Post by Lady the Admin on Jul 5, 2018 0:03:47 GMT
All classes can fill two of three roles: DPS, Tank, and Support. Your powers shape what kind of role your class is. If a moderate feels that your powerset doesn't fit the role you've selected for your class, they may ask you to change roles or change classes.
When selecting a class and a specific role, you will obtain a perk to enhance your abilities in that role.
Fighter - A versatile class, who focuses on the use of weaponry and armor to fulfill their roles. They're usually front line damage dealers or aggro-drawers. They can fill the role of Tanks or DPS.
--Tank Fighters - Tank fighters primarily focus on standing in front of the party and drawing attention of enemies to hit them instead of their squishier counterparts. Not the best at dealing damage, they can withstand a great deal of punishment in exchange.
----**Perk** Hit Me! Passive ability. The first time you take damage in place of someone else in combat, you may ignore the blow if it would deal Moderate or lesser damage.
--DPS Fighters - DPS fighters are a little softer than their tank counterparts, but are fantastic at dealing damage. Whether it be close quarters or from afar, they use their mastery over their gear to lay down the hurt quickly and efficiently.
-----**Perk** Gear Up! Passive ability. The first blow you strike with your weapon in a combat deals one power level higher than normal.
Cleric - A class that provides support to others, although some may find themselves stepping up to protect others more bodily than magically. They can be Tank or Support.
--Tank Cleric - Tank clerics are like Tank fighters in that their role is to take the majority of the damage for their party. A Tank cleric does this usually by outpacing the damage with healing or by diminishing the damage with buffs. Because of this, their capacity for damage suffers, and often their support abilities need to be self-focused rather than team focused.
----**Perk** Self Sufficient! Passive ability. The first ability that you use on yourself in combat to either heal damage or to mitigate an attack is treated as one power level higher.
--Support Cleric - Support clerics are there to help their party, especially their tanks. The most classic Support cleric is a healer, but they can also take the form of group buffs such as shielding abilities or enhancing other people's abilities. Their abilities are usually team or other-party-member oriented, and so they take it hard when they get struck, and they're not the best at doing damage themselves.
----**Perk** Party Sufficient! Passive ability. The first ability that you use on anyone -except- yourself in combat to either heal damage or to mitigate an attack is treated as one power level higher.
Rogue - A class focused on flanking and infiltration. Rogues are rarely found on the front line but they often use the distraction of combat to line up those extra critical blows. They can be Support or DPS.
--Support Rogue - A Support rogue is focused on making the enemies easier to strike for their teammates, or perhaps making it harder for the enemy to land their own hits. They sacrifice their potential for high damage in favor of debuffing the enemy.
----**Perk** Weakening Blow! When you first use an ability in combat to make an enemy's strikes weaker, you also cause the next blow to strike them to be treated as one power level higher. // ALTERNATE USE \\ When you first use an ability in combat to cause a blow to strike an enemy at a higher power level, you also cause that enemy's next strike to be treated as one power level lower.
--DPS Rogue - A DPS rogue uses stealth to get close to their enemies unaware so that they can land quick and devastating damage. They tend to forgo their potential for status effects in favor of bringing an enemy down swiftly.
----**Perk** Backstab! The first attack you land on an enemy -if it's not the first attack the enemy has received- will be treated as one power level higher. // ALTERNATE USE \\ Your first blow against an enemy in combat is treated as one power level higher as long as you have not taken a hit yet from that enemy.
Mage - A casting class that tends to hang near the back and focus on enemies from afar. They're often easy to take down with enough focused damage, but can be absolutely devastating if they get their spells off. They can be DPS or Support.
--DPS Mage - DPS mages are fondly called the glass cannons. Although they themselves can be taken out relatively easy if they're not careful or dont' have a party to hide behind, they can put out a great deal of damage very quickly--or even better, over a wide area, using spells to achieve what most weapons cannot.
----**Perk** Area of Effect! The first ability used to damage an enemy can strike two enemies simultaneously with one action.
--Support Mage - Support mages are similar to support clerics, but where Support clerics are often focused on damage healing and mitigation, a support mage either provides buffs for their teams or debuffs for the enemy. Unlike a Support rogue, a Support mage can do so safely from afar or target multiple enemies and allies at once.
----**Perk** Mass Cast! The first ability used to buff allies or debuff an enemy can be used on two targets simultaneously with one action.
Summoner - A casting class that summons either companions or magical, temporary armaments and items in order to aid their comrades. You start off able to have two summoned creatures active at a time. They can be Tanks or Support.
--Tank Summoner - A tank summoner provides the same role as the other tank classes, but unlike them, does not provide protection against damage themselves, but rather specializes on summoning creatures to do so or special armaments that could theoretically make an 'insta-tank' out of anyone the summoner targets.
-----**Perk** Magical Shielding! The first Light or weaker attack against a summoned creature or on someone wearing conjured items in a combat is ignored.
--Support Summoner - A support summoner usually focuses on augmenting either their teammates through conjured items or focusing primarily on their conjured creatures to make them better able to fit whatever role is needed for them to fill.
-----**Perk** Mana Surge! The first use of a conjured item's abilities or the first use of a conjured creature's abilities in a combat are treated as one power level higher than normal.
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 Bard - 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 Bard - DPS bards are a little hardier than mages, but not by much, so they tend to utilize 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.
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 Monk - 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 Monk - 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 fearsome 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!)
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
--Support Psion
----**Perk** Groupthink: The Support Psion maintains a telepathic link between their party members, allowing telepathic communication.
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 Bladecaster - 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 Bladecaster - 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.
Bloodmage - A risky class that focuses on using up their own life-force 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 dependent 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.
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 concoctions 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 higher than normal (caps at Strong.)
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.
Tinkmaster - A creator and expert manipulator of mechanical gadgets by clockwork or steam-powered design. Can be DPS or Support. You start off able to have two independently-acting gadgets (golems, turrets, etc) built at a time. They 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 possibilities 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.
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.
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.
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 defense 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.
Killer
When selecting a class and a specific role, you will obtain a perk to enhance your abilities in that role.
Fighter - A versatile class, who focuses on the use of weaponry and armor to fulfill their roles. They're usually front line damage dealers or aggro-drawers. They can fill the role of Tanks or DPS.
--Tank Fighters - Tank fighters primarily focus on standing in front of the party and drawing attention of enemies to hit them instead of their squishier counterparts. Not the best at dealing damage, they can withstand a great deal of punishment in exchange.
----**Perk** Hit Me! Passive ability. The first time you take damage in place of someone else in combat, you may ignore the blow if it would deal Moderate or lesser damage.
--DPS Fighters - DPS fighters are a little softer than their tank counterparts, but are fantastic at dealing damage. Whether it be close quarters or from afar, they use their mastery over their gear to lay down the hurt quickly and efficiently.
-----**Perk** Gear Up! Passive ability. The first blow you strike with your weapon in a combat deals one power level higher than normal.
Cleric - A class that provides support to others, although some may find themselves stepping up to protect others more bodily than magically. They can be Tank or Support.
--Tank Cleric - Tank clerics are like Tank fighters in that their role is to take the majority of the damage for their party. A Tank cleric does this usually by outpacing the damage with healing or by diminishing the damage with buffs. Because of this, their capacity for damage suffers, and often their support abilities need to be self-focused rather than team focused.
----**Perk** Self Sufficient! Passive ability. The first ability that you use on yourself in combat to either heal damage or to mitigate an attack is treated as one power level higher.
--Support Cleric - Support clerics are there to help their party, especially their tanks. The most classic Support cleric is a healer, but they can also take the form of group buffs such as shielding abilities or enhancing other people's abilities. Their abilities are usually team or other-party-member oriented, and so they take it hard when they get struck, and they're not the best at doing damage themselves.
----**Perk** Party Sufficient! Passive ability. The first ability that you use on anyone -except- yourself in combat to either heal damage or to mitigate an attack is treated as one power level higher.
Rogue - A class focused on flanking and infiltration. Rogues are rarely found on the front line but they often use the distraction of combat to line up those extra critical blows. They can be Support or DPS.
--Support Rogue - A Support rogue is focused on making the enemies easier to strike for their teammates, or perhaps making it harder for the enemy to land their own hits. They sacrifice their potential for high damage in favor of debuffing the enemy.
----**Perk** Weakening Blow! When you first use an ability in combat to make an enemy's strikes weaker, you also cause the next blow to strike them to be treated as one power level higher. // ALTERNATE USE \\ When you first use an ability in combat to cause a blow to strike an enemy at a higher power level, you also cause that enemy's next strike to be treated as one power level lower.
--DPS Rogue - A DPS rogue uses stealth to get close to their enemies unaware so that they can land quick and devastating damage. They tend to forgo their potential for status effects in favor of bringing an enemy down swiftly.
----**Perk** Backstab! The first attack you land on an enemy -if it's not the first attack the enemy has received- will be treated as one power level higher. // ALTERNATE USE \\ Your first blow against an enemy in combat is treated as one power level higher as long as you have not taken a hit yet from that enemy.
Mage - A casting class that tends to hang near the back and focus on enemies from afar. They're often easy to take down with enough focused damage, but can be absolutely devastating if they get their spells off. They can be DPS or Support.
--DPS Mage - DPS mages are fondly called the glass cannons. Although they themselves can be taken out relatively easy if they're not careful or dont' have a party to hide behind, they can put out a great deal of damage very quickly--or even better, over a wide area, using spells to achieve what most weapons cannot.
----**Perk** Area of Effect! The first ability used to damage an enemy can strike two enemies simultaneously with one action.
--Support Mage - Support mages are similar to support clerics, but where Support clerics are often focused on damage healing and mitigation, a support mage either provides buffs for their teams or debuffs for the enemy. Unlike a Support rogue, a Support mage can do so safely from afar or target multiple enemies and allies at once.
----**Perk** Mass Cast! The first ability used to buff allies or debuff an enemy can be used on two targets simultaneously with one action.
Summoner - A casting class that summons either companions or magical, temporary armaments and items in order to aid their comrades. You start off able to have two summoned creatures active at a time. They can be Tanks or Support.
--Tank Summoner - A tank summoner provides the same role as the other tank classes, but unlike them, does not provide protection against damage themselves, but rather specializes on summoning creatures to do so or special armaments that could theoretically make an 'insta-tank' out of anyone the summoner targets.
-----**Perk** Magical Shielding! The first Light or weaker attack against a summoned creature or on someone wearing conjured items in a combat is ignored.
--Support Summoner - A support summoner usually focuses on augmenting either their teammates through conjured items or focusing primarily on their conjured creatures to make them better able to fit whatever role is needed for them to fill.
-----**Perk** Mana Surge! The first use of a conjured item's abilities or the first use of a conjured creature's abilities in a combat are treated as one power level higher than normal.
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 Bard - 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 Bard - DPS bards are a little hardier than mages, but not by much, so they tend to utilize 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.
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 Monk - 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 Monk - 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 fearsome 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!)
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.
----**Perk** Groupthink: The Support Psion maintains a telepathic link between their party members, allowing telepathic communication.
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 Bladecaster - 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 Bladecaster - 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.
Bloodmage - A risky class that focuses on using up their own life-force 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 dependent 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.
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 concoctions 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 higher than normal (caps at Strong.)
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.
Tinkmaster - A creator and expert manipulator of mechanical gadgets by clockwork or steam-powered design. Can be DPS or Support. You start off able to have two independently-acting gadgets (golems, turrets, etc) built at a time. They 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 possibilities 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.
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.
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.
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 defense 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.
- 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
---**Perk** 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
---**Perk** 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.