile suits. They have minimal repair abilities but can also pilot any aircraft/space craft.
Pilot - Unlike thier counterparts, regular pilots cannot manage a mobile suit. Instead, they pilot space and air crafts of all types. They are usually regarded with less respect than pilots, but nonetheless are essential to every faction and corporation.
Engineer - A designer of new machines, Engineers are the only group who can develop new weapons without contracting a corporation. They are highly versed in thier arts, and seldom pilot a suit. It should be noted, that they can also repair any mecha with a relative ease compared to others.
Mechanic - Mechanics are pure repairers, thats all they do. They make thier money off of repairing the suits of factions and corporations alike. The only demerit to this class is that they cannot develop weapons as an engineer could.
Merchant - A third party retailer who works for or buys from the corporations to distribute products.
Corporate Leader - A high ranking member of one of the corporations. With an abundance of money and power, they are some of the influences of the war. They do not enter battle, but can order attacks and start new projects in developing weapons.
General - A general is a man or woman who leads the armies of both the Earth and Mars government. They have leeway to commence thier own operations under the supervision of the centre government. It is not unheard of a general to enter battle in a mobile suit.
Spy - A spy actively joins a group to gather information to hand over to thier employers. Their profession revolves around lies and decept, and spies cannot be expected to trusted. Occiasionaly they turn on thier employers as "Double Agents".
Assassin - A profession close to a spy, however, assassins are adept in the art of killing. Poisons, knives, and stealth are thier way of life.
 
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