Week Two: Recap and Lineup

Welcome back!

For this week I explored the concepts behind the other members to this group. I also wanted to clarify what I’m doing a bit as well as explain some of the things I referred to in my original post that may be illegible to those not super familiar with the subjects I carried on about.

Starting out is the lineup of characters:


I’ve designed the “tank” and two “damage dealers” while using the original “healer” that I drew before, just slightly edited.

Before I talk about why I made these decisions for these characters, I’m going to clarify what these adjectives mean and what my project goal is.

I am creating a cast of 4 characters based on the generic group layout of most video games and OSR (Old School Renaissance) tabletop games. An OSR can be summed up as Dungeons and Dragons. You are part of a group of murderous homeless vagabonds set in medieval times, generally consisting of three to six people, that kill people and monsters for money and cool stuff. However I am changing the formula to instead of having generic knights and clerics I’m using 50’s bad boys with big hair; a satirical approach to the genre.

In these murderhobo (player character) gangs a certain co-operative synergy is required between the players abilities. As such roles were created to more easily choose one’s position in the group dynamic, not so much by the tabletop games but video games. These roles are most commonly named tank, healer, and damage dealer.

Image result for protection warrior


Tanks (example above) are used to centralize threat to a single high health and armor target; this allows other roles to focus on aspects other and survival. This is probably the most complicated task of the three roles and is usually represented by a veteran soldier to illustrate.

Image result for ronin


Damage dealers (example above) are the most self explanatory role- you kill things! Your job is to recklessly pursue the destruction of the people attacking your tank. Generally this role has the most dynamic differences than the other two despite its simplistic role. Most games provide magical spells, ranged weapons, a variety of melee weapons, animal companions, and your own fists as ways to dispatch foes.

Image result for white mage


Healers (example above) are, again, just what they sound like: they restore the health of their allies. Their main job however is to fix mistakes made by the tank in failing to cultivate the attention of all the surrounding creatures or if damage dealers fail to perform well enough and the tank needs more personal attention. It is a strange role because if everything is going well you are not really needed; this is much more prominent is OSR games rather than in video games.


For my character designs I’ve done some things in the sketching process to make identifying roles easier. The tank has a shield icon on his necklace, the healer has a cross on his jacket, and the damage dealers have sword icons added to their jackets. This is just to help while sketching, Ill more cleverly disguise these aspects later (as you will see).

For the healer I wanted represent keeping your party healthy in a different way than just “healing magic” or bandages. His kit is stocked with moose, hair spray, and a comb.

The tank is sort of simple in his design, lots of muscle with dual garbage can lids to defend himself.

And the damage dealers are stocked into two loadouts- ranged and melee. The melee with a bat and thick leather coat to defend his body, as well as brandishing a switchblade. The ranged fellow boasts a long coat with a Molotov and a long chain.

Their clothing is mostly inspired by our venture into our school library. There were many books on fashion from the time period displayed and I took a few ides from there.


On the Left are some Japanese decorative jackets, used in the design for the healer and the melee damage dealer. And on the right the long coat with a high collar from a 50’s fashion show was a good fir for a ranged damage dealers ensemble- looking akin to a wizards robe.

Thanks for reading, and see you next time.


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