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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.
 
Class Tree Rework: Divum/Performer​
Main reason for the following changes: The performer class tree does not abide by the same design philosophy of the other nomad classes, standing out as the only class that does not utilize the [Talented Friends] Class Perk in their subsequent advancements, instead opting for a watered down version of the now [Inspire] skill. The former has always bothered me and the latter is a recent development. Why use the performer when you can just get [Inspire] which is considerably cheaper to use and does not have the limitations of requiring [Performance] in the skills?

Tier 2: Performer:
Stats & Skill Prerequisites stay the same
Perk:
[Fandom] – Your friends have become your earliest and most diehard fans, supporting and vouching for your cause no matter what it is that you do. Gain +1 effectiveness to one of your actions or a chosen ally's actions via garnering the support and cheer of your fans. This perk can only be activated once per turn.
※I talked big, but this is literally just [Inspire] with extra steps again.
Tier 3: Divum:
Stats & Skill Prerequisites stay the same
Perk:
[Encore] – Repeat the use of an ability that is E-grade or higher without exhausting an additional action or starting a cooldown. The repeated ability has all its component skills lowered by 1 letter grade; If the component skills cannot be lowered or do not meet the skill prerequisites, they are removed from the ability. The repeated ability does not benefit from Item or Stat Effectiveness, however, if the parent action utilised the [Fandom] perk then the repeated ability will also gain the benefits. This perk goes on cooldown equal to the parent ability's grade.
 
Class Option Modification: Anchor


Simply put, anchors Cleave Ability is underwhelming. This seeks to enhance cleave slightly so that it may represent the fantasy of swinging around a two-handed weapon with oppressive reach and force.

1. Cleave - An anchor swinging their weapon about can be a force to be reckoned with. So long as they wield their weapon within two hands, they may swing their weapon around and hit all within the weapon's range and knock all those affected by it prone. (See the "Prone" Hindrance for more information) The longer the weapon, the wider the range of enemies they can hit. This only works if effective.

2. No modules to suggest.
 
New Class: Marksman


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Archers, gunman, slingers, creature who shoot projectiles from their bodies and more. The ability to launch projectiles has been apart staple since time immemorial. They come in many varieties. Some are hunters who's very life depend upon hunting down prey from afar. Some are soldiers who put rounds in enemies who's eyes they'll never see. All have one thing in common -- the ability to accurately and quickly send projectiles down range.

Stats (28 Points Total)
Intelligence E (7)
Precision D (14)
Speed or Vitality E (7)

Skills (56 Points Total)
Fighting Style E (14) with precision-based Range Weapon
Choose from the following
  • Accurate
  • Range
  • Penetrating
  • Homing
  • Indirect
  • Selective
  • Blind Ranged Fighting
Perception F (7)
2 Secondary Skills (14)
1 Sensory Skill F (7)
Feature: Range Sense (7)
1 Movement Skill (7)

Equipment (21 Points Total)

One Precision Based Ranged Weapon E (14)
Light Armor or Heavy Armor F (7)

Perk: Point and Shoot - Marksman have an ability which seperate them all from other gunman. Years of expertise have lead them to develop an instinctive shooting technique which allows them acquire targets nearly instantly so long as they are farther rather than closer. All marksmen are capable of launching unpunished basic attacks without taking an aim action so long as targets are at or beyond the range of 30 feet.

Total Points required: 105
 
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Class Option Modification: Caster

Main reason for change: The Caster class imposes two downsides onto a caster in order to activate Magic Circle, that being the inability to move and the inability to utilize armor on a turn in which it is in use. In exchange, it only offers the caster one benefit, a +1 to whatever spell is used. This modification offers the option of a second benefit, to match the two downsides of the feature, that increases the versatility of spellcasting rather than its effectiveness. I worked alongside Nova to develop this Class Feature Modification:

1. Magic Circle: When a mage casts a spell, remains in place and forgoes the benefit of armor, they gain a +1 to their attack and the option to either add Magic Augmenter: #Selective equal to their spell grade or choose the type of Mundane damage their spell does, but not both.

This modification matches the narrative of a "Caster" in that it improves a mage's spellcasting ability when they remain still and focus on casting, improving the control and versatility of their spells, as well as providing a mild boost in effectiveness in a +1. From a mechanical standpoint, the modification provides a benefit that remains useful even into late game and that pairs well with other magic features like Magic School.

Class Modules to Suggest

1) None.
 
Class Option Modification: Caster

Main reason for change: The Caster class imposes two downsides onto a caster in order to activate Magic Circle, that being the inability to move and the inability to utilize armor on a turn in which it is in use. In exchange, it only offers the caster one benefit, a +1 to whatever spell is used. This modification offers the option of a second benefit, to match the two downsides of the feature, that increases the versatility of spellcasting rather than its effectiveness. I worked alongside Nova to develop this Class Feature Modification:

1. Magic Circle: When a mage casts a spell, remains in place and forgoes the benefit of armor, they gain a +1 to their attack and the option to either add Magic Augmenter: #Selective equal to their spell grade or choose the type of Mundane damage their spell does, but not both.

This modification matches the narrative of a "Caster" in that it improves a mage's spellcasting ability when they remain still and focus on casting, improving the control and versatility of their spells, as well as providing a mild boost in effectiveness in a +1. From a mechanical standpoint, the modification provides a benefit that remains useful even into late game and that pairs well with other magic features like Magic School.

Class Modules to Suggest

1) None.
A suggestion of change to the #Selective part, thanks to the new information: "Add Selective of any grade to the spell, without changing its grade or power"

Justification: it does something which is not possible now, as well as adding synergy to how Meta Magic works.
 
New Class: Operator


12e0ed458df38c93abe70dc40a4f0690.jpg

Pre-requisite: See Marksman Class

Well versed in the art of war, operators take to a tactical and methodical approach to combat that emphasizes teamwork and clever use of the environment. Operators have taken to firearms and have adapted tactics which specialize in their use. With these -- they seek to make themselves a versatile asset to the team, prepared to go to many places and be prepared to have some answer necessary to accomplish whatever mission. This applies in combat and in exploration.

In combat, operators are skilled at firing at opponents in a way as to make wearier of being exposed, hampering their ability to effectively engage with them lest they be in a disadvantageous position when they fire. Some may find themselves in danger of dying outright. Others may find their senses disrupted as gunfire whizzes right by the ears or even defies sensory organs entirely. The opponent however instinctively knows that the operator has targeting them, marking them for death.

Stats (63 Points Total)
Intelligence D (14)
Precision C (28)
Vitality C or Speed C (21)

Skills (112 Points Total)
Fighting Style D (14) with precision-based Range Weapon
Choose from the following
  • Accurate
  • Range
  • Penetrating
  • Homing
  • Indirect
  • Selective
  • Blind Ranged Fighting
  • Blind Fighting
  • Non-Lethal
  • Drain
  • Contagion
  • Incapacitating
Warfare E (14)
Navigation F (7)
Survival E (7)
2 Secondary Skills E (14)
Steady Hands E (14)
Sixth Sense: Danger F (7)
Resilient [Choose One] F OR Mind Shield F (7)
1 Movement Skill E (14 or more)
Feature: Light Sleeper (7)
Traps F (7)

Equipment (49 Points Total)

Gun-Type Precision Weapon D (21)
Light Armor or Heavy Armor D (21)

Perk: Frightener - Fire at an opponent in such a way as to create an aura of fear around them (See "Fear Hindrance"). This fear functions like a hazard which targets opponents. This impedes the effectiveness of targets shot. However, the fire is meant to suppress targets rather to necessarily kill outright in support of teammates. Use of frightener causes -2 effectiveness the user. Can set up enemies as easy prey for teammates. Works at 30 feet or more horizontal or vertical distance from target.

Countered by Resilient "Fear", mind shield of sufficient grade (F-Grade counters basic attacks) and any skill which hampers hazards.
 
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New Tier 3 Class Option

Dual Phantom

1736387711453.pngTwin 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 the Dual Phantom may use the striker agile perk to take to the air or remain in the air. Their movement speed becomes flight speed for the agile action. If in the air and fails to use the agile perk, they will fall. 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.
 

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