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Community [January 2025] Class Design Contest

Novama

One Thousand Club
We have had job classes in the system for a while now. Some are cool. Some are overpowered. Some don't quite deliver. While submissions are always possible, this event will hopefully get the most collaboration in this endeavor.

You have 1 week to submit one of the following:
1. modification to existing class options
2. tier 1 class
3. tier 2 class
4. tier 3 class

While you can submit more than this, those are the minimums for the first week. All those who submit in the first week will be considered in the redesign phase that will follow in the proceeding weeks. Later joiners are possible, but the sooner you join in, the sooner you can get feedback on your stuff and the refining process can happen. Entries that come in too late in the month will not be considered but the member may be eligible for some rewards based on effort.

Class Option Modification Requirements
1. not much to say. could change a little. could change a lot. Obviously, however it is changed, it should still abide by the following tier requirements and fit into the structure its already in. If the striker can suddenly wear heavy armor to gain the perks, that will bust all classes in the tree, so it would clearly not be advisable to make changes like that.
2. the idea of modules have been tossed around. little half class kits with very small and specific perks associated with them. like a prestige class or further specialization within a single tier. Ideally, these will increase the requirements of the class they are hooked to in exchange for additional perks. The perks or requirements preferably not invalidating the class options above or below the class. Ex: Moonward - tier 1 strikers that carry bucklers on their off hand. Can reduce teamup OR combo bonus against them by 1 while using agile perk. Modules should probably be half the price of the class they are modifying.

Tier 1 Class requirements
1. must come out to 105 points spent
2. must have 3 secondary skill expenditures pertinent to the class
3. a job description on how this class fits into the world of ih. Ex: rogues/thieves are just criminals. A night knife is one employed by the church to silence heretics.
4. Do not repeat what the nomad did and make every aspect of the class a multiple choice. It lacks flavor. Better to have 6 niche classes than 1 bland one. It's also cumbersome to check over and maintain.
5. Perk should be around 7pts worth of effect that tweaks the system of ih.
6. MUST offer something the other tier 1 classes do not offer already.

Tier 2 Class Requirements
1. must be at least 105 points of upgrades and additional purchases
2. the upgrades and purchases should build on the base class in a way that narrows the focus of the class. this should not undermine the base class by ignoring or breaking the base class perk or its purchases. Especially secondary skills.
3. ideally perks will build on tier 1 perks in some way to show a connection. Some folks complained about it not being the greatest for multiclassing. I suggest a good tier 2 will find a way to make both things possible if that's a concern.
4. MUST offer something the other tier 2 classes do not offer already.

Tier 3 Class Requirements
1. must bring total class line expenses to around 350pts (any modules or specializations aside)
2. must be a more specialized version of the tier 2 class
3. Should build upon and expand the secondary skills of previous tier
4. narration should properly place the class in the world as an employable job and not just a set of skills
5. Perk can be a big deal. Ideally tweaks ih system a bit to facilitate and can be a full ability's worth of power/change.
6. MUST offer something the other tier 3 classes do not offer already.

What happens after?
After a submission is made, it is up for grabs for anyone to further modify and build on it, critique it, ban it, or approve it. Emote on the post and reply to it your intentions. This process will repeat with the best ideas bubbling to the top with further refinements and versions. At least that is the hope.

Class options that make it to the end of the month or at least do well will be considered for adding to the official class options. Additional rewards will be granted as well to all those that put in effort for the event.

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Class Option Modification Requirements: T1 Class - Nomad
T1 Points Stats 35 | Skills 70 | Total 105

Suggestion 1: Update it to allow an option that has the current [Profession] replace the two secondary skills currently named 'profession' and to allow for subsequent tiers to rely on this skill instead, should that be chosen.

Suggestion 2: Allow the purchase of [Educated] E and/or Educated (+ Profession to cover point costs) instead of 4 supplemental skills.

Suggestion 3: Make it more clear that 'Defining' skills are the charisma (character grade) type skills in miscellaneous and secondary to allow for future character-grade based skills in that category to count as well.

NEW Tier 2 Class [Free Runner]
Known 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.

1. must be at least 105 points of upgrades and additional purchases
T2 Points Stats: 70 | Skills 140 | Total 210 (from 105 = double)
Intelligence C (21) | Speed C (21) | Precision D (14) | Strength D (14)

2. the upgrades and purchases should build on the base class in a way that narrows the focus of the class. this should not undermine the base class by ignoring or breaking the base class perk or its purchases. Especially secondary skills.
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)

3. Ideally perks will build on tier 1 perks in some way to show a connection. Some folks complained about it not being the greatest for multiclassing. I suggest a good tier 2 will find a way to make both things possible if that's a concern.
Perk:
[Always Moving] – For one action per turn, the character can combine any movement skills along with another skill type in an ability without it eating up an extra [move] action. For that action, [Focus] or [Steady Hands] requirements will be lifted.

4. MUST offer something the other tier 2 classes do not offer already.
They all focus exclusively on combat or combat-skills. Even Nomad ones lean there relatively strongly. This one leans more on movement itself.

NEW Tier 3 Class Requirements – Parkour Master
1. must bring total class line expenses to around 350pts (any modules or specializations aside)
T3 Points Stats: 112 Skills: 238 | Total 350
Intelligence C (21) | Speed A (35) | Precision B (28) | Strength B (28)

2. must be a more specialized version of the tier 2 class
3. Should build upon and expand the secondary skills of previous tier
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)

4. narration should properly place the class in the world as an employable job and not just a set of skills
Parkours 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.

5. Perk can be a big deal. Ideally tweaks IH system a bit to facilitate and can be a full ability's worth of power/change.
[Worldwide Playground] Character can ignore any [Hazards] related to terrain and/or movement. Debuffs to their movement-related skills can be shrugged off once per RP.

6. MUST offer something the other tier 3 classes do not offer already.
They all focus exclusively on combat or combat-skills. Even Nomad ones lean there relatively strongly. This one leans more on movement itself.

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NEW Tier 2 Class [Scout]
It'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.

1. must be at least 105 points of upgrades and additional purchases
T2 Points Stats: 70 | Skills 140 | Total 210 (from 105 = double)
Intelligence C (21) | Speed C (21) | Precision C (21) | Vitality E (7)

2. the upgrades and purchases should build on the base class in a way that narrows the focus of the class. this should not undermine the base class by ignoring or breaking the base class perk or its purchases. Especially secondary skills.
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)

3. Ideally perks will build on tier 1 perks in some way to show a connection. Some folks complained about it not being the greatest for multiclassing. I suggest a good tier 2 will find a way to make both things possible if that's a concern.
Perk:
[First Come First Serve] – Any time the character is able to scout an environment before the arrival of the main party, the information will be relayed and their first actions receive a +1 to base effectiveness. (Narration discretion on when/how not such a scouting would have sufficiently occurred.)
4. MUST offer something the other tier 2 classes do not offer already.
Another class focussing less strictly on combat and more on supportive skills. In this time mostly the [Sense] once as related secondaries.

NEW Tier 3 Class [Investigator]
1. must bring total class line expenses to around 350pts (any modules or specializations aside)
T3 Points Stats: 105 | Skills | Total
Intelligence A (35) | Speed B (28) | Precision A (35) | Vitality E (7)

2. must be a more specialized version of the tier 2 class
3. Should build upon and expand the secondary skills of previous tier
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)

4. narration should properly place the class in the world as an employable job and not just a set of skills
Investigators 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.

5. Perk can be a big deal. Ideally tweaks IH system a bit to facilitate and can be a full ability's worth of power/change.
[Know it All] – When using [First Come First Serve] in an RP, the bonus extends through-out any action related to information that has been relayed previously. (Narration discretion on when/how not such an investigation would have sufficiently occurred.)

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NEW Tier 2 Class [Socialite]
The 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.

1. must be at least 105 points of upgrades and additional purchases
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

2. the upgrades and purchases should build on the base class in a way that narrows the focus of the class. this should not undermine the base class by ignoring or breaking the base class perk or its purchases. Especially secondary skills.
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)
Street Sense F (7)

3. Ideally perks will build on tier 1 perks in some way to show a connection. Some folks complained about it not being the greatest for multiclassing. I suggest a good tier 2 will find a way to make both things possible if that's a concern.
Perk:
[Connections] – A socialite has many connections. Upon using this perk, they can call upon them to gain information, tips or aid during their mission. (Narrator discretion. - Comparable to and stacking with Villainous effects.)

4. MUST offer something the other tier 2 classes do not offer already.
It focuses on social-based skills rather than combat.

NEW Tier 3 Class [Diplomat]
1. must bring total class line expenses to around 350pts (any modules or specializations aside)
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

2. must be a more specialized version of the tier 2 class
3. Should build upon and expand the secondary skills of previous tier
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)
Street Sense F (7)

4. narration should properly place the class in the world as an employable job and not just a set of skills
Diplomats 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.

5. Perk can be a big deal. Ideally tweaks IH system a bit to facilitate and can be a full ability's worth of power/change.
[Home-field Advantage] – Upon becoming diplomat, a character can select their [Home-field Advantage], most often the nation or faction they belong too. When dealing with other people originating from this nation/faction or with nations/factions that maintain positive relations, they gain a +1 to their effectiveness in non-combat situations.
 

  • Gunners are lightly armored ranged fighter who wields various type of firearms. Their quick wits and hands decimates their enemies long before they close in.

    Requirements
    • Stats [35 pts]
      • Precision D
      • Speed D
      • Intelligence E
    • Skills
      • Fighting Style - Gun E [14 pts]
        • Range E [7 pts]
        • Accurate F OR Penetrating F
      • Acrobatics F [7 pts]
      • Perception F [7 pts]
      • Sleight of Hands F [7 pts]
    • Equipment
      • Gun E [14 pts]
      • Light Armor E [14 pts]
    Perks
    • Guns Blazing: Once per round, if the gunners spent at least two actions for offensive actions they gain one extra action that can only be used for offensive action



  • The gunner who wields more than one guns. The blaster relentless attacks keep their enemies pinned in their hiding place and fills their body with holes if they ever dare to come out.

    Requirements
    • Stats [63 pts]
      • Precision B
      • Speed B
      • Intelligence E
    • Skills
      • Fighting Style - Gun C [28 pts]
        • Range E [7 pts]
        • Accurate F
        • Penetrating F
        • Linked F
      • Acrobatics F [7 pts]
      • Perception F [7 pts]
      • Sleight of Hands F [7 pts]
      • Fast E [14 pts]
      • Steady hands E [14 pts]
    • Equipment
      • Gun C [28 pts]
      • Gun F [7 pts]
      • Light Armor C [28 pts]
    Perks
    • More Dakka: Once per combat, if the blasters had spent at least four action for offensive actions they gain two extra action that can only be used for offensive action. This perk can't be used during the same turn Guns Blazing perk is used.



  • The wielder of the thousands of bullets. The gunslingers are oftenly specialized bounty hunters who can quickly take down their enemies with style.

    Requirements
    • Stats [84 pts]
      • Precision A
      • Speed A
      • Intelligence D
    • Skills
      • Fighting Style - Gun B [35 pts]
        • Range D [14 pts]
        • Accurate E [7 pts]
        • Penetrating E [7 pts]
        • Linked E [7 pts]
        • Area F
      • Acrobatics E [14 pts]
      • Perception E [14 pts]
      • Sleight of Hands E [14 pts]
      • Fast E [14 pts]
      • Steady hands B [35 pts]
    • Equipment
      • Gun B [35 pts]
      • Gun B OR Gun F x5 [35 pts]
      • Light Armor B [35 pts]
    Perks
    • All Out!: Once per RP, if the gunslingers had spent at least nine actions for offensive actions they gain three extra action that can only be used for offensive action. This perk can't be used in the same turn the perk Guns Blazing or More Dakka is used.
 
Tier 1 Class - Companion Binder

The Companion Binder doesn’t fight alone. With a stalwart Companion at their side, their close bond allows them to work with better synchronicity than others who have such an ally at their side.

Stats: (14)
  • Intelligence D (14)

Skills: (77)
  • Magic: (14)
    • Magic E (14)

  • Miscellaneous: (42)
    • Companion F (35)
    • Bolster F (7)

  • Secondary: (21)
    • 3x Intelligence Based Secondaries of F Grade

Equipment: (14)
  • Catalyst E (14)
Total: 105

Perk I - Symbiotic Command - For a single turn, the player can assume direct control of a Companion. This perk has a 2 Post Cooldown.

Tier 2 Class - Companion Tactician

The Companion Tactician has now even better connection with their Companion. Commands, under their direct instructions, are even more effective.

Stats: (35)
  • Intelligence A (35)

Skills: (210)
  • Magic: (35)
    • Magic E (14)
    • Magic Range F (7)
    • Magic Targets F (7)
    • Magic Duration F (7)

Miscellaneous: (98)
  • Companion F (35)
    • Bolster D (21)
    • Inspire F (42)

  • Secondary: (42)
    • 3x Intelligence Based Secondaries of E Grade

Equipment: (35)
  • Catalyst B (35)
Total: 280

Perk II - Harmonious Link - Whenever using Symbiotic Command, actions performed by the Companion gain a +3 Base Effectiveness.

Tier 3 Class - Companion Vanguard

The Companion Vanguard has mastered their connection with their Companion. New possibilities are open, all thanks to this perfect symbiosis.

Stats: (70)
  • Intelligence A (35)
  • Vitality or Speed A (35)

Skills: (210)
  • Magic: (35)
    • Magic E (14)
    • Magic Range F (7)
    • Magic Targets F (7)
    • Magic Duration F (7)

  • Miscellaneous: (98)
    • Companion F (35)
    • Bolster C (21)
    • Inspire E (84)

  • Secondary: (63)
    • 3x Intelligence Based Secondaries of D Grade

Equipment: (35)
  • Catalyst B (35)
Total: 420

Perk III - True Partnership - Create an ability worth extra 105 pts (this can consider either upgrades to skills that the Companion already possess or new skills). Skills obtained for this ability ignore stats requirements. When used, this ability ignores all backlash that would have been caused by improper equipment/stat. The Base Effectiveness considered when using this ability is as if stats and equipment were proper for its grade, ie: a B Grade Ability will consider Stat A and Equipment B to determine Base Effectiveness + 3 Base Effectiveness from Harmonious Link. Only useable during Symbiotic Command and a single time per RP.
 
Tier 2 Class Requirements
1. must be at least 105 points of upgrades and additional purchases
2. the upgrades and purchases should build on the base class in a way that narrows the focus of the class. this should not undermine the base class by ignoring or breaking the base class perk or its purchases. Especially secondary skills.
3. ideally perks will build on tier 1 perks in some way to show a connection. Some folks complained about it not being the greatest for multiclassing. I suggest a good tier 2 will find a way to make both things possible if that's a concern.
4. MUST offer something the other tier 2 classes do not offer already.

[Nomad] > [Entrepreneur]
Sometimes a Nomad stumbles upon the opportunity of a lifetime, Entrepreneurs are those Nomads who grasp said opportunity by the horns and refuse to let go. Some triumph and claim a generous bounty, others fail and walk away battered and bruised but both are plunged into a world of commerce other nomads only dare dabble in.

Requirements -

Stats:

Intelligence A (14)

skills:
Business C (14)
Other Profession C (14)

Wealth F (21)

2 Defining Skills E (14)

Assets:
Business Assets worth 35 points collectively

Perk -
Dedicated Oversight—As an Entrepreneur, your business is like a child to you. Your dedication to maintaining its health is unwavering. When this character raises the grade of an asset in their CA, another asset in the CA will not degrade by 1 grade.
 

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