• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Community [January 2025] Class Design Contest Part 2

Status
Not open for further replies.

Novama

One Thousand Club
Over the past month, several of the community have put a lot of thought and effort into some additional class options for the community to enjoy. While there were several standouts, these entries belonged to those that contributed to all submissions and will be given additional consideration.

All members of the community: please emote/react to all entries you like.

Additional feedback/comments/concerns on the entries are welcome in the ooc thread or discord community event thread.

Thank you to this year's jan event participants.

1737852487055.png
 
New Tier 3 Class Option

Dual Phantom

1736387711453-png.1207488
Twin blades that have a higher calling in life. Frequently called upon to be airship defenders or perhaps leader of sky pirates, Dual Phantoms have the skillset to defy gravity and conquer the skies. They are able to skip through the air and bring death from above or send their enemies to the great below.

Requirements (Or Equivalent)

Stats

Strength A
Speed A
Precision C

Skills
Fighting Style B Involving single handed weapon type
Technique: Deflect B

Fast B
2 secondary Skill D
Helming[airships] D

Equipment
2x Single handed Melee weapon B
Light Armor B

Perk

Ghost Falcon -
Each round a Dual Phantom that has striker agile perk and twin blade dual defense perk may use the striker agile perk to combine a movement with another movement action. The 2nd movement may be a fly speed that can cover up to 250ft and cannot be increased except with flight skill. When they take to the air, they remain in air until they descend or fail to use ghost falcon perk in a turn to remain airborne. If in the air with agile perk, then any attack they perform that has a combo bonus gets a knockback bonus on it equal to the combo bonus (stacks with other sources of knockback). The knockback takes effect whether the attack beats defense or not. The Dual Phantom can choose direction of the knockback. A goto method when attempting to ground aerial enemies or send earthbound enemies into their domain of expertise.
 
Tier 1: Pathforger
Pathforgers are skilled pilots and operators of vehicles, honing their craft through formal training or unconventional means. While many Pathforgers thrive in combat or exploration roles, others channel their expertise into domestic or commercial pursuits, proving their versatility beyond the battlefield. Pathforgers also possess skills to maintain and work on their vehicle.

1737853399173.pngRequirements (Or Equivalent)

Stats

Strength E (7)
Precision D (14)
Intelligence: D (14)

Skills
Profession F (14)
Helming F [Type for Vehicle] (7)
Artisan F [Type deemed appropriate for maintenance of Vehicle] (F) (7)
Navigation F (7)
Engineering F (7)
Gear (x toolkit) F (7)
Energized F (7)

Equipment:
Light or heavy armor F (7)

Asset:
Vehicle F (7)


Perk: Pathforged

Due to the Pathforger's superior helming skills, the Patherforger's Helming Skill allows it to helm a vehicle one grade higher than it's current helming skill.

Example: Helming Skill F allows Pathforged to helm Vehicle E.

Limiter restrictions do not apply to Pathforged perk.

Limiters do not stack with the Pathforged Perk.
 
Class Option Modification Requirements: T1 Class - Nomad
T1 Points Stats 35 | Skills 70 | Total 105

Update it to allow an option that has the current [Profession] replace one of the other type of secondary skills currently named 'profession' and to allow for subsequent tiers to rely on this skill instead, should that be chosen.
 
Tier 2 Class [Free Runner]

1737854339197.pngKnown to work as messengers, delivery workers and sometimes smugglers, Free Runners are capable of getting things done quickly. They won't hesitate to take on a challenge to rush from one side of a place to another, be it open plains, a dense forest, a swam or a crowded city. They are often part of the various Adventurer's Guilds in the world and more often than not managed to make their ways up the ladders among their ranks. In some rare cases, other factions privately employ them for more confidential matters.

T2 Points Stats: 70 | Skills 140 | Total 210 (from 105 = double)
Intelligence D (14)
Speed C (21)
Precision C (21)
Strength D (14)

Skills:
Movement Fast D (21)
Jumping D (21)
Special Movement [Balance] F (7)
Special Movement [Speed Burst x5] F (14)
Special Movement [Wall-Bouncing] F (7)
Special Movement [Wall-Crawling] F (14)
Acrobatics D (21)
Athletics D (21)
Climbing E (14)

Perk:
[No One Left Behind] – Five times per RP (once for each minion using the [Talented Friends] perk), when using a [Movement] action or a movement-based ability, the [Talented Friends] can double the team-up bonus on any ability related to said movements.
 
Tier 3 Class Requirements – Parkour Master

1737855078398.pngParkours Masters are the first in line to be hired by the world's upper class that are looking for someone to deliver something of importance. Whatever the message or item is, they can get to the desired location faster than anyone else. Obstacles don't exist, for they entire world is nothing more than their playground.

T3 Points Stats: 112 Skills: 238 | Total 350
Intelligence D (14)
Speed A (35)
Precision A (35)
Strength B (28)

Skills:
AfterImage F (21)
Special Movement [Cat-Like] F (7)
Swim Speed E (14)
Tunneling E (14)
Movement Fast B (35)
Jumping C (28)
Special Movement [Balance] F (7)
Special Movement [Speed Burst x5] F (14)
Special Movement [Wall-Bouncing] F (7)
Special Movement [Wall-Crawling] F (14)
Acrobatics C (28)
Athletics C (28)
Climbing D (21)

Perk:
[Group Migration] – When using [No One Left Behind], the bonus now works on all allies for the entire round.
 
Tier 2 Class [Scout]
1737855323693.pngIt's not always the soldiers, fighters and adventurers that are first to the scene. Many times, it are the scouts that brave the new and unknown. These are whom get hired to be sent in whenever nobody else wants to risk dipping their toes in.

T2 Points Stats: 70 | Skills 140 | Total 210 (from 105 = double)
Intelligence C (21)
Speed C (21)
Precision C (21)
Vitality E (7)

Skills:
Feature [Darkvision] F (7)
Feature [Auditory Discrimination] F (7)
Feature [Camouflage] F (7)
Heightened Sense [Sight/Hearing] E (14 )
Sixth Sense [Danger] F (7)
Resilient [Weather] F (7)
Investigation F (7)
Navigation F (7)
Nature E (14)
Perception D (21)
Stealth D (21)
Survival E (14)
Traps F (7)

Perk:
[Ready Company] – Having scouted out the environment ahead of time, the Scout is able to sent their [Talent Friends] to any key positions or to work on what could otherwise be major hurdles. Up to five items in an RP (one for each Minion using Talented Friends), a narrator may allow for items/hints to be prepared by said minions to help overcome a challenge.
 
Tier 3 Class [Investigator]
1737855674771.pngInvestigators are the ones that are sent in when people are truly desperate to learn what is going on or what happened. Be it before the fact or after, if anyone is bound to make sense of things, it's an Investigator. The beginning and the ending, they are bound to learn the truth of either. It is rumoured that those that reach this level of talent are often invited to join the [Truthseekers], a relatively mysterious group faction that seems set on unravelling the many secrets in this world.

T3 Points Stats: 105 | Skills | Total
Intelligence A (35)
Speed B (28)
Precision A (35)
Vitality E (7)

Skills:
Feature [Darkvision] F (7)
Feature [Auditory Discrimination] F (7)
Feature [Camouflage] F (7)
Feature [Eidetic Memory] F (7)
Feature [Mental Compartmentalization] F (7)
Feature [Speed Reading] F (7)
Feature [Time Sense] F (7)
Heightened Sense [Sight/Hearing/Smell] D (21 )
Sixth Sense [Danger/Energy Perception] E (14)
Resilient [Weather] F (7)
Investigation B (35)
Navigation E (14)
Nature E (14)
Perception B (35)
Stealth D (21)
Survival D (21)
Traps E (14)

Perk:
[Ready Playing Field] – When using [Ready Company] the bonus now includes the ability to use the [Talented Friends] themselves as (minor NPC's) with the needed [Area Knowledge] to help out and use the area's conditions to the advantage of their leader/party. (Narrator discretion.)
 
Tier 2 Class [Socialite]
1737856238422.pngThe pen is mightier than the sword. Socialites know that and focus their efforts on talking, rather than fighting. Their silver tongues are more dangerous than the sharpest blades.

T2 Points Stats: 70 | Skills 140 | Total 210 (from 105 = double)
Intelligence B (28)
Speed D (14)
Precision D (14)
Vitality E (7)
Strength E (7)
D-Grade Character

Skills:
Composed E (14)
Language [Type] F (7 – beginner two language excluded)
Lucky F (7)
Academia F (7)
Culture F (7)
Deception E (14)
Empathy F (7)
Etiquette E (14)
Gaming F (7)
History F (7)
Insight E (14)
Law F (7)
Persuasion E (14)
Seduction F (7) OR Intimidation F (7)
Street Sense F (7)

Perk:
[Set-To Succeed] – By carefully planting their [Talented Friends] into the circles they wish to engage with, the Socialite is capable of having their allies influence the groups they wish to engage with from within. When using this perk, the RP'er can request for (one or more) of their [Talented Friends] to be among other factions to give them a narrative edge in dealing with them. (Narration discretion.)
 
Tier 3 Class [Diplomat]
1737856444749.pngDiplomats are the ones send in to oil the machine in times of peace. Whether it is maintaining that peace or working towards a next war. Whether it is simply dealing with trade or making nation-changing decisions. It takes a true diplomat to get things done without ever lifting a single weapon.

T3 Points Stats: 140 | Skills 210 | Total 350
Intelligence A (35)
Speed B (28)
Precision B (28)
Vitality B (28)
Strength C (21)
B-Grade Character

Skills:
Composed D (21)
Language [Type] F (7 – beginner two language excluded)
Language [Type] F (7 – beginner two language excluded)
Lucky F (7)
Academia F (7)
Culture F (7)
Deception C (28)
Empathy F (7)
Etiquette E (14)
Gaming F (7)
History F (7)
Insight C (28)
Law F (7)
Persuasion C (28)
Seduction D (21) OR Intimidation D (21)
Street Sense F (7)

Perk:
[Friend of a Friend] – When using [Set to Succeed], the RP'er may now choose to forgo involving their [Set-To Succeed] perk and instead request for a higher-up in one of the factions present in the RP to be on their side after having been coerced into it by their Talented Friends behind the scenes.
 
Jan 2025 Comm Event Rewards

Late but thanks to all the participants of this event. Rewards listed below.

Novama Novama 7pts
Elvario Elvario 7pts
Faynorae Faynorae 7pts
Gwen_Temi Gwen_Temi 7pts
Maverick Six Maverick Six 7pts
Maxxob Maxxob 7pts
Spoiled Bread Spoiled Bread 7pts
TheTimePiece TheTimePiece 7pts

Finalists that made it to final stage of class submissions

Your classes are added to rule page and currently available for use
Elvario Elvario - free runner(modified), parkour master(modified), socialite, diplomat, scout, truthseeker, nomad tweak
Novama Novama - dual phantom
TheTimePiece TheTimePiece - pathforger

Winner

Elvario Elvario -
Windwake Cloak

1740270608396.png

Note: only characters with the free runner class equipped can use this item.

A shimmering mantle woven from air-infused silk that flows on even the slightest breeze. It resonates with the Free Runner’s swift movements, harnessing momentum to bend the wind to their will.

Air Burst
The cloak is infused with air that can be released as an action once per turn. When released it can provide one of the following effects:
1. mid-air dash - prevents the character from descending and can't be used to ascend but can relocate the character up to one standard movement distance away.
2. air cushion - reduces damage from forced collision by 1 point (ex: fall damage, knockback into obstacle).
 
Status
Not open for further replies.

Users who are viewing this thread

Back
Top