Post by Lady the Admin on Nov 3, 2018 22:47:06 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 11/10. 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: 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: 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: 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: Artist
Paint, Sculpt, Crush, and Destroy, the artist Class can create a masterpiece in one instance and beat you with it the next, it can create art so good you'll think it is moving, until you realize it is! It can be a DPS and Support class and all it needs is a little imagination.
DPS Artist: Known for fast strokes, fast Sculptures, and weak bristles, this role will hit you fast.
Ability:Fast Stroke: You can reduce recharge times or other limiters by 1 by decreasing an ability's strength or other kind of effectiveness by 1 step. You cannot change Weak level abilities this way.
Support Artist: A healer, a defense, a critique, all this and more with a support Artist.
Ability: Masterpiece: A piece of art so dang good it buffs everyone who looks at it, and I mean everyone. One buffing ability once per combat can affect all allies.
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. Some people believe that Killers have sold their soul to enhance their violent sprees. Those people are more correct than they fear. 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. Usable only once per combat.
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: 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: 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: 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: Artist
Paint, Sculpt, Crush, and Destroy, the artist Class can create a masterpiece in one instance and beat you with it the next, it can create art so good you'll think it is moving, until you realize it is! It can be a DPS and Support class and all it needs is a little imagination.
DPS Artist: Known for fast strokes, fast Sculptures, and weak bristles, this role will hit you fast.
Ability:Fast Stroke: You can reduce recharge times or other limiters by 1 by decreasing an ability's strength or other kind of effectiveness by 1 step. You cannot change Weak level abilities this way.
Support Artist: A healer, a defense, a critique, all this and more with a support Artist.
Ability: Masterpiece: A piece of art so dang good it buffs everyone who looks at it, and I mean everyone. One buffing ability once per combat can affect all allies.
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. Some people believe that Killers have sold their soul to enhance their violent sprees. Those people are more correct than they fear. 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. Usable only once per combat.