Taro was now asleep, while Au cleared up but the anticipation wouldn't let him sleep so he decided to review the manual, the classes of the game;
The Sprinter
The heart of the team, the Ace, the one responsible for reaching objectives first—whether it be capturing a flag, activating a checkpoint, or finishing a run before the opposition. Speed is their religion, and every fiber of their being is honed for momentum. Agility, dexterity, flexibility, stamina, and raw acceleration are paramount, but a true Sprinter is more than just fast.
To survive, they must have evasive mastery, twisting their bodies mid-air to avoid incoming projectiles, leaping through impossibly tight gaps, and breaking momentum into controlled slides that let them snap into a new direction instantly. Some train in breakneck acrobatics, using walls, ceilings, and even their opponents as footholds. Others develop speed-based abilities that allow them to seemingly bend time—double-jumping off thin air, vanishing from sight in the blink of an eye, or leaving afterimages to confuse pursuers.
They are untouchable—or at least, that’s the goal.
The Goliath
Where the Sprinter is a blur, the Goliath is an unmovable force. A walking, breathing shield, the Goliath does not stay too close—so as not to disrupt the Sprinter’s movement—but never strays too far. Strength, endurance, and spatial awareness are their greatest weapons, allowing them to predict and intercept incoming threats before they can reach the core players.
Some Goliaths are brutal enforcers, built like walls, taking direct hits that would crumple lesser players. Others are dynamic juggernauts, hurling obstacles, smashing through barriers, and reshaping the battlefield with sheer force. The best of them can react in milliseconds, turning themselves into living shields for the team.
A Sprinter without a Goliath is exposed.
A Goliath without a Sprinter is a wall without purpose.
Together, they are unstoppable.
The Scout
Every pathfinder knows: the fastest route isn’t always the safest route. The Scout’s job isn’t just to be quick but to know where to go before anyone else does. They analyze terrain, routes, hazards, and enemy placements, finding paths that others wouldn’t dare to take.
But a great Scout doesn’t just find paths—they make them. Whether it’s triggering environmental shifts, setting up temporary escape routes, or baiting opponents into dead zones, the Scout is the key to navigating the chaos. They use drones, sensory enhancements, and hyper-awareness to control their surroundings. Some can see patterns in the way a course shifts, predicting when and where paths will change.
A good Sprinter is fast.
A good Scout makes them faster.
The Nullcloak
Where others run, the Nullcloak waits. Where others seek, the Nullcloak vanishes.
This is the assassin-type, trained in ambush tactics, stealth, and sabotage. The Nullcloak’s greatest weapon is uncertainty—their presence is a question mark, a threat unseen but always felt. They strike at high-value targets and disrupt enemy formations through ambush kills, disabling key players before they even realize the fight has begun.
Some Nullcloaks are masters of silence, moving through the game unseen. Others are ghostly hunters, flickering in and out of visibility, attacking from impossible angles before slipping away like a shadow. Their gear often includes cloaking tech, silent mobility tools, or even perception-warping abilities.
The best Nullcloaks make an enemy paranoid.
Stolen novel; please report.
And in The Game, paranoia is as deadly as a blade.
The Ichcor
If the team is a living organism, then the Ichcor is the brain. They are the strategist, the coordinator, the one watching from above while others run below.
An Ichcor sees everything. Every movement, every shift in terrain, every pattern in an opponent’s strategy. They don’t just react to what’s happening now—they predict what will happen ten steps ahead. Using advanced tactical software, drones, or raw intellect, they guide the team’s actions in real-time.
A Sprinter might run into a trap.
A Goliath might waste energy on a fight they don’t need.
A Scout might miss an unseen path.
An Ichcor makes sure none of that happens.
The greatest Ichcors don’t just play The Game.
They manipulate it.
The Doppel
The Doppel is the shadow of the Sprinter, a near-perfect double, running alongside them, mirroring their movements, acting as both cover and deception. Their purpose is twofold—they create openings for the Sprinter while being ready to replace them if the worst happens.
But a Doppel is not just a second-rate Sprinter. They are a wildcard, using misdirection and adaptive movement to force the enemy into split-second choices. Attack the wrong one, and you’ve wasted your chance.
A skilled Doppel knows how to be indistinguishable from their Sprinter—copying not just their style, but their mindset, making it impossible to tell them apart until it’s too late.
And if the Sprinter falls?
The Doppel becomes the new Ace.
The Ghost
A false lead. A trick. A lure. The Ghost is the expendable illusion, designed to mislead.
Unlike the Doppel, who mimics their Sprinter, the Ghost exists purely to waste the enemy’s time. Their movements are unpredictable, their tactics erratic, their entire presence designed to force opponents into chasing shadows.
Some Ghosts use holographic decoys, making enemies fight nothing but air. Others specialize in high-risk evasive maneuvers, leading pursuers into traps before vanishing at the last moment. The most dangerous of them are also trained killers, assigned one or two elimination targets they must take out before disappearing into the chaos.
A Ghost is a phantom of war—the enemy never knows if they’re real until it’s too late.
The Chameleon
The Chameleon is a reality-breaker, a player who does not move through The Game so much as they change the Game itself.
Their unique ability allows them to alter the course’s terrain, but only under certain conditions. Whether by fulfilling specific in-game objectives, solving hidden puzzles, or exploiting glitches in the system, a Chameleon has the power to reshape the battlefield in ways no one else can.
Some create shortcuts, others close off enemy routes, and the best of them turn the very environment into a weapon. A wall suddenly appears where there was none, a bridge collapses at the perfect moment, an entire section of the map is rewritten in their favor.
To an untrained eye, their power seems like magic.
To a master strategist, it is the ultimate tool.
The Bungee.
The Bungee is the mid-air specialist, a player who barely touches the ground. Walls, ceilings, railings, moving vehicles—everything is a foothold to them. Where others are bound by gravity, a Bungee dances above it, twisting, rebounding, and flipping through the sky like a bolt of lightning.
Some Bungees use tethering wires to swing between structures at impossible speeds. Others manipulate momentum shifts, performing double or triple aerial redirections mid-flight. The best of them never land unless they choose to.
If a Sprinter is fast, a Bungee is untouchable.
The Jester
Where most players rely on movement, the jester relies on impossible precision. They use ricochets, environmental rebounds, and split-second calculations to land shots from angles that should be physically impossible.
A Jester doesn’t need direct line of sight—they can bounce a projectile off three surfaces and still hit their target. The best ones use multi-angle prediction software or hyper-reflexive instincts to make every bullet count.
A Jester rarely fires twice.
Because the first shot is all they need.
The Juggernaut
While the Goliath and Bastion are defensive titans, the Juggernaut is an unstoppable force. A wrecking ball of sheer momentum, they use unrelenting forward movement to tear through anything in their path.
A Juggernaut doesn’t just break through walls—they carry entire teams forward by smashing through obstacles, sending enemies flying with sheer force, or turning their own bodies into high-speed projectiles.
You don’t stop a Juggernaut.
You get out of the way.
The Riftwalker
The Riftwalker is an enigma, existing on the edge of space and time distortions. They manipulate blink movement, phase shifts, or localized wormholes to bend reality in their favor.
A Riftwalker might teleport short distances, shift between parallel layers of a map, or even momentarily phase out of existence to avoid damage. The best of them can leave afterimages, create false echoes of their movement, or temporarily exist in two places at once.
Fighting a Riftwalker is like trying to punch a ghost made of lightning.
The Mirage
The Mirage is misinformation given form. A player who thrives on illusions, distractions, and perceptual manipulation, making enemies question what is real and what is deception.
Unlike the Ghost—who is a physical decoy—a Mirage distorts reality itself. Some use light refraction to create copies of themselves, while others hack The Game’s visual systems to shift the appearance of terrain, players, or objectives.
A Mirage doesn’t run from a fight.
They make you doubt that the fight was ever real to begin with.
The Renegade
Most players follow the rules of The Game.
The Renegade ignores them.
A brutal wildcard, the Renegade uses off-meta strategies, illegal modifications, or chaotic unpredictability to destroy carefully structured playstyles. Some break weapons in half to create dual blades, others hijack enemy comms, and the most infamous ones rewrite their own class mid-match.
No one knows what a Renegade is going to do next.
Not even them.
The Game Has No Limits
Classes define how the game is played, but they do not define the players.
The best competitors know how to bend a class beyond its original design—to push limits, rewrite the rules, and turn a role into something entirely new.
Because in The Game, there is one truth:
Adapt or fall.
Because The Game is not
just about running, fighting, or surviving.
It’s about playing smarter.
And in a world where the rich control the rules, the only way to win...
Is to break them.