Post by Lady the Admin on Aug 26, 2018 4:43:41 GMT
Entries must have at least 2 votes to qualify for the EP, except in the event where literally nothing has any higher number of votes. You may vote up to 4 choices. You may change your votes at any time during the voting period. Voting ends midnight 9/1. Ties will be broken by a public dice roll in the discord server. Underlined are edits I have made.
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: 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: 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 you 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) roll.
DPS - Winning Streak: When a DPS Gambler hit uses a move and gets maximum damage on a possible dice-based range they may use the move again and again as long as they keep getting maximum damage, after each reroll maximum damage decreases by one level.
Support - Lucky Winnings: When a party member uses an attack that is Moderate or higher a Support Gambler has the chance (20%) to increase their defense by one level. Effects Stack.
Class: Barbarian
The barbarian uses powerful emotions, chiefly rage, to give themselves the strength and fortitude akin to that of a beast, which is fairly appropriate, given that werewolves were the prime origins of the fighting style used by Barbarians today.
DPS Barbarian - The blinding rage felt by a DPS Barbarian gives their arms strength to rip and tear until the deed is done.
Perk: Blood Frenzy - When landing a physical attack to a wounded target, the barbarian may double a single wound of Strong power level or lower. Blood Frenzy may only be applied once every two rounds.
Tank Barbarian - When your emotional state is as heightened as the barbarian's is, you tend to ignore when you take an injury.
Perk: Berserk - When taking an injury of Strong power level or lower, the barbarian may delay said injury for three rounds, during which time they are unaffected by the attack or any associated effects but can still be healed of the damage. Any time limits on the associated effects only begin once the effect takes effect. The barbarian may only delay one attack at a time.
Class: Elixirist
Someone who uses drinkable concoctions in order to warp their physiology or even mental status, either temporarily or permanently. Some prefer to keep their brews to themselves while others are willing to share. Can be Tank or Support.
Tank Elixirist - Tank Elixirists utilize their concotions to make themselves better able to withstand punishment, be it physical or magical. They're usually quite sore after the fact, but while they're hopped up on their brews, they can be a force to be reckoned with.
Perk: Hyde - The first elixir you drink in a combat will have double the duration. If the elixir would not have a duration, its values are raised to one power level higher than normal. (Caps at Strong.)
Support Elixirist - Support Elixirists create more of a wider variety of concoctions in order to support a diverse team through any sort of situation that may arise. They're usually far from tanky themselves, but with their help virtually anyone can survive a harrowing battle, be it through heals or augmentations.
Perk: Jekyll - Your targets do not necessarily have to drink your elixirs but it is better for them if you do. You can simply drench someone in liquid and it will take effect. The first elixir a target drinks is double in duration or, if it has no duration, raised to one power level hgiher than normal (caps at Strong.)
Class: Tinkmaster
A creator and expert manipulator of mechanical gadgets by clockwork or steam-powered design. Can be DPS or Support.
DPS Tinkmaster - DPS Tinkmasters create and use complicated weaponry and explosives, and are also able to create small constructs (such as turrets or golems) to help them dish out big damage.
Perk: Explosive Finish - Once per thread, you can cause the corpse of an enemy you defeated with one of your gadgets to explode, dealing the damage of the blow you used to kill it with in an area around it.
Support Tinkmaster - Support Tinkmasters create gadgets that protect and heal allies. Whether this be small shield modules to apply to an ally's armor, or a healing syringe gun... the possibilites are as endless as the creator's imagination and resources.
Perk: Quick Manufacturing - Once per thread, you can quickly recreate one of the gadgets you used this round and apply it to another allied target, even if it normally has a cooldown.
Class: Dragoon
A tank/DPS class that uses mobility and heavy armor to take hits and distract enemies. Both subclasses have a jump ability.
Jump: The Dragoon is able to leap high in the air. They are out of range of all melee attacks unless engaged in aerial combat.
Tank subclass: Draconic Guard- The defensive flavor of dragoon. They typically act as vanguard and establish footholds
-perk- Phalanx landing: when a dragoon uses their jump action, their defense abilities and items increase by one level for the following post as long as they do not move.
Meteor dragoon: the offensive kind, they typically break through defenses and leave enemies confused.
-perk- Blasting Impact: when using their jump action, a Meteor dragoon's landing is an AoE attack.
CLASS: Geomancer
Geomancers are masterful casters that can command plants and earth with their magical prowess, creating and controlling them from the surrounding area, or directly from their own body... or even the bodies of their enemies.
Support Geomancer - Support Geomancers are masters of controlling the battlefield, temporarily changing the shape and terrain or immobilizing enemies and stacking debilitating status effects.
Perk: Lasting Growth - The first crowd control ability used by the Geomancer, each combat, has its duration increased by one round.
DPS Geomancer - DPS Geomancers are more straightforward, deadly adversaries, striking their opponents directly with lashing vines or spears of earth, or, more sinister, bringing a slow death through the use of painful damage over time abilities.
Perk: Natural Enhancement - The first ability used by the Geomancer, each combat, increases by one power level, if its element matches the dominant element of the surrounding area. For example: an Earth attack in a cave or a Nature attack in a forest. This does not take effect if the ability already draws on the surrounding terrain, such as a similar power increase or taking an element based on the terrain.
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: 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: 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 you 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) roll.
DPS - Winning Streak: When a DPS Gambler hit uses a move and gets maximum damage on a possible dice-based range they may use the move again and again as long as they keep getting maximum damage, after each reroll maximum damage decreases by one level.
Support - Lucky Winnings: When a party member uses an attack that is Moderate or higher a Support Gambler has the chance (20%) to increase their defense by one level. Effects Stack.
Class: Barbarian
The barbarian uses powerful emotions, chiefly rage, to give themselves the strength and fortitude akin to that of a beast, which is fairly appropriate, given that werewolves were the prime origins of the fighting style used by Barbarians today.
DPS Barbarian - The blinding rage felt by a DPS Barbarian gives their arms strength to rip and tear until the deed is done.
Perk: Blood Frenzy - When landing a physical attack to a wounded target, the barbarian may double a single wound of Strong power level or lower. Blood Frenzy may only be applied once every two rounds.
Tank Barbarian - When your emotional state is as heightened as the barbarian's is, you tend to ignore when you take an injury.
Perk: Berserk - When taking an injury of Strong power level or lower, the barbarian may delay said injury for three rounds, during which time they are unaffected by the attack or any associated effects but can still be healed of the damage. Any time limits on the associated effects only begin once the effect takes effect. The barbarian may only delay one attack at a time.
Class: Elixirist
Someone who uses drinkable concoctions in order to warp their physiology or even mental status, either temporarily or permanently. Some prefer to keep their brews to themselves while others are willing to share. Can be Tank or Support.
Tank Elixirist - Tank Elixirists utilize their concotions to make themselves better able to withstand punishment, be it physical or magical. They're usually quite sore after the fact, but while they're hopped up on their brews, they can be a force to be reckoned with.
Perk: Hyde - The first elixir you drink in a combat will have double the duration. If the elixir would not have a duration, its values are raised to one power level higher than normal. (Caps at Strong.)
Support Elixirist - Support Elixirists create more of a wider variety of concoctions in order to support a diverse team through any sort of situation that may arise. They're usually far from tanky themselves, but with their help virtually anyone can survive a harrowing battle, be it through heals or augmentations.
Perk: Jekyll - Your targets do not necessarily have to drink your elixirs but it is better for them if you do. You can simply drench someone in liquid and it will take effect. The first elixir a target drinks is double in duration or, if it has no duration, raised to one power level hgiher than normal (caps at Strong.)
Class: Tinkmaster
A creator and expert manipulator of mechanical gadgets by clockwork or steam-powered design. Can be DPS or Support.
DPS Tinkmaster - DPS Tinkmasters create and use complicated weaponry and explosives, and are also able to create small constructs (such as turrets or golems) to help them dish out big damage.
Perk: Explosive Finish - Once per thread, you can cause the corpse of an enemy you defeated with one of your gadgets to explode, dealing the damage of the blow you used to kill it with in an area around it.
Support Tinkmaster - Support Tinkmasters create gadgets that protect and heal allies. Whether this be small shield modules to apply to an ally's armor, or a healing syringe gun... the possibilites are as endless as the creator's imagination and resources.
Perk: Quick Manufacturing - Once per thread, you can quickly recreate one of the gadgets you used this round and apply it to another allied target, even if it normally has a cooldown.
Class: Dragoon
A tank/DPS class that uses mobility and heavy armor to take hits and distract enemies. Both subclasses have a jump ability.
Jump: The Dragoon is able to leap high in the air. They are out of range of all melee attacks unless engaged in aerial combat.
Tank subclass: Draconic Guard- The defensive flavor of dragoon. They typically act as vanguard and establish footholds
-perk- Phalanx landing: when a dragoon uses their jump action, their defense abilities and items increase by one level for the following post as long as they do not move.
Meteor dragoon: the offensive kind, they typically break through defenses and leave enemies confused.
-perk- Blasting Impact: when using their jump action, a Meteor dragoon's landing is an AoE attack.
CLASS: Geomancer
Geomancers are masterful casters that can command plants and earth with their magical prowess, creating and controlling them from the surrounding area, or directly from their own body... or even the bodies of their enemies.
Support Geomancer - Support Geomancers are masters of controlling the battlefield, temporarily changing the shape and terrain or immobilizing enemies and stacking debilitating status effects.
Perk: Lasting Growth - The first crowd control ability used by the Geomancer, each combat, has its duration increased by one round.
DPS Geomancer - DPS Geomancers are more straightforward, deadly adversaries, striking their opponents directly with lashing vines or spears of earth, or, more sinister, bringing a slow death through the use of painful damage over time abilities.
Perk: Natural Enhancement - The first ability used by the Geomancer, each combat, increases by one power level, if its element matches the dominant element of the surrounding area. For example: an Earth attack in a cave or a Nature attack in a forest. This does not take effect if the ability already draws on the surrounding terrain, such as a similar power increase or taking an element based on the terrain.