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Community [January 2025] Class Design Contest

"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.

Oh I see. So you do mean this to be a tier 1. Then yeah sure. I wouldn't mind if other things were moved to this T-1 class. Nomad is more of a class for a merchant than a marksman type, which is why I feel this is needed in part.

And yup. More ranged love would be good. It would be nice to have a decent triangle of weapon choices. The more things I can try to pull into viable/worthwhile territory, the better.
 
Modification

Elvario Elvario did some trimming on the points, achieved a 210 T2 and 350 T3. Kept necessary supporting skills to increase effectiveness of the Companion (Bolster and Inspire)

Tier 1 Class - Uses Caster as T1

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: (21)
  • Intelligence C (21)

Skills: (168)
  • Magic: (77)
    • Magic D (21)
    • Magic Range E (14)
    • Magic Targets E (14)
    • Magic Duration E (14)
    • Magic AoE E (14)

  • Miscellaneous: (49)
    • Companion F (35)
    • Bolster E (14)

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

Equipment: (21)
  • Catalyst D (21)
Total: 210

Perk II - Symbiotic Command - For a single turn, during a turn in which the character has used Magic Circle, they can assume direct control of a Companion. This perk has a 2 Post Cooldown (comparable to a Grade D Ability).

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: (35)
  • Intelligence A (35)

Skills: (280)
  • Magic: (112)
    • Magic C (28)
    • Magic Range D (21)
    • Magic Targets D (21)
    • Magic Duration D (21)
    • Magic AoE D (21)

  • Miscellaneous: (105)
    • Companion F (35)
    • Bolster C (28)
    • Inspire F (42)

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

Equipment: (35)
  • Catalyst B (35)
Total: 350

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. Only useable during Symbiotic Command and a single time per RP.
 
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 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.
I like these perks. I can understand why give a bonus to Scout (it is pretty hard to find a decent way to simulate a stealthy character scouting ahead while using forums and the only manner would be to do how we did: real time movement and information sharing) to their senses.
 
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.

Feedback;
  • See earlier Marksman feedback as well.
  • “Use of frightener causes -2 effectiveness the user.” is mentioned. Pretty big difference on if that is meant to say 'to' the user or 'by' the user.
  • Fighting Style D says 14 points, shouldn't it be 21? Or are the points based on upgrade costs? Same for some other skills.
  • I like the idea of including Hindrances more, but it's a bit of a mixed back in how a -2 seems strong on the one hand, but might be very weak weak in practice due to how many ways there are to avoid it (Fear resistance, mind shield, character grade.) Perhaps this could allow for an AoE -1 Frightener effect to all allies in the area of the one that got shot as well, to work well against groups even if the individual might have resistances against it. If a main boss has the grade to counter (which they often might), their goons/minions/summons/etc. might at least not have it.
 
New Tier 3 Class Option

Dual Phantom

View attachment 1207488Twin 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.

Feedback;
  • I'm confused. Dual Phantom, building upon Twin Blades, yet having Fighting Style B with a single handed weapon type? Shouldn't that be based on dual-wielding?
  • I'm personally not sure how much I like the weapons being such a big part of the class requirements, as they can be bought for way cheaper on the marketplace and would thereby make this class way 'cheaper' than what might be the standard. I'd personally prefer having more based on skills instead.
  • Would Ghost Falcon stack with [Fast] and [Speed Burst] when it comes to movement speed becoming flight speed? As that might stack up a bit too overwhelming much compared to the much more expensive regular flight options and might need some limitations set on it. Otherwise it seems like a fun one.
 
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.

Feedback;
  • I'm wondering if this would work better as at T2 Nomad class instead, as I couldn't see this turning into its own tree altogether. Nomad base should allow to gravitate towards these skills already to fine-tune in a T2 class based on it.
  • Nomad's Minions/Friend perk could help out in becoming this Perk's crew to help operate or maintain the vehicle. Perhaps giving an even bigger bonus in operating it for each active minion/friend that helps operate it.
 
Modification

Elvario Elvario did some trimming on the points, achieved a 210 T2 and 350 T3. Kept necessary supporting skills to increase effectiveness of the Companion (Bolster and Inspire)

Tier 1 Class - Uses Caster as T1

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: (21)
  • Intelligence C (21)

Skills: (168)
  • Magic: (77)
    • Magic D (21)
    • Magic Range E (14)
    • Magic Targets E (14)
    • Magic Duration E (14)
    • Magic AoE E (14)

  • Miscellaneous: (49)
    • Companion F (35)
    • Bolster E (14)

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

Equipment: (21)
  • Catalyst D (21)
Total: 210

Perk II - Symbiotic Command - For a single turn, during a turn in which the character has used Magic Circle, they can assume direct control of a Companion. This perk has a 2 Post Cooldown (comparable to a Grade D Ability).

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: (35)
  • Intelligence A (35)

Skills: (280)
  • Magic: (112)
    • Magic C (28)
    • Magic Range D (21)
    • Magic Targets D (21)
    • Magic Duration D (21)
    • Magic AoE D (21)

  • Miscellaneous: (105)
    • Companion F (35)
    • Bolster C (28)
    • Inspire F (42)

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

Equipment: (35)
  • Catalyst B (35)
Total: 350

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. Only useable during Symbiotic Command and a single time per RP.

Feedback;
  • I'd honestly try get away with more. T2 Perk, I'd say 'So long as the character is using a Magic Circle, they can take control of their Companions' altogether, without the 'single turn' or 'Cooldown' demands. With how much weaker you get when using a Magic Circle (no armour, no dodging, etc.), taking control of Companions in order to protect the Mage also comes in well with flavouring the need/reason for it. As well as saying the Magic Circle supports them/controls them in part for added flavour if needed.
  • Perhaps it's my aversion to calculations or to adding new skill/point intensive elements to sheets (after enchanting headaches with Regula), but the T3 perk doesn't land with me. I'm imagining it is like using a seal in Fate? I think it could be great in that sense, although an alternative idea might be to allow the Companion and Mage to exchange places a few times per RP. Good and cool way for the mage to dodge lethal damage they otherwise couldn't dodge when in their magic circle. Just sacrifice a companion instead by switching places.
 
I like these perks. I can understand why give a bonus to Scout (it is pretty hard to find a decent way to simulate a stealthy character scouting ahead while using forums and the only manner would be to do how we did: real time movement and information sharing) to their senses.

I'm not entirely sure if this is just a compliment (in which case, thanks), or if you're also suggesting something for the scout perk to be altered, in case I fear I'm missing the last bit.
 
I'm not entirely sure if this is just a compliment (in which case, thanks), or if you're also suggesting something for the scout perk to be altered, in case I fear I'm missing the last bit.
Yep, it is a compliment. I personally can't think of a better perk to better give them the scouting advantage.
 

  • 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.

What I like

I like the idea of more mobile gun archetypes that function more in the realm of some Hollywood action movie hero.

3y5.gif

For sharpshooter in particular, I actually like the idea of giving a natural advantage/buff of sorts when one does actually take the time to aim the weapon. Sniper gives me ideas for another class

What I don't like

I would say I'd compare my problem with this with the same thing I'd say for MW2 -- it's a lot of damage. It seems as though, at the moment, gunner, blaster and Gunslinger are overpowered. I would probably say they are some of the most OP classes here and have no real counter. I would say this probably would go far as to being the best combat setup in IH implemented like this.

I get range has always been rather lackluster and unintuitive but this kind of goes in the opposite direction by making it seem a bit like it's without parallel.

Separate from this is that it's "more effectiveness" without having a condition or incentivizing a certain playstyle (Ex. Magic Circle encourages mages to stand still). If someone were to play this in an RP, it doesn't seem like it'd incentivize creativity. One would probably go through the entire combat situation and just "Attack attack attack" and just attacking all or most of the time is already an extremely strong option in Isekai Hell.

Recommendations

I'd probably start with a milder buff that remains within the 3 action economy for gunner. Blaster, I'd likely try to give something that enables it to hit multiple opponents with basic attacks to simulate running around and shooting down whole crowds of mooks. Gunslinger could expand on this in a way like Koan/Crusader where they can gun down an entire room and if it works, they beat take out most people in one fell swoop who are within their range.

I'd actually buff sniper like Elv says. I would do it by adding a bonus of some type that lets him be able or make it so that sniper is able to fire on any target he looks at.

Most of these are just suggestions I'm not particularly attached to in any way. I'd actually go as far as to say I'm sure there are better suggestions one could make. But that's how I see it.
 
Feedback;
  • See earlier Marksman feedback as well.
  • “Use of frightener causes -2 effectiveness the user.” is mentioned. Pretty big difference on if that is meant to say 'to' the user or 'by' the user.
  • Fighting Style D says 14 points, shouldn't it be 21? Or are the points based on upgrade costs? Same for some other skills.
  • I like the idea of including Hindrances more, but it's a bit of a mixed back in how a -2 seems strong on the one hand, but might be very weak weak in practice due to how many ways there are to avoid it (Fear resistance, mind shield, character grade.) Perhaps this could allow for an AoE -1 Frightener effect to all allies in the area of the one that got shot as well, to work well against groups even if the individual might have resistances against it. If a main boss has the grade to counter (which they often might), their goons/minions/summons/etc. might at least not have it.

  • Address marksmen feedback.
  • Yeah I'll correct that
  • Also good catch.
  • It's basically a hazard and being inside of it. Being a hazard that merely being in close enough proximity made me want to balance it. This just happens to synergize with the fact that this is just a cool way of saying "covering fire". I actually do intend for this to be combinable with various techniques that allow it to be used with techniques such as selective, indirect, AOE and basic attacks. I'd compare how this works to aura if it were able to be pushed out a good distance.
 
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.
I like the idea of a class which specializes in helming vehicles and its repairs. The perk itself seems to be on par with the 7 pts cost estipulated.
 
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.
-Yeah, if Metamagic does allow you to add augmenters up to its grade, then I think adding Selective equal to the highest active augmenter when using magic circle seems reasonable.
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.
1). This wouldn't really replace the selective skill as you'd only have access to it in exchange for your ability to move and the utility of your armor. Any time you wish to move or utilize armor, this class perk wouldn't help you at all, and you'd still need selective to utilize its effects. Additionally, you'd have the option to change your damage type with this.
2) This perk also allows you to utilize Selective in situations when you otherwise wouldn't, such as with the augment increasing that Magic School gives access to.
3) That latter perk seems like something you'd gain access to in a higher tier class. Definitely something above tier 1. I'm willing to say that that idea should be proposed, but in a new Tier 2 or Tier 3 class that stacks on top of Caster.
 
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 of equal grade to the highest grade augmenter used in that spell 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'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.
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.
What I like

I like the idea of more mobile gun archetypes that function more in the realm of some Hollywood action movie hero.

3y5.gif

For sharpshooter in particular, I actually like the idea of giving a natural advantage/buff of sorts when one does actually take the time to aim the weapon. Sniper gives me ideas for another class

What I don't like

I would say I'd compare my problem with this with the same thing I'd say for MW2 -- it's a lot of damage. It seems as though, at the moment, gunner, blaster and Gunslinger are overpowered. I would probably say they are some of the most OP classes here and have no real counter. I would say this probably would go far as to being the best combat setup in IH implemented like this.

I get range has always been rather lackluster and unintuitive but this kind of goes in the opposite direction by making it seem a bit like it's without parallel.

Separate from this is that it's "more effectiveness" without having a condition or incentivizing a certain playstyle (Ex. Magic Circle encourages mages to stand still). If someone were to play this in an RP, it doesn't seem like it'd incentivize creativity. One would probably go through the entire combat situation and just "Attack attack attack" and just attacking all or most of the time is already an extremely strong option in Isekai Hell.

Recommendations

I'd probably start with a milder buff that remains within the 3 action economy for gunner. Blaster, I'd likely try to give something that enables it to hit multiple opponents with basic attacks to simulate running around and shooting down whole crowds of mooks. Gunslinger could expand on this in a way like Koan/Crusader where they can gun down an entire room and if it works, they beat take out most people in one fell swoop who are within their range.

I'd actually buff sniper like Elv says. I would do it by adding a bonus of some type that lets him be able or make it so that sniper is able to fire on any target he looks at.

Most of these are just suggestions I'm not particularly attached to in any way. I'd actually go as far as to say I'm sure there are better suggestions one could make. But that's how I see it.

Thank you for the feedback!

The T1 perk is there to helps the class with a few things, like the martial lacks of target affinity or the needs to aim, the +1 effectiveness is also an option if they decided to unload all the bullets on one target. It's also become a pace-setter once the class hit t2 as it encourage a certain kind of playstyle, hyper aggressive for gunslinger and well-timed well-positioned shot for sniper. Though its true the t2 and t3 perks for gunslinger is overpowered and the sniper perk is redundant so I will revamp those.
 
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.

----------------------------------------------------------------------------------------------------​

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.)

----------------------------------------------------------------------------------------------------​

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 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.
I like the idea for speed-based class. I think the runner and scout class warrant its own class tree though since I don't see any connection with the nomad perks mechanically or narratively.
 
I like the idea for speed-based class. I think the runner and scout class warrant its own class tree though since I don't see any connection with the nomad perks mechanically or narratively.

I'm not sure I'd know enough other ideas to use speed/parkour as a base to make an entire tree. Though since Nova also mentioned not seeing enough connection with Nomad Perks, I might try come up with an alternative on that regard.
 
Note: I’m doing all of these based on people’s submissions, and trying my utmost not to be too influenced one way or another outside of what my initial takes have been in IH as long as I have, and I hope to be constructive.

Lots of these are initial reactions from me so don’t feel like you have to take this feedback as gospel, just thought sharing my perspective could be helpful for some potentially, accurate or not as the case may be.


Elvario Elvario

Re: Nomad Modification suggestions.

  1. 1.what you like about the class option:

I agree that the 1st suggestion should be allowed so like that.

I think the second suggestion is a good idea in general, making it clear to the reader that they can use Purchase of Educated E and or Educated + Profession to cover point costs. There are other areas which could use some problem solving word text to be more transparent, particularly for people who are new to IH.

Suggestion 3 also seems good to me, more problem solving text for the sake of clarity isn’t a bad idea.


  1. 2.what you don't like about it:

I don’t think there’s really anything I dislike about this modification.

  1. 3.Any recommendations for improving it:
I think this cool as is, this would be my similar feedback to the current nomad class if I were to rework It I think.

RE: Tier two Class [Free Runner]
  1. 1.I really like the focus on movement skills and speed in this class, as well as making use of special movements, it makes it stand out to me compared to others. I like that always moving kind of plays into the idea of a striker perk but for movement also.
  2. 2.I don’t dislike anything about this.
  3. 3.Maybe tie this class line further into IH lore? Could be interesting to give them a faction to be leveraged on the world stage, like one which has branches in different nations. Not a must have but a possibly fun thought.

Re: Parkour Master

  1. 1.It’s cool to see the class use less used movement skills like tunneling and swim speed, as well as cat-like and After image, classes which encourages using under utlized skills can be good for diversity in character skillsets which i think is a net positive to IH as a whole if people decide to pursue said classes. The perk is also neat and more unique than not imo.
  2. 2.I don’t think I dislike anything about this either.
  3. 3.Parkour master in name sort of has an urban flavor vibe while I wouldn’t necessarily recommend changing the name, it makes me think there’s a possibility for other tier 3 branches of Freerunner perhaps suited for different terrain with different perks to suit said terrain which could be interesting to explore possibly, and if that was the case there’s more potential for building lore and unique character builds.

RE: Tier 2 class Scout:

  1. 1.I like that scouting is getting some representation in IH through this class, it’s definitely a fantasy world trope which has plenty of appearances. I like that there is utility with the perk, and could genuinely be helpful in team fight situations or when an adventurer group is going into an enemy area for example.
  2. 2.I don’t dislike anything.
  3. 3.I might like to see an option put in where can select a Scout’s toolkit as a gear skill to meet the class criteria or weather resilience F for example.


Re: Tier 3 Investigator
  1. 1.Skills make sense for an investigator. I like the fact that the class uses a lot of features like time sense and speed reading, also less used ones.
  2. 2.In final release version would be good to reduce people needing to read back, and describe what bonus is being extended rather than just naming the name of the prior one.
  3. 3.Could be neat to see investigator tie more into world lore as well somehow, to make it stand out more than “job becomes class”, not that it isn’t adequate as is , but I think this change could be fun, perhaps there’s an investigator guild or something along those lines for example.


Re: Tier 2 Socialite Class:

1.Nice to see more non combat classes as options using alls sorts of skills. I Like that you included requiring more than just the two starter languages, this is good for socialites and make sense for someone all about talking and social skills. Perk is a neat for providing a non-evil sort of villainous boon.

2. All of the skills make sense to extents, however I do wonder if something other than composed could be more fitting for that skill slot for this class premise.

3. From my perspective it might make sense to make Seduction optional and a pick ether or type situation with another skill there, as while I think using that skill can be fun I think some may wish to make socialites who don’t partake in appealing to targets that way in which case it becomes a dead skill, only taken to meet the requirements.


Re: Tier 3 Class Diplomat

  1. 1.I like the solid perk boon which’ll help the diplomat perform it’s primarily intended functions better. The skills largely make sense in my opinion for a non combat role.
  2. 2. I don’t dislike anything
  3. 3.Gaming looks like it could be another one of those either or type skills, which I’m not entirely sure what the or would be, given the class’s premise. Feedback from Tier 2 applies here some as well as written.
=====

Spoiled Bread Spoiled Bread

Re: Tier 1 Gunner

1.I like having a gunslinger class option in IH, The perk granting a unique extra action for a purpose can be a cool way of handling class perks imo. The skill choices seem reasonable.

2 & 3: Instead of Sleight of Hands F I think I’d like to see Steady Hands F slotted in for Gunner. For the perk I’d recommend making it so that attacks which are successfully landed on an enemy target count toward setting off the perk benefit.


Re: Tier 2 Blaster
  1. 1.Dual wielding but for gun users is neat for a class.
  2. 2.I don’t dislike anything.
  3. 3.As Elvario raised mechanics of perk should be more clear as far as when/if it resets. That would be a recommendation I have, to clear that bit up.
Re: Tier 3 Gunslinger:

  1. 1.I like that you followed through with making a tier 3, and gave it an appropriate name. Skills don’t seem out of place for a run and gunner type.
  2. 2. While I understand the logic of the either or for the guns cost wise, I think that if going to make x5 an option allowing the class to do something unique with them would be interesting,
  3. 3.Like the other tiered classes in this line I think that the perk should be further clarified.

Re: Tier 2 Sharp Shooter

  1. I like the idea of there being a sharpshooter class. The perk is unique which helps the class stand out among others we’ve had so far, by converting a prior perk to better suit the branch and building upon it.
2 & 3. I think it’d be good if this class line received hot shot in some capacity.I’d still be inclined to throw steady hands on this, even if the class benefits from using an aim action.

Re: Tier 3 Sniper:

  1. 1. It’s good to have sniper representation as a role for a class, Snipers have appeared throughout history using all sorts of tools.
  2. 2&3. Definitely should have hot shot as a requirement by this point in my opinion. I think for the perk as others have mentioned surprise is a mechanic which can already be leveraged with most attacks, I think it’d be good as Elvario mentioned to possibly let the class leverage Range A for an attack once per RP. Perhaps not raising the ability effectiveness level to A however, just leveraging the grade range grade A usually does. It’ll already be very effective if the opponent doesn't see it coming. I might suggest adding a special movement feature for quiet as well to combo with the stealth and undetected somewhere in the line.
===
Maxxob Maxxob

Re: Tier 1 Class - Companion Binder

  1. 1. I really love how unique this class perk is, better yet Nova said it’d probably be fine if done sparingly in a RP which is what this perk does. I like how the skills compliment the idea of the character having a companion with them, having the likes of bolster.
  2. 2. I don’t have anything I dislike.
  3. 3. Just a thought but could maybe tie the fact it’s a magic wielding companion user further into world lore somehow, as for why their companions are a step above the rest than what’s typical and why they synergize so well with them.

Re: Tier 2 Class Companion Tactician


  1. 1. I like that you added the new Inspire skill in, definitely helpful for this type of character build, particularly if one were to throw minions in along with the companion. I think the perk boon is solid as far as being complimentary to the first perk in the line.
  2. 2. I don’t dislike anything.
  3. 3. Pretty much same suggestion as last here, except could explain why stronger compared to last class in context.

Re:Companion Vanguard

  1. 3. Upping Companion Vanguard’s Inspire makes sense to me, I can also understand why there’s less variety of things, instead honing in on certain complimentary ones given how expensive the skill is and this class build is as far as some skills go which isn’t a bad thing, we have examples of other classes like this too which work well enough. I think the perk is really neat and different at the third tier, allowing the companion to deliver their own JRPG Style ultra type move which I think could be really cool to see in IH personally.
  2. 2. I don’t dislike anything.
  3. 1. Could give some flavor text for how and why these Companion Vanguards are able to reach such a synopsis with their companions to this level and how they're able to grant them such immense power even if in bursts.
====
Faynorae Faynorae

Re: Class Tree Rework: Performer

1. I like how this Performer perk plays well into the whole die hard fans following a performer trope you see in anime media so frequently. Being able to use Fans to assist sounds like it can create some great RP moments as well.

2.I don’t dislike anything

3. I don’t think there’s anything I’d change, the limitations seem fair enough.

Re: Class Tree Rework: Divum

1. I like the concept of Encore as it pertains to a Divum class, and it’s functionality.
2. I don’t dislike anything.
3. I think that things I might have recommended have already been addressed by others and it seems like it’s in a pretty good state atm.
====
RE: Class Option Modification: Anchor

Maverick Six Maverick Six

1.I agree that it would be good to give the perk some oomph and this seems like a cool way of doing it, sort of reminiscent of how heavier duty classes in directional melee combat games are able to synergize off of people going prone.
2. &3. With this said I’m inclined to agree with what Maxxob said. There should be consideration so that this perk doesn’t get out of hand with weapon range variance should it be added to IH.

Re: New T1 Class: Marksman
1. Once again skills seem reasonable for the class concept. Should ranged be getting it’s own tree for technique cores, it would be good to have classes which’ll fit in. I do like the thought for the class conceptually to give ranged classes some more rep.
2&3: With that said, I’d be inclined to go a similar direction to what Elvario mentioned though out of what was mentioned I’d probably lean into an effectiveness boon after x range is reached, it’s straight forward, rewards long ranged classes for doing long ranged attacks and staying in their ‘role’ so to speak.


Re: New Class Operator:

1. I like the class concept as far as having longer range options the skills seem sensible. Wth some of the language being cleaned up from other suggestions I think that stuff is a pretty good spot.
2.&3. The striker class has a dedicated fear hinderance perk class line, albeit it doesn’t use fear in the exact same way, not necessarily saying need to change on operator but I feel like it’s worth mentioning as far as crossover possibility.

====
Re: Class Option Modification: Caster

Gwen_Temi Gwen_Temi

1. As someone who has plenty of magic characters, I definitely like seeing the caster perk getting some more versatility and flexibility which you’ve achieved.
2&3:I think with maxxob’s suggestion being put in it’s in an even more ideal state for use, don’t think i’d necessarily have anything else to suggest.

====
Novama Novama
Re: Tier 3 Class Option Dual Phantom

1. As someone who also has a character who dual wields definitely keen on seeing more classes like this, I think the concept is cool. Seems like a class which could be used well in the Sky Kingdom for example for sure. I like the idea of being able to knock back the target irrespective whether it beats the defense or not, allowing for some utility options potentially in a group fight. Helming airships is neat also, as far as encouraging a character who can do that. Just like Naval combat we haven’t had a ton of air battles so a class which encourages that is neat too imo.
2. I don’t dislike anything.
3.While others raised some points I think this seems cool as is in my opinion.
 

  • 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 [28 pts]
      • Precision D
      • Speed D
    • Skills
      • Fighting Style - Gun E [14 pts]
        • Range E [7 pts]
        • Accurate F OR Penetrating F
      • Precision-based secondary skill F [7 pts]
      • Precision-based secondary skill F [7 pts]
      • Precision-based secondary skill F [7 pts]
      • Fast 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 gunslinger 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 [49 pts]
      • Precision C
      • Speed C
      • Intelligence E
    • Skills
      • Fighting Style - Gun D [21 pts]
        • Range E [7 pts]
        • Accurate F
        • Penetrating F
        • Linked F [7 pts]
      • Precision-based secondary skill F [7 pts]
      • Precision-based secondary skill F [7 pts]
      • Precision-based secondary skill F [7 pts]
      • Fast D [21 pts]
      • Steady hands D [21 pts]
      • Heightened Sense F [7 pts]
      • Sixth Sense F OR Super Sense F [7 pts]
    • Equipment
      • Gun D [21 pts]
      • Gun F [7 pts]
      • Light Armor D [21 pts]
    Perks
    • Quickdraw: The gunslinger can shoot faster than their own shadow. If no allies or enemies has drawn their weapon. The gunslinger first attack can be treated as surprise attack.



  • The wielder of the thousands of bullets. The deadeye 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 F
        • Penetrating F
        • Linked E [7 pts]
        • Area F
      • Precision-based secondary skill E [14 pts]
      • Precision-based secondary skill E [14 pts]
      • Precision-based secondary skill E [14 pts]
      • Fast B [35 pts]
      • Steady hands B [35 pts]
      • Heightened Sense E [14 pts]
      • Sixth Sense F OR Super Sense F [7 pts]
    • Equipment
      • Gun B [35 pts]
      • Gun F [7 pts]
      • Light Armor B [35 pts]
    Perks
    • Bullet Time: The deadeye can spend only 1 action to dodge all incoming ranged attacks, the effectiveness of each attack is calculated separately. The deadeye can use the [Aim] action to make their next attack hit all enemies within range.

Took a look at gunner tree. Didn't check the sharpshooter line.

Tier 1 gunner
Beena long time coming. This one makes sense to add to list. But curious if this is better than the more generic gunner line someone else made tho. May be worth scrapping this one and building on the other.

I'm not as impressed with the perk. It effectively gives a +1 combo bonus to attack. While it's power seems reasonable, narratively it doesn't seem as sensible since not all precision weapons are quick multishot weapons. A more narratively consistent perk may be to augment something all Ranged weapons deal with.

Tier 2 gunslinger
This one has good vibes but the narrative immediately is lackluster as it doesn't give much flavor to the gunner. Any Ranged weapon is called upon to give cover fire. Not sure this makes the class option stick out enough.

Needs to build on secondaries more.

Tier 3 dead eye
I dig the inspiration. Bounty hunter has more flavor than Tier 2 for sure.
The perk here needs to build on the perk in Tier 2 to make it clear this class is thr advancement of the previous one.
I also feel that giving an range distanced aoe is cool but not narratively fitting to the bounty hunter. Why would a bounty hunter that has been tracking down a particular target or targets suddenly need to shoot in all directions as far as they can see? At least that's how it reads. I would expect the perk to be more tailored to the role given to it in the narrative.
It seems to neglect the 2nd weapon of the gunslinger as well. Little point in having it even tho it would be sensible to make the perk build on the gunslinger with some 2 weapon fast draw guns a blazing climax to the class.
Perhaps it should be a desperado outlaw type class instead xD
 
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.
I knew this was coming. Seems like a fine idea in concept. However I'm a bit leery on the execution here.

Tier1
Why is this not building on the caster? It involves several caster skills. And the perk is too powerful for a tier 1 class anyway. Perk also doesn't seem to limit usage to combat either unless I'm misreading it which means it can be abused even more.

I'd recommend making this tier 2 for caster or creating a tamer/summoner type class line so it can be a more "others do my fighting" focused class tree.

Either way 2 post cooldown is way to short for taking away another creatures autonomy to do whatever you say at this stage in a class tree.

Tier 2
This one doesn't really feel like it needs to exist. The arbitrary +3 bonus to its actions is something we have been trying to get away from design wise. At least it builds on tier 1 class nicely.

Tier 3
Bit weird this tree doesn't involve the caster getting mental skills to puppet their companion more or a transformation to merge with them, or upgrades to companion to make it stronger. Feels pretty weird.

The perk is pretty obtuse but you know that. Hmmmmm thr bonus points to work with isn't a big deal but I feel that in time the character will outgrow it's usefulness unless this is currently be leveraged to overcome companion limitations. Think with a coming update we are already permitting companion to grow more so this would seem unnecessary.

The real perk seems to be ignoring skill requirements and equipment needs. Making it a once per rp justifies the grade ignoring stuff but I'm not so sure about ignoring equipment limitations. I'm also not so sure about making it a bulk point purchase. Assuming this is a permanent thing like setting their phantasm, then maybe but I'd prefer a easier pick up like a fixed team up ability leveraged by the bond of the 2. Perhaps something like a team up ability or share senses ability where you can suddenly experience everything the creatures under your control can experience and can freely manipulate them for a time.
 
I knew this was coming. Seems like a fine idea in concept. However I'm a bit leery on the execution here.

Tier1
Why is this not building on the caster? It involves several caster skills. And the perk is too powerful for a tier 1 class anyway. Perk also doesn't seem to limit usage to combat either unless I'm misreading it which means it can be abused even more.

I'd recommend making this tier 2 for caster or creating a tamer/summoner type class line so it can be a more "others do my fighting" focused class tree.

Either way 2 post cooldown is way to short for taking away another creatures autonomy to do whatever you say at this stage in a class tree.

Tier 2
This one doesn't really feel like it needs to exist. The arbitrary +3 bonus to its actions is something we have been trying to get away from design wise. At least it builds on tier 1 class nicely.

Tier 3
Bit weird this tree doesn't involve the caster getting mental skills to puppet their companion more or a transformation to merge with them, or upgrades to companion to make it stronger. Feels pretty weird.

The perk is pretty obtuse but you know that. Hmmmmm thr bonus points to work with isn't a big deal but I feel that in time the character will outgrow it's usefulness unless this is currently be leveraged to overcome companion limitations. Think with a coming update we are already permitting companion to grow more so this would seem unnecessary.

The real perk seems to be ignoring skill requirements and equipment needs. Making it a once per rp justifies the grade ignoring stuff but I'm not so sure about ignoring equipment limitations. I'm also not so sure about making it a bulk point purchase. Assuming this is a permanent thing like setting their phantasm, then maybe but I'd prefer a easier pick up like a fixed team up ability leveraged by the bond of the 2. Perhaps something like a team up ability or share senses ability where you can suddenly experience everything the creatures under your control can experience and can freely manipulate them for a time.

Thanks for the feedback!
Yep, I made a revised version of it (maybe I should have edited my initial proposal, putting it under the first draft, whoops). T1 would be Caster, T2 gets control perk from T1 while using Magic Circle.

The T3 skill-wise, the idea was Bolster and Inspire to play the role of further empowering the Companion for better results.
Perk wise, the idea was that the 105 pts are malleable (kinda like Transformation). Maybe at some point they are being used to bolster the offensive capabilities of the Companion, but when they grow strong enough that the 105 pts wouldn't really increase anything in that, those 105 pts could go elsewhere. It is a momentary 'steroid' (for a single ability, rather than a full turn) which can be allocated as needed.
I wouldn't be against removing the equipment/stat bit of it (but then these 105 pts could also go towards equipment/stat, beside skills, also being a momentary, one time and not fixed boost. Hope I made the explanation of what I had in mind clear!
 
Last edited:
Thanks for the feedback!
Yep, I made a revised version of it (maybe I should have edited my initial proposal, putting it under the first draft, whoops). T1 would be Caster, T2 gets control perk from T1 while using Magic Circle.

The T3 skill-wise, the idea was Bolster and Inspire to play the role of further empowering the Companion for better results.
Perk wise, the idea was that the 105 pts are malleable (kinda like Transformation). Maybe at some point they are being used to bolster the offensive capabilities of the Companion, but when they grow strong enough that the 105 pts wouldn't really increase anything in that, those 105 pts could go elsewhere. It is a momentary 'steroid' which can be allocated as needed for a single ability.
I wouldn't be against removing the equipment/stat bit of it (but then these 105 pts could also go towards equipment/stat, beside skills, also being a momentary, one time and not fixed boost. Hope I made the explanation of what I had in mind clear!
Yep. Please edit the original post. I'll be referring to them to post up the stuff to vote on later for those i can.
 
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.
I like the direction you are taking fandom in. Leveraging your friends as fans to boost the performer is great. Like hype men. However, flat bonuses that may stack depending on the number of fans you stick on the action seems particularly potent, especially at tier 2.

What if we twist it a bit. Rather than a potential +5 on any action but movement, why not say the fan feeds you enough confidence or credibility that you can perform an action as if you have the skill to perform that action even when you don't. Each fan providing a different skill per rp.
"gee golly, mr blue steel. I had no idea you knew the battle of eladrin naks was in 1255 and spanned 7 days of magical bombardment"
"Of course I did, Timmy. Of course I did."

Tier 3
The perk seems fine enough, but it does have a lot to it to track. I wonder if we should reduce some of the restrictions just to make it easier to read and use. since most of the effects are capped to E, why not just say the ability has to be an E grade ability and chop off all the limitation text on it?
 
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.
Been meaning to fix this one. Could you add heavy armor requirement? the rest of the anchor tree has it so I wanted it to be on anchor perk too but I guess I forgot it.

The perk at tier 1 is meant to be "one thing". so ideally it would be aoe or knockdown, not both. However, i have been thinking more about mechanic that is missing is aggro generation. kinda like the idea of the anchor tier 1 perk being a way to generate aggro with cleave. something like any targets hit by the cleave attack cause the target to have particular hatred for the anchor. Allow this perk to apply to basic attacks or abilities to enable the anchor to quickly force the enemies into attacking or focusing the anchor. Perhaps not as flashy as aoe attacks or force knockdowns, but enables the anchor to achieve more of their narrative goals and are features that can be achieved with other skills. an enemy suffering aggro probably only suffers it till after they act so the anchor will need to maintain aggrow to hold them but ultimately buys teammates time to do things or reduce likelyhood of enemies fleeing.
 
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
I dig this one. Wish bread's gunner was more like it to give a wider base to work with for the guns tree. one nit pick being the narration seems to cut out thunder cannon boys that don't need accuracy or range as much as a clustered set of mobs to let loose on shotgun/cannon style.

Solid class but the perk comes off a as a bit funny. Its like a hip shot to shoot without aiming. hip shots are best at close range. This also is backed by the idea that the aim penalty was done to make the free longer range of the precision weapons slightly balanced. I'd probably recommend the point and shoot/hip shot apply to targets within 30ft and you only require aiming at new targets past 30ft.

Is unpunished wording here meant to indicate they can't be countered or just that they don't take an effectiveness penalty for not aiming?
 

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