Here are the characters and classes from LEGO Universe.
open/close all folders
Faction Kits
Sentinel Faction
Tropes that apply to all Sentinel Faction Members:
- Awesome, but Impractical: They can absorb 1 armor point from smashing enemies, and only one at a time, even if they smashed multiple enemies at once.
- Ideal Hero: Taught to fight for honor and chivalry.
- Mercy Invincibility: They all gain slight damage resistance of some sort, whenever they run out of armor points.
- Proud Warrior Race Guy: The faction that emphasizes the fighting aspect of gameplay, the most.
Knight
- An Adventurer Is You: Knights are classic tanks.
- Blow You Away: At Rank 3, the Knight's shoulderpads give the wearer the ability to spin around and hurt foes.
- Energy Absorption: When you wear four pieces of Knight gear, all damage taken decreases.
- Shield Bash: Starting at Rank 2.
Samurai
- Arrows on Fire
- Everything's Better with Samurai
- Good Old Fisticuffs: At Rank 3, the Samurai's shoulderpads let him kick foes in the face.
- Katanas Are Just Better: At Rank 1, you get a katana, and Rank 2 adds a bow and arrow.
Space Marine
- Charge Attack: At Rank 3, he can unleash blasts of energy.
- Energy Weapon: Starting at Rank 2, he can summon lasers from space.
- Gravity Master: From Rank 1 on, they can summon black holes.
- A Space Marine Is You: Literally.
- The Gunslinger
- Power Armor
Assembly Faction
Tropes that apply to all Assembly Faction members:
- Badass Bookworm / Badass Normal
- The Engineer: They all have the ability to repair armor, and prefer to build their way out of any problem.
- Heroic Second Wind: An ability one can gain at Rank 2 is the ability to instantly regain a small amount of imagination, if they run out.
- No-Sell: They all gain the ability to build things without interruption. Subverted, as this merely causes Critical Existence Failure.
- The Power of Creation: The faction that emphasizes the creation and imagination part of gameplay the most.
- Summon Magic: Each class at least something they can create, for support.
Engineer
- More Dakka: They really have a thing for this trope. Rank 1 Sentries/Turrets have just a small blaster for support, Rank 2 has two of these, and Rank 3 has four, which make it incredibly useful just for fighting on its own. Oh, and there's the Personal Fortress, a temporary structure that protects you from anything, and does severe damage to anything in front of it, usually successfully smashing the enemy/object, unless it's something along the lines of a Stromling Ape Invader or a Maelstrom Dragon.
- Selective Magnetism: Starting at Rank 2, Engineers can do this.
Summoner
- Rule of Symbolism: Their valiant weapon◊, which takes it and Swiss-Army Weapon up a notch, by being part shepherd's crook, with no less than three Chain blades (with Poison Ivy's snake sword as inspiration) attached cat-o-nine-tails style, made to look like an owl wing.
- Cruel to Be Kind: The valiant weapon design comes off like this, due a particular quote on the production notes: "The pharaoh had it right - A shepherd's crook in one hand to balance the animal abuse flail in the other."
- Summon Magic: Well, duh!
Inventor
- Bee-Bee Gun: Starting at Rank 2.
- More Dakka: Like Engineers, they can create constructs to aid in battle. They get progressively faster firing rates as they increase in rank.
- Power Armor
- Shock and Awe: At Rank 3, their armor turns them into living stun guns. Also, their Valiant Weapon.
Paradox Faction
Tropes that apply to all Paradox Faction Members:
- An Adventurer Is You: Power Re-generator. They can grant imagination to their allies.
- Bad Powers, Good People
- Creepy Good: How the other factions view them.
- Dark Is Not Evil
- Energy Absorption: Thanks to their use of Maelstrom energy, they can absorb imagination straight from the air, itself.
- Power of the Void: They prefer using the Maelstrom's own energy against it.
- Scary Librarian: Believe it or not, this is the faction that prides itself on research and development.
Space Marauder
- Dark Is Not Evil: These guys fight chaos with chaos-fueled weapons.
- Enemy-Detecting Radar: They get this ability at Rank 2.
- The Turret Master: Their Valiant Weapon lets them summon a robot to their aid. Said robot will simply act as a battle turret.
- More Dakka: The Valiant Weapon. the Space Marauder gets a chainsaw that rapidly shoots what appears to be chips of Maelstrom energy, effectively doubling as some sort of heavy automatic gun.
Sorcerer
- The Beast Master: Their valiant weapon lets them summon a spiderling to their aid.
- Dark Is Not Evil
- Squishy Wizard
Shinobi
- Dark Is Not Evil
- Katanas Are Just Better: They begin with a katana, and gain shuriken at level 3.
Venture League Faction
Tropes that apply to all of Venture League Faction members:
- Adventure Archaeologist / Bold Explorer: The faction based around puzzle solving and exploring.
- Enemy-Detecting Radar
- In Harm's Way
- Power-Up Magnet
- Super-Speed: They either gain the ability to use it themselves, or on others.
Daredevil
- An Ice Person: At Rank 3.
- Ax-Crazy: See all their tropes, down below.
- Car Fu: Their valiant weapon is essentially a dirt bike, since it fits their clothes, and lets them run over their enemies at will.
- Enemy-Detecting Radar: An ability of theirs is to detect enemies and treasure.
- Good Old Fisticuffs
- In a Single Bound: From Rank 1.
- Kill It with Fire
- Man on Fire: Their flare guns let them let them do this to themselves, for a temporary speed-boost.
- Guns Akimbo: Two flareguns.
Buccaneer
- Badass Bandolier: Starting at rank 2.
- Bayonet Ya: Their Valiant weapon is huge one, consisting of a scimitar and a cannon, combined!
- The Beastmaster: At Rank 2, Buccaneers can shoot goldfish at foes. At Rank 3, they can summon monkeys and shoot sharks from their guns.
- In a Single Bound: From Rank 1.
- Super-Speed: One of the Rank 1 skills.
- Sword and Gun: A pistol and cutlass. They double as the class weapons.
Adventurer
- Adventurer Outfit: A given.
- An Adventurer Is You: A mezzer.
- Enemy-Detecting Radar: At Rank 2, they can learn to detect nearby enemies and treasure.
- Healing Hands: At Rank 3, they learn to do this.
- Power-Up Magnet: They become an "auto-gained" type one, after a full Set Bonus
- Super-Speed: They can grant this to others starting at Rank 1.
Faction Leaders
Duke Exeter: Leader of the Sentinels
- Royals Who Actually Do Something
- Taking the Bullet: Does this for Doc Overbuild in the opening cutscene. Not quite a Heroic Sacrifice because he was rebuilt after the immediate danger had passed.
- NFS: A really big sword, making him pretty much on par with the Knight Faction Kit above.
Doc Overbuild: Leader of the Assembly
- The Engineer: Most likely. He does look the type. The two extra arms on his back somewhat reinforce this.
Vanda Darkflame: Leader of the Paradox
- Dual Wielding: Two Maelstrom-infused katanas.
Hael Storm: Leader of the Venture League
- The Pirates Who Don't Do Anything: Averted in the backstory missions, where he is wanted for previous acts of piracy, but played straight in the actual game as, with the Maelstrom wrecking havoc, he has other things to worry about.
- Space Pirate: Not that you'd be able to tell by looking at him.
The Maelstrom