Post by Lady the Admin on Nov 10, 2018 19:40:11 GMT
In here, you're able to purchase one-time uses of races and classes that didn't quite make it into Expansion Packs (suggestions that have failed to pass in 2 EPs). All DLC costs 500g per use.
When you create a character with your purchased DLC, please indicate that the class or race is DLC next to it.
DLC races do not get their own language and must choose 2 from the available list.
CLASSES
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.
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.
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.
RACES
Oozans
commonly referred to as Slime People, these humanoid, intelligent slimes are a curious sort. While viewed by other races as simplistic, perhaps due to their slimy appearance, they are a surprisingly spiritual people who simply don't think it's worth worrying over the little things.
Racial Ability: Once per combat, may treat an attack that strikes you as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Gooey. Though the opaque goo that makes up the majority of their bodies holds up against most attacks, forceful blasts of water can harmfully dilute it. Water attacks are treated as one power level higher and worth +1 wounds at original power level against Slime People.
Caps at Strong.
Phantom
Ghost, Specter, Spirit, Phantom, whatever you want to call them, they're all generally the same thing... I think. Phantoms are those who have passed, but didn't move on. They're transparent, can float through walls, and vary in color and appearance. They can be ghosts of any race currently listed, but will lack the racial perks. Instead they will have perks befitting their current predicament.
Racial Ability - See-through. Can turn invisible and void any attack thrown at them for an entire turn, but also can't attack. This can be used once every seven turns. Can either turn invisible as first action to negate previous turn's damage or as last action to negate upcoming turn's damage.
Racial Drawback - Overstayed Welcome. Phantoms aren't exactly meant to stay in this plane of existence so, regardless of alignment, Bright attacks are treated as one power level higher.
Caps at Strong.
Half-Elf
Lacking a homeland of their own, half-elves tend to be charming wanderers, unfortunately, they have inherited some of their elven parents frailty.
Racial Ability: Half-elves are largely welcomed by NPCs. You start with 10 reputation in every zone, and your cap is 110 instead of 100.
Racial Drawback: The first hit you take in a fight is treated as if it were one power level higher.
Caps at Strong.
Orc
Orcs are a powerful and proud race, with a long and distinguished history that often is overshadowed by their equally impressive history in warfare. Orcs are seen as a brutal and vicious people, but a more accurate reading of their cultural values show that survival, not bloodshed, is what is valued among Orc circles.
Racial Ability: Orcs are a naturally strong hardy people, as such, twice per combat an Orc can deal damage 1 power level higher than normal.
Caps at Strong.
Racial Drawback: Orcs are not a nimble people, so instead of receiving 3 Dodges Orcs initially get 3 Blocks which decrease damage by one power level instead of negating damage completely.
Scalefolk
Scalefolk claim to be the descendants of dragons. While they initially resemble humans and elves at a distance, with dragon-like wings and a tail added on, a closer look shows that their limbs are just as scale-coated and dragonic. (The cosmetics of scale color and the possibility of horns left up to players.)
Racial Ability: Elemental empowerment. Select 1 element type at character creation. Once per battle, you can make an attack of that element deal damage one power level higher. (Weak becomes Light, Light becomes Moderate , etc. Epic attacks cannot be buffed in this way.)
Caps at Strong.
Racial Drawback: Wings make you a larger target, Scalefolk receive one less dodge (bring your base total to 2 dodges a combat.)
The Torn
While Tieflings or Aasimar can spring randomly into family trees, it is the Torn that are an even rarer existence. Possessing the infernal and angelic qualities of both, the Torn are feared for violence as many assume their two conflicting natures internally battle. Whether this has any grounds in reality depends on the Torn in question.
Racial Drawback: Unnatural. Many feel the Torn are dangerous, cursed or a horrifying freak of nature. All Torn start with -10 reputation in every zone and can only cap at 90 reputation as opposed to 100.
Racial Ability: Innate healing. The Torn heal one weak wound per round of combat.
Skeleton
Don't give up, skeleton! Skeletons have been around for a long time. Many have argued that they shouldn't be considered a race because they supposedly come from the others. In actuality, the skeletons are a proud race that come from the Necropolis, a city that has long since vanished, and many a skeleton seeks to relocate for the good of all skele-kind.
Racial Ability: Skeletons are healed by Dark damage.
Racial Drawback: Skeletons are damaged by direct heals.
Kobold
These small dragonlike bipeds are not very well liked by many of the other races. That's fine by them, though, they don't really like the other races either. Taking all the good places to live, sending adventurers into our dungeons every so often. You know what? Let's send adventurers to the surface to get some revenge!
Racial Ability: One extra dodge per thread.
Racial Drawback: Reputation starts at -10, and has a maximum of 90.
Bopluna
This fluffy-eared race of people are commonly called Rabbit People by those less familiar with them. Though all are naturally more agile and swift, Bopluna surprisingly come in two forms for unknown reasons. Some are quite short, normally living in subterrean burrowed villages, while the others are tall and slender, living in surface towns. Though friendly enough to most, their natural instincts make them fearsome hunters and investigators and they are incredibly wary of deceivers. Their cute ears never lie, and their muscular legs are capable of more than fleeing danger.
Racial Ability: Perceptive. Bopluna's keen senses help them detect the true location and form of what they face. Illusion and Stealth abilities are considered one power level lower against them.
Racial Drawback: Sensitive Hearing. Bopluna treat Sonic attacks as one power level higher. Caps at Strong.
Constructed
Odd beings that some argue are more machine or magic than life, these souled automatons can come in a variety of odd shapes.
Racial Ability: Status Resistance. Once per combat, a Constructed can lower the power tier of a status effect by one. (Strong to Moderate, Moderate to Light, Light to Weak, Weak to Null).
Racial Drawback: Non-Life. Healing abilities and items are less effective. All healing targeting a Constructed is treated as one power level lower.
Golems
These are humanoid constructs of inanimate material, usually a type of metal, earth, wood, or stone, with an animating word inscribed on their foreheads (randomly generated for NPCs, choosable for players). Formerly just a type of monster in certain dungeons, a past update to the game introduced a plot in which a group of golems had become intelligent and escaped the dungeons, enabling them as a playable race. Golem societies are typically isolated from those of other races both by choice and distance, and as a race they typically prefer to focus inwards on art, construction, and craftsmanship rather than any sort of trade or diplomacy.
Racial Boon: Unrending Flesh - A golem's body is made of harder stuff than the flesh of other races. Treat all incoming Physical attacks as one power level lower.
Racial Drawback: Unmending Flesh - A golem's body is not quite alive, and does not heal in the same way as that of other races. Healing spells, abilities, and items have no effect on golems, unless stated to specifically target items.
When you create a character with your purchased DLC, please indicate that the class or race is DLC next to it.
DLC races do not get their own language and must choose 2 from the available list.
CLASSES
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.
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.
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.
RACES
Oozans
commonly referred to as Slime People, these humanoid, intelligent slimes are a curious sort. While viewed by other races as simplistic, perhaps due to their slimy appearance, they are a surprisingly spiritual people who simply don't think it's worth worrying over the little things.
Racial Ability: Once per combat, may treat an attack that strikes you as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Gooey. Though the opaque goo that makes up the majority of their bodies holds up against most attacks, forceful blasts of water can harmfully dilute it. Water attacks are treated as one power level higher and worth +1 wounds at original power level against Slime People.
Caps at Strong.
Phantom
Ghost, Specter, Spirit, Phantom, whatever you want to call them, they're all generally the same thing... I think. Phantoms are those who have passed, but didn't move on. They're transparent, can float through walls, and vary in color and appearance. They can be ghosts of any race currently listed, but will lack the racial perks. Instead they will have perks befitting their current predicament.
Racial Ability - See-through. Can turn invisible and void any attack thrown at them for an entire turn, but also can't attack. This can be used once every seven turns. Can either turn invisible as first action to negate previous turn's damage or as last action to negate upcoming turn's damage.
Racial Drawback - Overstayed Welcome. Phantoms aren't exactly meant to stay in this plane of existence so, regardless of alignment, Bright attacks are treated as one power level higher.
Caps at Strong.
Half-Elf
Lacking a homeland of their own, half-elves tend to be charming wanderers, unfortunately, they have inherited some of their elven parents frailty.
Racial Ability: Half-elves are largely welcomed by NPCs. You start with 10 reputation in every zone, and your cap is 110 instead of 100.
Racial Drawback: The first hit you take in a fight is treated as if it were one power level higher.
Caps at Strong.
Orc
Orcs are a powerful and proud race, with a long and distinguished history that often is overshadowed by their equally impressive history in warfare. Orcs are seen as a brutal and vicious people, but a more accurate reading of their cultural values show that survival, not bloodshed, is what is valued among Orc circles.
Racial Ability: Orcs are a naturally strong hardy people, as such, twice per combat an Orc can deal damage 1 power level higher than normal.
Caps at Strong.
Racial Drawback: Orcs are not a nimble people, so instead of receiving 3 Dodges Orcs initially get 3 Blocks which decrease damage by one power level instead of negating damage completely.
Scalefolk
Scalefolk claim to be the descendants of dragons. While they initially resemble humans and elves at a distance, with dragon-like wings and a tail added on, a closer look shows that their limbs are just as scale-coated and dragonic. (The cosmetics of scale color and the possibility of horns left up to players.)
Racial Ability: Elemental empowerment. Select 1 element type at character creation. Once per battle, you can make an attack of that element deal damage one power level higher. (Weak becomes Light, Light becomes Moderate , etc. Epic attacks cannot be buffed in this way.)
Caps at Strong.
Racial Drawback: Wings make you a larger target, Scalefolk receive one less dodge (bring your base total to 2 dodges a combat.)
The Torn
While Tieflings or Aasimar can spring randomly into family trees, it is the Torn that are an even rarer existence. Possessing the infernal and angelic qualities of both, the Torn are feared for violence as many assume their two conflicting natures internally battle. Whether this has any grounds in reality depends on the Torn in question.
Racial Drawback: Unnatural. Many feel the Torn are dangerous, cursed or a horrifying freak of nature. All Torn start with -10 reputation in every zone and can only cap at 90 reputation as opposed to 100.
Racial Ability: Innate healing. The Torn heal one weak wound per round of combat.
Skeleton
Don't give up, skeleton! Skeletons have been around for a long time. Many have argued that they shouldn't be considered a race because they supposedly come from the others. In actuality, the skeletons are a proud race that come from the Necropolis, a city that has long since vanished, and many a skeleton seeks to relocate for the good of all skele-kind.
Racial Ability: Skeletons are healed by Dark damage.
Racial Drawback: Skeletons are damaged by direct heals.
Kobold
These small dragonlike bipeds are not very well liked by many of the other races. That's fine by them, though, they don't really like the other races either. Taking all the good places to live, sending adventurers into our dungeons every so often. You know what? Let's send adventurers to the surface to get some revenge!
Racial Ability: One extra dodge per thread.
Racial Drawback: Reputation starts at -10, and has a maximum of 90.
Bopluna
This fluffy-eared race of people are commonly called Rabbit People by those less familiar with them. Though all are naturally more agile and swift, Bopluna surprisingly come in two forms for unknown reasons. Some are quite short, normally living in subterrean burrowed villages, while the others are tall and slender, living in surface towns. Though friendly enough to most, their natural instincts make them fearsome hunters and investigators and they are incredibly wary of deceivers. Their cute ears never lie, and their muscular legs are capable of more than fleeing danger.
Racial Ability: Perceptive. Bopluna's keen senses help them detect the true location and form of what they face. Illusion and Stealth abilities are considered one power level lower against them.
Racial Drawback: Sensitive Hearing. Bopluna treat Sonic attacks as one power level higher. Caps at Strong.
Constructed
Odd beings that some argue are more machine or magic than life, these souled automatons can come in a variety of odd shapes.
Racial Ability: Status Resistance. Once per combat, a Constructed can lower the power tier of a status effect by one. (Strong to Moderate, Moderate to Light, Light to Weak, Weak to Null).
Racial Drawback: Non-Life. Healing abilities and items are less effective. All healing targeting a Constructed is treated as one power level lower.
Golems
These are humanoid constructs of inanimate material, usually a type of metal, earth, wood, or stone, with an animating word inscribed on their foreheads (randomly generated for NPCs, choosable for players). Formerly just a type of monster in certain dungeons, a past update to the game introduced a plot in which a group of golems had become intelligent and escaped the dungeons, enabling them as a playable race. Golem societies are typically isolated from those of other races both by choice and distance, and as a race they typically prefer to focus inwards on art, construction, and craftsmanship rather than any sort of trade or diplomacy.
Racial Boon: Unrending Flesh - A golem's body is made of harder stuff than the flesh of other races. Treat all incoming Physical attacks as one power level lower.
Racial Drawback: Unmending Flesh - A golem's body is not quite alive, and does not heal in the same way as that of other races. Healing spells, abilities, and items have no effect on golems, unless stated to specifically target items.