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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 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.

Suggestion 2: Allow the purchase of [Educated] E and/or Educated (+ Profession to cover point costs) instead of 4 supplemental skills. Or make it clear that this is possible if it is.

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 D (14) | Speed C (21) | Precision C (21) | 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 D (14) | Speed A (35) | Precision A (35) | 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.

[13-01-2025] Novama Novama Feedback.
  • Changed it so Profession skill would change only one secondary (as that is all the feedback seems to suggest on that point, unless it's just unclear what's meant).
  • Added the need for a clarification if the second suggestion is already possible.
  • Didn't change the third point as the feedback misses the point. 'Defining' already includes all Character Grade skills as it is. I'm just trying to future-proof this intent and to make it easier to figure out all terminology that's introduced for this class and that doesn't seem to appear elsewhere (Profession, Supplemental, Defining, etc.).
  • I don't get the Tier 2 feedback on secondary skills being ignored. They include climbing, athletics and acrobatics already. I disagree about the need for minions to be include. They could give +1 for team-up bonus according to how it is described in feedback.
  • Tier 3 feedback. Disagree. Tunnelling would allow going through walls as well. Both that and Water Speed make the class more all-terrain. Minions: same as above.

[14-01-2025] Ersatra Ersatra Feedback.
  • Novama Novama should probably answer if Educated would remove the point cost requirement and how else that might work out. Still feels like the skill would suit [Nomad] overall.
  • Suggested option for it seems neat, if it'd indeed work like that.
  • T2 Free Runner class Intelligence to Precision – Fair point. Changed.
  • T3 Parkour Master Perk - The idea is that it's not just moving fast, also agile/quick and untempered. I still think it fits.
  • Scout – Ninja requires combat a well. This does not. Big enough difference IC and OOC. Especially with how close IC and OOC other classes are to one another.
  • Most Perk effects or things could be RP'ed out or bought through other means as well. I don't think that negates it's use.
  • Investigator feedback seems more of a dislike than constructive criticism. Can't do much with it.
  • Bureaucrat is and Scholar are similar, not the same. Just like with other classes, you'll always have some overlap.
  • Same as above two points regarding Diplomat.
 
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  • 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.
 
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.

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. In the beginning of an RP, designate each of your five fans as cheering for a specific kind of action: Attack, Defend or Miscellaneous (i.e; any non-combat/social action except movement). Once per round, choose one action of yours or an ally that will be cheered by a fan(s). That action will gain +1 effectiveness for each cheering fan. Fans must be within the scene and must be able to cheer, if they are incapacitated or otherwise out of sight or cannot be heard; the bonus cannot be received.
Tier 3: Divum:
Stats & Skill Prerequisites stay the same
Perk:
[Encore] – When 3 or more fans cheer an action wherein an ability of E-grade or higher was used, repeat that ability 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 but will receive the effectiveness bonus from the [Fandom] perk. Any form of Targets or Area of Effect in an ability is limited to E-Grade or lower. This perk goes on cooldown equal to the parent ability's grade.


※ 25/01/14:
  • Perk 1 wasn't giving so I plagiarised Maxxob Maxxob 's suggestion. Changed [Fandom] to be more reliant on your "fans" (Talented Friends rebranded) and thus further accomplish what I wanted in the first place.
  • Elvario Elvario clarified whether or not fans have to be in the scene for the perk to activate. Which yes, they do. Can't be motivated if your fans are dead.
  • Elvario Elvario nerfed [Encore] & made it more reliant on the previous perk:
    • Encores come about when the fans want one more song (literally means "Again"), so now [Encore] can only be activated if three or more of your fans are cheering on your action/ability.
    • Furthermore, so folks can't nuke everyone twice or appraise an entire city in one turn, limited the grade of any form of [Targets] or [Area of Effect] skills to E-grade or lower.
 
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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 T1 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 (119 Points Total)
Fighting Style D (21) 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 to the user. Can set up enemies as easy prey for teammates. Works at 30 feet or more horizontal or vertical distance from the 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.
 
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.

Requirements (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)


Asset:

Vehicle F (7)


Perk: Pathforged
Due to the Pathforger's background, Character gains bonus proficiency (+1 effectiveness?) on abilities that make use of the helming skill and abilities/actions which work toward repairing vehicle type helmed.

(Creator note: Very open to get feedback, particularly not sure on what might be a neater perk so settled on albeit generic, but I figured for a first stage keeping things a bit more open was a good idea, also figured the way this tier one is set up allows for greater branch. divergence at Tier 2 and Tier 3, considered utilizing Educated instead.


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.
 
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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.

Nomad
Suggestion1 - i like the ability to choose more options (granted the class is a bit bloated with them) as is. Professional skill specifically stats it's not a substitute for other skills so not sure i like this one as much. Id recommend expanding list of secondary skills possible to include profession and allow it as an option.

Suggestion 2- thought this was already possible for classes. I know races don't permit it but classes could.

Suggest 3 - defining skills seem fine as is. If you have more skills you want in the list, mention them specifically.

Tier 2 free run
Cool class idea. Michael may have taken this path once upon a time. Not a fan of 4 of the secondary skills getting ignored with this tier option. Being the secondary tree, woulda expected more here. At least the same 7 from tier 1 so folks can't just level dip without nomad. Brings me to ladt bit, the perk could use some mention of the minions of the nomad first perk. Perhaps they are always there to help character out of x hazard or over y obstacle

Tier 3 run master
Nice idea. Very anime in a sense. Not sure swimming or tunneling make sense for this one as much as running on water and phasing through walls does. Similarly the perk doesn't mention the friends. Kinda wonder if the minions could be sacrificed to enable singular moments of overcoming park our. Kinda like how they use their friends to get a leg up, they can use them to temporarily phase through walls and hazards maybe.
 

  • 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.

Feedback;
  • I'd suggestion you (or someone else) to take the ranged options from Nomad and incorporate them with this idea.
  • In which case, make T1 more broad to include bows and crossbows.
  • T1 Class might need Steady Hands skill already.
  • T2 Blaster Perk – Does the action count reset? How does it add/stack up?
  • T3 Gunslinger – Don't get the point of Gun F x5. Gun B x2 for linked?
  • T3 Sniper perk – Currently a bit useless, as surprise damage ignores defences and armour, which means it is already lethal in nearly all cases except when someone has an insane amount of passive resistances. | [Edit 15/01] Came up with an alternative idea. Perhaps rather than double-damage, allow the Sniper to have A-grade range. It'd be pretty unique to the class to have range that nobody else can have.
 
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  • 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.
I would try to work the T1 with Mav's Marksman (if possible). That way, we have a true generic T1 for Precision weapons. Then it would be a matter of adapting the T2 and the T3 to work with it, probably having the minimum range requirement.
 
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.

Feedback;
  • I'd be more in favour of a Companion Skill rework or optional feature/use, as that seems most of what this is aimed at.
  • If it's based on having companions, adding Magic skills makes no sense. Perhaps this could work as a variant to T2 Caster or T3 to the Summoner class, as that can also use companions?
 
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.

Feedback;
  • If one of my suggested classes would be too close to Bureaucrat, I'd argue this one is the same. More as a counter to your earlier argument that a criticism of this one though. I don't mind and I think this one should be just different enough as well.
  • Skill prices are listed as increase costs, I take it? That one confuses me.
  • Seeing how it's aimed at working with Complex Assets, you could probably make Ownership of One the demand, as that would also gaurantee the 35 points worth of overall assets.
 
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.

Feedback;
  • Good motivation for change.
  • [Fandom] Once per turn? That being a turn being a round? An Action? A scene?
  • [Fandom] How does this differ from a team-up bonus? Would they need to be in the scene physically?
  • [Encore] seems easy to abuse to spam Targets or AoE with. A lot. Even for a Perk, this might be overpowered if it allows B-grade to give a free C grade, etc. Perhaps limiting that or or keeping it at a free E/F grade ability per ability used regardless of grade.
 
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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.

Feedback;
  • Reacting out of formality. Seems fine to me.
 
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

Feedback;
  • Seems to have a lot overlap with Ranger, Sniper, Hunter, Artillerist under Nomad tree.
  • Might work better when the above ones and this get reworked into their own ranged tree with Spoiled Bread Spoiled Bread 's Gunner ideas.
  • Steady Hands skill would fit, though it would negate the Perk.
  • Perk could be changed/buffed to make it so that it allows an extra attack action or extra effectiveness at range?
 
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.

Feedback;
  • I'll admit the current perk is weak, but I'm also not the most fond of perks simply replacing skills. Seems easiest to just buy selective.
  • How about an alternative, where using Magic with Duration on it doesn't prevent the skill from going on Cooldown so long as the Magic Circle is active? As the Magic Circle fuels the spell, allowing the magic to cast more of that grade in turn.
 
Feedback;
  • Seems to have a lot overlap with Ranger, Sniper, Hunter, Artillerist under Nomad tree.
  • Might work better when the above ones and this get reworked into their own ranged tree with Spoiled Bread Spoiled Bread 's Gunner ideas.
  • Steady Hands skill would fit, though it would negate the Perk.
  • Perk could be changed/buffed to make it so that it allows an extra attack action or extra effectiveness at range?

1. I should probably clarify this is a tier 1 class. It's a tier below those. The nomad skill tree seems to be a better fit for a dedicated crafter/"utility" type who specializes in secondaries. Hence it has much higher intelligence and little room. This tier-1 is mainly meant to be a starting point for ranged builds. If it synergizes with those builds, then it works out for the better.

2. It's different from Bread's. As Maxxob pointed out, bread's very gun-oriented for a tier 1 and even as someone who likes guns, I don't really want to push out people who use bows or other such weapons. I save gun stuff for my tier 2 so as to not lock out anyone who wants to use a bow, sling, or whatever such ranged weapon is there.

The Perk, however, comes from elsewhere. I'd probably cite having discussions with Kaija about that idea.

3. Steady Hands doesn't negate this perk. This is because, at the moment, steady hands only work for abilities. At the moment, you need a D-Grade Range to attack beyond 30 feet. Steady Hands actually complements this build by granting better close quarters.

It's also reasonably easy to access steady hands with this build. You can get discounts by making one of your secondary's artisan E and one of your sensory skills appraisal. With born for this, you can also get steady hands F. This will surely make you better at close-range things.

4. I view these options as too powerful in my eyes, particularly a tier-1. With this, you're already at a pretty big advantage against most people at a range. It's a bit difficult to consistently attack more than 30 feet away from a starter character three times in a row out the gate.

In essence, this alleviation alone is already more effective at longer distances. I am very wary of overbuffing and making something too powerful/that everyone feels they need to have in order to be competitive.
 
1. I should probably clarify this is a tier 1 class. It's a tier below those. The nomad skill tree seems to be a better fit for a dedicated crafter/"utility" type who specializes in secondaries. Hence it has much higher intelligence and little room. This tier-1 is mainly meant to be a starting point for ranged builds. If it synergizes with those builds, then it works out for the better.

2. It's different from Bread's. As Maxxob pointed out, bread's very gun-oriented for a tier 1 and even as someone who likes guns, I don't really want to push out people who use bows or other such weapons. I save gun stuff for my tier 2 so as to not lock out anyone who wants to use a bow, sling, or whatever such ranged weapon is there.

The Perk, however, comes from elsewhere. I'd probably cite having discussions with Kaija about that idea.

3. Steady Hands doesn't negate this perk. This is because, at the moment, steady hands only work for abilities. At the moment, you need a D-Grade Range to attack beyond 30 feet. Steady Hands actually complements this build by granting better close quarters.

It's also reasonably easy to access steady hands with this build. You can get discounts by making one of your secondary's artisan E and one of your sensory skills appraisal. With born for this, you can also get steady hands F. This will surely make you better at close-range things.

4. I view these options as too powerful in my eyes, particularly a tier-1. With this, you're already at a pretty big advantage against most people at a range. It's a bit difficult to consistently attack more than 30 feet away from a starter character three times in a row out the gate.

In essence, this alleviation alone is already more effective at longer distances. I am very wary of overbuffing and making something too powerful/that everyone feels they need to have in order to be competitive.

"This tier-1 is mainly meant to be a starting point for ranged builds. " - That was what I tried to suggest. Seems logical to take the oddly fitted ranged builds that are currently shoved under Nomad and the Gun-ranged once from Spoiled to make them one fully flesh-out new tree. Not saying you have to be the one to do it, but there's clearly a high demand for ranged options, multiple suggestions and some old classes that could use a transfer.
 
Feedback;
  • I'd be more in favour of a Companion Skill rework or optional feature/use, as that seems most of what this is aimed at.
  • If it's based on having companions, adding Magic skills makes no sense. Perhaps this could work as a variant to T2 Caster or T3 to the Summoner class, as that can also use companions?
Yep, that was also something I thought it would be better: making T1 caster and then branching off into something else for these T2 and T3 perks. Mainly, the Magic skills are there because of how the boosting skills work: giving it better range and duration to both Bolster and possibly Inspire (even more since this last one is highly narrator dependent).
The idea would then be: T2 Perk: Companion control with a D Grade cooldown (2 posts), T3 Perk: the momentary pts for a single-use-per-RP ability (these two would leverage Magic Circle to be used).
 
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.
My only real issue with this Cleave modification, which I wholeheartedly agree that needs an oomph, is the 'longer the weapon, the wider the range' part. I feel it was a huge mistake for Novama Novama to tell you that one can specify the length of their melee weapon and this weapon end up gaining extra range for free. It can cause issues, like one saying that 'the lance my character use is 20ft long' or something like that. Otherwise, I'm certainly fine with the extra hindrance when using the weapon two-handed.
 

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