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Officer Base Class Ideas. (BIG WARNING)
#1
I thought maybe we can have a more gun friendly starting class and went back to SL1 Days. Let me know what you think, The idea of the Officer and Promoted classes is to be heavy utility based.

Officer Class: Guile, Skill, Faith


INNATE:

  • Officer Training: All officers must have apptitude and mental forititude. Gain Rank*2 Resist to Fear, and Hesistation. Passively increases APT and SKI by Rank.(3 RANKS)
  • Firearm Drilling: All officers must train with a gun or rifle. Recuding durability cost by 0.5 and Increasing Hit with Rifles by +3
  • Law Enforcement: You uphold the law. Increase Grapple chance by Rank in addition your escort ability acts a the protect skill. If you have the protect skill gain +5 Defense.
  • Good Cop Bad Cop: You can only be one way or the other. Using certain officer skills grants Karma up to Rank*2. Good Karma increases Faith and Hesitation infliction chance. Bad Karma increases Luck and chance to inflict fear. When you gain a point of karma you lose one on the opposite scale

OFFENSIVE

  • Open Fire: Gun Skill. Reduce weapon durability by 3 and fire a shots dealing 30% Weapon Damage +Rank*2 for each shot the amount of rounds fired based on Rank. Excess Force adds an shot *Rank
  • Mace: Spray a vile spray in the air that stuns foes and deals Acid DMG based on Rank in a small range. If you have +3 Bad Karma preform a basic attack with your bare hands on all enemies in 1 range. If you have +3 Good Karma gain immunity to blind, and stun.
  • Split Shot: Gun Skill Target Two enemies or the same one twice for a basic attack dealing 25% of damage + 15%APT *Rank

PASSIVE


  • Behind Cover: When next to a solid field object gain rank*chance for evade and glancing against non melee skills and attacks.
  • Everyone Get Down: When you dodge a ranger attack or skill grant the same amount of dodge as the behind cover bonus to all your Allie’s for 1 turn. If you have an escorted ally increase the duration by 2 turns and gain 2 Good Karma.
  • Protection Against Bullets: gain evade against guns based on rank.
  • Excess Force: increase crit,hit by rank* based on Bad Karma Level.

DEFENSIVE


  • Barricade: Create a Barricade in front of you dealing APT+Rank blunt damage if an enemy is in that location pushing them back. Enemy Projectiles can not pass but deal DMG to the Barricade.
  • Caution Tape: Create a square zone here te crime scene is going down or has been. Allies gain +5 Regen/Evade+Rank and Enemies who pass are inflicted with hestitation.
  • Escort: Target an ally granting them +10 Evade and +10 Armor. When you move next to the ally recover HP based on Rank+Good Karma Level*3

SUPPORT

  • Get to Cover: Pull an escorted ally to a battlefield object applying the behind cover passive to them. If you have +3 Good Karma the movement becomes teleport. At +3 Bad Karma preform a basic attack with a gun on a random enemy in +2 Range of the target.
  • Pep Talk: In a range of 2+Rank increase ally’s Fp Regen by Rank for 2 turns. If the ally is escorted or an officer class increase their GUI and FAI by rank. If you have at least 3 Good Karma apply these too yourself as well and +5 Luck. If you have +3 Bad Karma increase ally crit damage and your own by +5%

UTILITY

  • Cop Shop: A small device holding your officer gear. Change utility skill cost to 1M as long as you are in 3 range.
  • Stop Resisting: Target an enemy and throw your good cop away increasing your Bad Karma meter by Rank+3
  • Officer Handcuffs: whenever you grapple an enemy, place handcuffs on them with an increased chance by detainment level. When handcuffed, enemies can’t use their main weapon as long as they are grappled. You also are no longer immobilized after a successful grapple. If you have +3 Good Cop increase the duration by +1 if you have +3 Bad Karama inflict Karma*4 damage to the enemy.
  • Bulletproof Vest: for Rank turns reduce damage taken from guns Rank*5
  • Walkie Talkie: Target an enemy facing them. Upon second use all Allie’s move in the enemies direction by 1 Space. If the ally is an Officer they turn to face the enemy as well. If the ally is escorted they move 2 spaces away from the enemy. If you have +4 Bad Karma every ally in 1 range of the target will perform a basic attack, if you have +4 Good Karma all allies will be cured of confusion and the target will suffer -5 Evade for each ally in 2 range. 
  • Police Pistol: A backup pistol locked on your hip. Increase hit by 5, and allows you to use gun skills with this weapon. If you already have a gun equipped, basic attacks and handgun skills inflict bleed and increase bleed damage. While under this effect you lose one karma rank every skill used.

I also tried some ideas for what promoted classes would look like below starting with detective.

Detective Class: Gui, Skill, Cel, Luck


INNATE

  • Critical Thinking: All good detectives must have critical thinking skills increase Gui and Apt by Rank. At Max Rank increase APT by an additional 3.
  • Trigganometry: Increase Hit by 10% of Gui
  • Calculated Evasion: Increase Evade by 10% of Gui.
  • Detective Training: Being a detective you have to understand the criminal and follow the clues. You gain the ability to gather clues with a keen eye and  problem solving. If you have a tome off hand its weight instead counts for 2h bonus for handguns.

OFFENSIVE
  • Run and Gun: Handgun Skill: What says rogue detective like running and shooting up the place. Dash forward in a selected line firing a single shot at each enemy with a -30 to hit +Rank*2. Gain +2 Bad Karma
  • Surelock: A pseudo magical shot named after a famous agent. Incantation/Handgun Skill: Prepare Clues gaining +3 Clues. Increase Damage by Clues if you have +20 Clues ignore evasion. If you have +6 Good Karma Deal a bonus 50% of your wind damage. If you have +6 Bad Karma deal a bonus 50% of your Acid damage.
  • Throwing The Book: The Detective is the the who brings you to the judge, and with his big book of clues and information he can put you away. Consume all Clues and deal damage based on Clues consumed*2+Will. If you have a tome equipped and special attack trait deal bonus damage based on weight. And gain a +Clue% Chance for the book to bounce back triggering FP Regen.
  • The Magic Bullet: Handgun Skill: Fire a basic attack that has a chance based on Fai+Rank to bounce at hit the next nearest enemy in 5 Range. If the shot hits the same enemy they instead take a % of Wind/Light Damage based on Rank. Grants +1 Good Karma each time an enemy is hit with light damage. Each time an enemy is hit they take 50% less damage.

PASSIVE
  • Crooked Detective, Heroic Investigator: Increase the Good and Bad Karma Threshold +6
  • Eagle Eyed: When you dodge an enemy skill or basic attack gain +1 Clue. If you have Keen Eyes gain bonus Clues based on Rank/2
  • Master of Puzzles: When you land a basic hit or detective skill on an enemy gain +1 Clue. If you have problem solving recover FP based on its Rank*2, if you have critical thinking you gain a bonus +2 FP on criticals.
  • Know your Enemy: You gain critical resistance and evade based on Clues*4
  • Under Cover: While under the effects of Behind Cover gain sneak. While you have sneak gain +2 Clues.
  • Detective Revolver: Transform Police Pistol into a stronger version. If you have a tome in hand your handgun deals magical pierce damage instead of physical. You also gain the effects of Police Pistol as if you had a gun if you do not and have a tome instead.

DEFENSIVE
  • Snapshot: Set Up around the Caution Tape if and if an enemy passes the line you fire a quick shot at them with a minus to hit. If +4 Good Karma deal a bonus +50% Light Damage with a chance to blind. If +4 Bad Karma deal a bonus +50% Acid Damage.
  • Read your Enemy: Target an enemy to read, they gain the reading debuff which increases your critical evade against them by Rank*3. You also gain +2 Clues every time they use a non basic attack. If you are attacked, gain a chance by GUI/2 chance to trigger glancing.

SUPPORT
  • Sharing Clues: Remove Half of your clues to increase all allies critical evade by rank +10. If your allies are Officer or Officer promoted classes increase their Clues and Karma by 3. If they cannot take clues increase their Hit by 3*Rank for 2 turns. 
  • Covering Tracks: Remove 2 Clues clearing you and allies in 4 range of Hunted, Analyze Weakness and skills alike. If the ally is a rogue or being escorted they gain sneak.
  • Further Investigation: If an enemy is under investigation remove 1 Clue per ally and increase their move by +4. If you have +6 Good Karma Increase a random Ally Momentum by +2. If you have +6 Bad Karma remove one buff from the enemy per 6 karma.

UTILITY
  • Detective Handbook: Reduce Karma by 1-6 and gain that many Clues. If you removed +3 Good Karma gain +8 Skill, if you Removed +3 Bad Karma Gain +5 FP Regen.
  • Investigate: Target an area for investigation, while in this area enemies are in this area they suffer from -5 Evade *Rank. At the start of a new round gain +3 Clues for each enemy in the area of investigation and are inflicted with under investigation. If enemies cross the caution tape with this effect increase its duration by 2 Turns.
  • Detective Goggles: Cure and Gain Immunity to blind for 1+Rank turns but suffer a weakness to light damage.
  • Bullets with Names: Sometimes bullets do have names on them. Increase Weapon damage and Karma based on enemies under investigation +Rank*2 for the same amount of turns.

Lastly I have Retainer and Judge, though I never finished the Judge concept will do sometime. I figure they will set rules like no fire dmg and if a player use it in a zone they lose FP or are fined which stacks up Judge Damage.

Retainer: Gui, Def, Faith, Cel


INNATE
  • Oath to Protect: Increase Def and Gui by Rank. At Max rank increase HP by 35
  • Honor Guard: Good and Bad Karma doesn't matter when it comes to protecting the honey bee. Generating Karma Generates Honor Points as well.

OFFENSIVE
  • Snipe: Rifle Skill: Gain +1 Range for each Honor Point. If an Escorted ally is in xRank range of the target deal bonus crit damage.
  • Moving The Line: If you are behind cover push it forward in a line equal to rank pushing enemies back and stunning them. If you have Bash you move right behind the cover as well. If an escorted ally is in 2 range when you active this they gain +3 Move.
  • Stun Grenade: Toss a grenade that unleashes a wave of electric energy shocking and stunning enemies in a small area.
  • Iseki: Sword Skill: A powerful attack on an enemy who is in range of an ally. If you have a katana and honor points this skill becomes a star like Aoe instead.

PASSIVE
  • Security Vest: Increases the effects of the bulletproof vest and grants +10 slash and peirce resistance.
  • Flash Grenade: Transform the Stun Grenade into a flash Bang dealing damage based on faith instead and blinding enemies.
  • Leap of Faith: When an escorted ally in 2+Honor Points Range is targeted by a ranged attack leap into action using faith as a damage reduction. If protection is triggered you generate +2 Honor points.
  • Retainer Box: Upgrades the Cop Shop to Retainer Kit which effects retainer utilities. Also decrease utility cost by preparation rank.

DEFENSIVE
  • Shunen: Target an escorted ally when they move for 2 turns you move in the same direction. While under this effect if the targeted ally is attacked and you trigger protect you attack back dealing 30% of damage +Honor Points.
  • Riot Shield: Conjure a shield of focus in front of you acting as a barricade. This grants you behind cover without the field object but reduces movement.
  • Bunker Down: If you have a shield or if you are behind cover slam down into the ground creating a more durable cover increasing Def and Resistance while behind it. If you are in two range of an ally create cover for them also. An Escorted ally will recover both HP and FP.
  • Drag To Cover: Target a place for cover and an escorted ally pulling both you and them to the object. If the escorted ally is downed revive them with HP based on your Honor Points.+1 Good Karma

SUPPORT
  • Aggro: Fire shots in the area hitting one random enemy. Afterwards if they are npcs you become targeted removing targeting effects from allies. An escorted ally will gain sneak.+2 Bad Karma
  • Reckless Rescue: Target an ally who is damaged rush recklessly towards them. Once in range generate a healing discharge. If the ally is escorted they gain a bonus amount of health based on Honor Points. If you have the Reckless Rescuer trait reduce this from 5M to 3M and also gain health.
  • Junp: Target an ally they become escorted and remove escorted inflicted by you on all other allies. The ally receives the call security command which summons all allies who have inflicted them with escort. If used generate +2 Honor Points
  • Rendevo: Allies inside of a caution zone will recover FP based on Rank.

UTILITY
  • Lunch Box: A good retainer prepares food for both them and their lord. If your escorted ally is in 3 range share a meal together generating a random buff and boosting stat boosting effects from food for a set duration. Increase Regen based on Honor Points in battle. If you have the cooking talent increase this effects duration in and outside of battle based on SR.+3 Good Karma
  • Ointment Box: A great retainer prepares medicines for them and their lord. If your escorted ally is in 1 Range + Deliver Rank remove a negative status effect from you both. Grant the ally 1 random potion based on Alchemy rank. If you have +5 honor points remove both potion sickness from you and the escorted ally.
  • Earthen Shell: Reset the duration of riot shield by slamming it into the ground generating an earthen case. Also increasing Def and Res by +5. If you are enchanted with an element gain resistance to it. If you have the magical shield skill equipped apply it to yourself regardless of badge.
  • Heirloom Case:Requires +8 Honor Points You are entitled to keep your lords heirloom with you. If you are in 1 Range of an escorted ally equip them with their family heirloom based on their main classes' base class generate a buff at random and providing +20 Crit Damage and Crit Chance.

Judge Class: Def, Str, Fai
INNATE
  • Grandeur Gaval: Increase Power and Hit with axes by rank. Grant Access to Laws.
  • Be the Law: Recover Rank FP and HP based on enemies who are fined
  • Strong Hammer of Justice: Grant Bonus Weapon Power based on enemies who have broken the law.

OFFENSIVE
  • Bann Hammer: Slam the ground with your hammer dealing damage in a large AOE and also to enemies with Fines. With a chance to stun them.
  • Swift Justice: Target an enemy in 3+Rank Range who has a fine. Dealing Bonus Damage based on the Fine Rank.
  • Overruled: Deal bonus damage to enemies with active buffs. With a chance to one .
  • Heavy Sentence:
[-] The following 1 user Likes Musicka's post:
  • renowner
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#2
It would probably be better to just make archer more gunfriendly
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#3
There are definitely some interesting ideas here. I really like the karma mechanic, and some of the mechanics that refer to cover make me wonder if you couldn't base a gun class or promotion's playstyle entirely around generating and using cover objects while taking greater advantage of the game's flanking mechanics to make a class that plays almost like an XCOM character. That would defintely stand out.

Otherwise, some of the themeing seems a little strange to me, I think things like walkie talkies might be pushing the technology of the setting too far. Additionally, stun is a very powerful status condition that these classes seem to be able to apply with terrifying ease. Overall it was a fun read though.
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#4
It's him officer! That's the horny!

I like this on a conceptual level but I believe it can be made better. As a "class", something that is baseline for what people's themes are, those don't leave a lot of freedom for people to build up from them.

A gun-centric class should not be limited to officers, but if we're going to say that every person in SL2 who has a gun should be an Officer, the name should at least be changed to "Marksman", "Gunner" or "Enforcer".

Bonus APT does not grant additional stats, so that should be changed for GUI and SKI.

The whole theme of this must be made more clear, but I can easily see all of what was posted as a simple promotion of either Rogue or Archer, that we can just call "Enforcer". A class with multiple branches you can take or mix a bit of each, the paths being:

"The Lawbringer" (Close-Quarters Handgun-centric gameplay revolving around 'Justice' or Karma, as said, and maybe some cool CQC)
"The Detective" (Medium-Range melee-ranged hybrid. Traps and trickery-centric gameplay, that is a less militant thematic of Tactician, and more focused on psychologically dissecting an enemy for your allies)
"The SWAT" (Close-Quarters Heavy armor, Shield and Shotgun-centric gameplay that is just a beefy boy who shines over taking damage for allies with a shield, holding down multiple enemies, and having conditional big damage that happens only ever so often, or in bursts before long cooldowns ensue).

Though reading my own words make me believe that those themes could easily be achieved through Traits and Talents, really. In DnD terms, "Archetypes". Anything can be a detective, as long as they have a gun and a badge. But the proper training can easily be traits rather than a whole class. Like Ninjutsu.

-- "Detective Training", which unlocks a few cool gewgags you can trade Stolen Goods for with city officers, and further enhances the usage of what we already have in-game.

-- "Shield Specialist", which enables the use of shields offensively and grants a few crowd controlling skills with it. (So it's not a dead weight when used with a gun).

-- "CQC Specialist", which I suggested somewhere out there, that lets you use Grapples for more than just restraining. So if your gunner gets into a melee situation, it can just judo-throw people down, or palm their jaws to disorient them.

TL;DR: Think of Classes like full combat roles in DND. You'd not see a 'Gunner' be a base class in most scenarios, and it ends up being an archetype of Ranger, Rogue or even Swashbuckler 9/10 of the sessions.
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#5
As an idea, I do not mind it. But please let the faith out of my gun classes. Could do with a couple of trickery effects and all.

An Xcom-esque playstyle would be super interesting though. Using Overwatch skills, creating cover (or making use of existing ones like Ice point), more flanking and cover mechanics, etc. with not only Gun but also melee skills like the Xcom-rangers (Reaction attack when someone enteres melee range.) stuff like that, I'd be super hyped for.
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