Post by Lady the Admin on Jul 19, 2018 3:07:30 GMT
Entries must have at least 2 votes to qualify for the EP, except in the event where nothing has more than 2 votes. You may vote up to 4 choices. You may change your votes at any time during the voting period. Voting ends midnight 7/25. Ties will be broken by a public dice roll in the discord server. Underlined are edits I have made.
CLASS: Bard
A class that focuses on drawing attention to themselves to bolster allies and distract enemies through means of sustained performances and spells, though some may prefer to leap into the fray to help whittle down and demoralize a foe. They can be Support or DPS.
Support Bards: Support bards help to keep up party morale or lower that of their enemies. Like support clerics, their spells and abilities may include buffs and enhancements, or crowd-control abilities to debuff opponents. Their performance abilities often affect groups rather than individuals, though these effects depend on being able to be seen and/or heard and must be actively sustained, unlike spells.
Perk - Party on! The first ability the bard uses to affect their party lasts for one round after they stop actively sustaining the ability.
DPS Bards: DPS bards are a little hardier than mages, but not by much, so they tend to ulitize quick hit-and-run tactics to draw close to an emeny, strike, and dance away, or attack from afar with ranged weaponry and damaging abilities and spells.
Perk - Power Chord! The first damaging spell a bard casts reverberates through its target, dealing decreasing damage every round until it deals Weak damage, at which point, the damage ends. If the spell was Weak to begin with, it deals Weak damage again the second round.
CLASS: Monk
A weaponless fighter-like class that blends physical prowess with a touch of spirit/mysticality. Monks are all about movement, keeping yourself out of harm while laying down the harm on the enemies. They can be Tank or DPS.
Tank Monks: Unlike most tanks who stand still and absorb hits, a Tank Monk is all about keeping the enemy's attention and focus while not actually ever letting them land a hit. They're an annoyance, in the best way, getting all up in the face of the mobs and then swiftly moving out of their retaliatory strikes.
Perk - Swift River! 1 extra dodge per combat. Stacks with racial and powered abilities.
DPS Monks: DPS forgo worrying about holding an enemy's attention and instead look to damage down their enemies instead. This means they may be slightly less agile than their counterparts but are absolutely fiercesome in the face of their foes.
Perk - Manyfist Style! Items, abilities, etc that would normally only affect weapons can now affect your fists as if they were weapons. (Which they are, of course!)
CLASS: Investigator
A class that focuses on using their knowledge over sheer brawn, magic or stealth to help themselves and allies. Either using their knowledge of anatomy to ensure deadly blows, or devising powerful tactics to help the whole party, Investigators are powerful team players. They can be Support or DPS.
Support Investigators: Some Investigators use their knowledge to help the whole party deal with challenges efficiently. Either pointing out a chink in an enemy's armor or calling out when precisely to dodge, they act as strategists that help co-ordinate their team.
Perk - Battle Plan. You organise the party to deal with an enemy and avoid its attacks. The first attack an enemy uses is treated as one power level lower on subsequent uses against your party for the rest of the fight.
DPS Investigators: Some Investigators prefer to use their knowledge to deal precise blows to bring down an enemy rather than sheer might. Focused on clever blows that weaken opponents or soft parts to pierce defenses, these DPS fighters excel in using a foe's fame and pride against them.
Perk - Armor Chink. Your knowledge of defenses and anatomy mean you can pierce temporary holes in their defenses that only you can see. The first time you damage an enemy, for the rest of the round, their defenses are treated as one lower against all your attacks. Usable one time in combat.
CLASS: Druid
A hybrid melee/casting class that can shapeshift into powerful beasts, as well as levy curses on foes. They can be DPS or Support.
--DPS Druid- Specializes in transforming into a creature that hits fast and hard, though their defenses are not improved by the change.
-----Perk Slavering Fangs - Your first attack against an already-wounded foe strikes twice.
--Support Druid - The support Druid is focused not on augmenting teammates, but on weakening foes with various curses, as weakening the attacks of a raid boss is often the same as buffing the defense of the entire party.
-----Perk Wild Curse - Passive ability. The first ability that you use in combat to inflict a status effect also causes that enemy's next strike to be treated as one power level lower.
CLASS: Bloodmage
A risky class that focuses on using up their own lifeforce to raise their power to great heights, enabling them to dish out catastrophic levels of damage or weather even the most relentless attacks. They can be DPS or Tank.
DPS Bloodmage: By willingly using up your health, you can power up your spells and abilities to destroy your enemies in the blink of an eye. Your survival rests on either having teammates to heal or draw attention away from you, or on defeating the enemy before they can even land a hit.
Perk - Life Infusion. You can sacrifice your health to increase the power of all other spells and abilities you cast that round. This counts as an action, allowing you to cast up to 2 spells before sacrificing more health. Increasing an ability's power by one level will inflict a Light wound, increasing it by two levels will inflict a Moderate wound, and so on.
Tank Bloodmage: As you take damage, your spilled blood imbues you with ever-stronger magical resistance. Enemies will deal damage easily at first, but as the fight drags on, you only become stronger and tougher.
Perk - Life Shield. Gain resistance to all attacks dependant on the amount of damage you have suffered. Four Weak wounds or one Light wound will grant you Weak resistance, four Light wounds or one Moderate wound will grant you Light resistance, and so on.
Caps at Strong, does not stack with other defensive items.
CLASS: Bladecaster
A warrior who is master of both sword and spell, the Bladecaster is capable of great feats of both physical and arcane might. They beat down enemies with weapon and magic, or lay down buffs and debuffs for maximum effect. They can be Tank or DPS
Tank Bladecasters: Much like Tank Fighters, they put themselves on the front lines to absorb damage for their allies, often enhancing this with buffs to increase their own defensive power or debuffs that punish foes for daring to attack anyone else.
PERK - Defender's Barrier! The first time they cast a spell to buff themself or debuff a foe, the Bladecaster gets a barrier that absorbs one attack of Moderate or lower power, before shattering.
DPS Bladecasters: The DPS lay down powerful attacks, crushing foes with mighty weapons or scorching them to a crisp with powerful spells... or both! They excel in physical attacks and spells that deal intense damage, mostly to single targets, but they can strike groups as well.
PERK - Bladespell! Once per a fight, the Bladecaster can channel a spell through their weapon to strike with both the spell and the physical attack, as a single action.
CLASS: Dark Knight
A cursed warrior whose power grows the more damaged they are. Some keep to their noble hearts, using their curse to withstand even greater damage to protect their allies. Others, however, use their curse to spread destruction, bestowing enemies with their pain. While not considered evil, these unnerving warriors care not whose blood is split as long as they remain standing. They can be either DPS or Tank.
DPS Dark Knight: A warrior whose pains fuels their fire, using their damage to empower their abilities. While a bit more tank-like than standard DPS, they also are usually in the middle of battle earning a good amount of damage too.
Perk - Feel My Pain. Once per combat, you can deal Dark damage equal to your total damage to one enemy as an action.
Tank Dark Knight: A bastion of defence who becomes tougher to kill the closer they are to death's door. While usually not very high in damage, they are walls of steel that can block numerous deadly attacks aimed at allies.
Perk - This Is Nothing (Alt: Tis But a Scratch). Once per combat, a Tank Dark Knight can ignore an attack with a power level less than or equal to their total number of wounds. (e.g., a Dark Knight with a Strong wound would take no damage from a Strong attack)
. Caps at a single Strong.
CLASS: Psion
Where the magic of the Mage comes from the world around them and the Cleric’s magic comes from divine light, the Psion’s magic exists from pure force of will alone. The Psion may be DPS or Support.
DPS Psion Perk - Speed of Thought: The first offensive ability made by a DPS Psion in a thread may be made without using an action.
Support Psion Perk: Groupthink: The Support Psion maintains a telepathic link between their party members, allowing telepathic communication.
CLASS: Killer
Tracing the origins of their unique fighting style all the way back to the age of the Blighted Ones, Killers are vicious warriors of death and darkness. Killers may be DPS or Tanks.
DPS Killer - Jagged Edges: When a Killer deals Physical damage, they may inflict a Bleed effect on their target, which deals Weak Dark damage every turn for 4 turns.
Tank Killer - Unnerving Presence: The first time a member of the Killer’s party that isn’t the Killer takes damage of Moderate strength or less, it is negated.
CLASS: Courier
The mortals of Tellacene have always observed the need for those fleet of foot, a tradition of messengers supernaturally spritely as they seem to be blessed by the echoes of the Celestial's whispers, as far back as those who ran messages of hope and rebellion against the Blighted Ones. Couriers are souls of graceful wanderlust, always found just where and when they are needed. Support couriers are focused on ensuring ally abilities are maximally effective. Tank couriers are focused on redirecting enemy attacks to mitigate damage to the party.
Support Courier - Tailwind : Once per combat, expend an action to boost the effective power level of any ally action by one.
Caps at Strong.
Tank Courier - Don't Shoot The Messenger : Once per turn, a single wound inflicted by an enemy caused may be redistributed among party members.
Class: Gambler
Are a gambling boi? Do you live for the thrill of that super overpowered turn in Mario Party? Do you know what Snake Eyes refers to? Then you might be a Gambler. With this all or nothing class your moves can be super great or suck at the same time! It's a DPS or a Support class and it's filled with randomness. Moves can't be fitted with a definite attack range (IE, Weak to Moderate) but when it hits, it hits hard. Each move must be fitted with an out of blank (IE, 1/10) to roll with tatsumaki.
DPS - Winning Streak: When a DPS Gambler hits, uses a movement/dodge, and inflicts the highest level damage they are capable of giving, they may reclaim their dodge.
They can use this ability again until they stop dealing the highest level of damage they are capable of inflicting, up to 3 times.
Support - Lucky Winnings: When a party member uses an attack that is Moderate or higher a Support Gambler has the chance (1/5) to increase the defense value of one item/ability by one level. Effects Stack. Reverts at end of combat.
CLASS: Bard
A class that focuses on drawing attention to themselves to bolster allies and distract enemies through means of sustained performances and spells, though some may prefer to leap into the fray to help whittle down and demoralize a foe. They can be Support or DPS.
Support Bards: Support bards help to keep up party morale or lower that of their enemies. Like support clerics, their spells and abilities may include buffs and enhancements, or crowd-control abilities to debuff opponents. Their performance abilities often affect groups rather than individuals, though these effects depend on being able to be seen and/or heard and must be actively sustained, unlike spells.
Perk - Party on! The first ability the bard uses to affect their party lasts for one round after they stop actively sustaining the ability.
DPS Bards: DPS bards are a little hardier than mages, but not by much, so they tend to ulitize quick hit-and-run tactics to draw close to an emeny, strike, and dance away, or attack from afar with ranged weaponry and damaging abilities and spells.
Perk - Power Chord! The first damaging spell a bard casts reverberates through its target, dealing decreasing damage every round until it deals Weak damage, at which point, the damage ends. If the spell was Weak to begin with, it deals Weak damage again the second round.
CLASS: Monk
A weaponless fighter-like class that blends physical prowess with a touch of spirit/mysticality. Monks are all about movement, keeping yourself out of harm while laying down the harm on the enemies. They can be Tank or DPS.
Tank Monks: Unlike most tanks who stand still and absorb hits, a Tank Monk is all about keeping the enemy's attention and focus while not actually ever letting them land a hit. They're an annoyance, in the best way, getting all up in the face of the mobs and then swiftly moving out of their retaliatory strikes.
Perk - Swift River! 1 extra dodge per combat. Stacks with racial and powered abilities.
DPS Monks: DPS forgo worrying about holding an enemy's attention and instead look to damage down their enemies instead. This means they may be slightly less agile than their counterparts but are absolutely fiercesome in the face of their foes.
Perk - Manyfist Style! Items, abilities, etc that would normally only affect weapons can now affect your fists as if they were weapons. (Which they are, of course!)
CLASS: Investigator
A class that focuses on using their knowledge over sheer brawn, magic or stealth to help themselves and allies. Either using their knowledge of anatomy to ensure deadly blows, or devising powerful tactics to help the whole party, Investigators are powerful team players. They can be Support or DPS.
Support Investigators: Some Investigators use their knowledge to help the whole party deal with challenges efficiently. Either pointing out a chink in an enemy's armor or calling out when precisely to dodge, they act as strategists that help co-ordinate their team.
Perk - Battle Plan. You organise the party to deal with an enemy and avoid its attacks. The first attack an enemy uses is treated as one power level lower on subsequent uses against your party for the rest of the fight.
DPS Investigators: Some Investigators prefer to use their knowledge to deal precise blows to bring down an enemy rather than sheer might. Focused on clever blows that weaken opponents or soft parts to pierce defenses, these DPS fighters excel in using a foe's fame and pride against them.
Perk - Armor Chink. Your knowledge of defenses and anatomy mean you can pierce temporary holes in their defenses that only you can see. The first time you damage an enemy, for the rest of the round, their defenses are treated as one lower against all your attacks. Usable one time in combat.
CLASS: Druid
A hybrid melee/casting class that can shapeshift into powerful beasts, as well as levy curses on foes. They can be DPS or Support.
--DPS Druid- Specializes in transforming into a creature that hits fast and hard, though their defenses are not improved by the change.
-----Perk Slavering Fangs - Your first attack against an already-wounded foe strikes twice.
--Support Druid - The support Druid is focused not on augmenting teammates, but on weakening foes with various curses, as weakening the attacks of a raid boss is often the same as buffing the defense of the entire party.
-----Perk Wild Curse - Passive ability. The first ability that you use in combat to inflict a status effect also causes that enemy's next strike to be treated as one power level lower.
CLASS: Bloodmage
A risky class that focuses on using up their own lifeforce to raise their power to great heights, enabling them to dish out catastrophic levels of damage or weather even the most relentless attacks. They can be DPS or Tank.
DPS Bloodmage: By willingly using up your health, you can power up your spells and abilities to destroy your enemies in the blink of an eye. Your survival rests on either having teammates to heal or draw attention away from you, or on defeating the enemy before they can even land a hit.
Perk - Life Infusion. You can sacrifice your health to increase the power of all other spells and abilities you cast that round. This counts as an action, allowing you to cast up to 2 spells before sacrificing more health. Increasing an ability's power by one level will inflict a Light wound, increasing it by two levels will inflict a Moderate wound, and so on.
Tank Bloodmage: As you take damage, your spilled blood imbues you with ever-stronger magical resistance. Enemies will deal damage easily at first, but as the fight drags on, you only become stronger and tougher.
Perk - Life Shield. Gain resistance to all attacks dependant on the amount of damage you have suffered. Four Weak wounds or one Light wound will grant you Weak resistance, four Light wounds or one Moderate wound will grant you Light resistance, and so on.
Caps at Strong, does not stack with other defensive items.
CLASS: Bladecaster
A warrior who is master of both sword and spell, the Bladecaster is capable of great feats of both physical and arcane might. They beat down enemies with weapon and magic, or lay down buffs and debuffs for maximum effect. They can be Tank or DPS
Tank Bladecasters: Much like Tank Fighters, they put themselves on the front lines to absorb damage for their allies, often enhancing this with buffs to increase their own defensive power or debuffs that punish foes for daring to attack anyone else.
PERK - Defender's Barrier! The first time they cast a spell to buff themself or debuff a foe, the Bladecaster gets a barrier that absorbs one attack of Moderate or lower power, before shattering.
DPS Bladecasters: The DPS lay down powerful attacks, crushing foes with mighty weapons or scorching them to a crisp with powerful spells... or both! They excel in physical attacks and spells that deal intense damage, mostly to single targets, but they can strike groups as well.
PERK - Bladespell! Once per a fight, the Bladecaster can channel a spell through their weapon to strike with both the spell and the physical attack, as a single action.
CLASS: Dark Knight
A cursed warrior whose power grows the more damaged they are. Some keep to their noble hearts, using their curse to withstand even greater damage to protect their allies. Others, however, use their curse to spread destruction, bestowing enemies with their pain. While not considered evil, these unnerving warriors care not whose blood is split as long as they remain standing. They can be either DPS or Tank.
DPS Dark Knight: A warrior whose pains fuels their fire, using their damage to empower their abilities. While a bit more tank-like than standard DPS, they also are usually in the middle of battle earning a good amount of damage too.
Perk - Feel My Pain. Once per combat, you can deal Dark damage equal to your total damage to one enemy as an action.
Tank Dark Knight: A bastion of defence who becomes tougher to kill the closer they are to death's door. While usually not very high in damage, they are walls of steel that can block numerous deadly attacks aimed at allies.
Perk - This Is Nothing (Alt: Tis But a Scratch). Once per combat, a Tank Dark Knight can ignore an attack with a power level less than or equal to their total number of wounds. (e.g., a Dark Knight with a Strong wound would take no damage from a Strong attack)
. Caps at a single Strong.
CLASS: Psion
Where the magic of the Mage comes from the world around them and the Cleric’s magic comes from divine light, the Psion’s magic exists from pure force of will alone. The Psion may be DPS or Support.
DPS Psion Perk - Speed of Thought: The first offensive ability made by a DPS Psion in a thread may be made without using an action.
Support Psion Perk: Groupthink: The Support Psion maintains a telepathic link between their party members, allowing telepathic communication.
CLASS: Killer
Tracing the origins of their unique fighting style all the way back to the age of the Blighted Ones, Killers are vicious warriors of death and darkness. Killers may be DPS or Tanks.
DPS Killer - Jagged Edges: When a Killer deals Physical damage, they may inflict a Bleed effect on their target, which deals Weak Dark damage every turn for 4 turns.
Tank Killer - Unnerving Presence: The first time a member of the Killer’s party that isn’t the Killer takes damage of Moderate strength or less, it is negated.
CLASS: Courier
The mortals of Tellacene have always observed the need for those fleet of foot, a tradition of messengers supernaturally spritely as they seem to be blessed by the echoes of the Celestial's whispers, as far back as those who ran messages of hope and rebellion against the Blighted Ones. Couriers are souls of graceful wanderlust, always found just where and when they are needed. Support couriers are focused on ensuring ally abilities are maximally effective. Tank couriers are focused on redirecting enemy attacks to mitigate damage to the party.
Support Courier - Tailwind : Once per combat, expend an action to boost the effective power level of any ally action by one.
Caps at Strong.
Tank Courier - Don't Shoot The Messenger : Once per turn, a single wound inflicted by an enemy caused may be redistributed among party members.
Class: Gambler
Are a gambling boi? Do you live for the thrill of that super overpowered turn in Mario Party? Do you know what Snake Eyes refers to? Then you might be a Gambler. With this all or nothing class your moves can be super great or suck at the same time! It's a DPS or a Support class and it's filled with randomness. Moves can't be fitted with a definite attack range (IE, Weak to Moderate) but when it hits, it hits hard. Each move must be fitted with an out of blank (IE, 1/10) to roll with tatsumaki.
DPS - Winning Streak: When a DPS Gambler hits, uses a movement/dodge, and inflicts the highest level damage they are capable of giving, they may reclaim their dodge.
They can use this ability again until they stop dealing the highest level of damage they are capable of inflicting, up to 3 times.
Support - Lucky Winnings: When a party member uses an attack that is Moderate or higher a Support Gambler has the chance (1/5) to increase the defense value of one item/ability by one level. Effects Stack. Reverts at end of combat.