Class Creation
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Scout
Kravis
The Man In Black
drewsane12
SlyCoopr
Vasiil
Sargo922
Revival
Meach
13 posters
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Class Creation
How to create a class
Class CreatorTo create a class, you will be authorized one weapon ability, 2 equipment abilities, 2 trained abilities and a non combat ability, see formula below.
- Code:
[b]Weapon Ability: [/b]
[b]Equipment Ability #1: [/b]
[b]Equipment Ability #2: [/b]
[b]Equipment Ability #3: [/b]
[b]Trained Ability #1: [/b]
[b]Trained Ability #2: [/b]
Table of Abilities
List of Weapon Abilities / Modifications
Stun - Able to set your weapon to stun for a chance to incapacitate your enemies.(Incapacitates for at least 1 turn, roll again for severity/duration. 3 turn cooldown)
Rapid Fire - A super changed weapon mode that increases the fire rate briefly.(Allows you to make two attack rolls, either on the same target or two separate targets with a -5 penalty to hit. 3 turn cooldown)
Supercharged Shot - A charged shot that does more damage.(3 turn cooldown)
Precision Shot - A charged shot that makes your weapon more accurate for a single shot.(+7 bonus to hit, 3 turn cooldown)
Ion Shot - Ammo that allows your weapon to fire ionized particles that are good against shields, vehicles, droids, and electronics. However they do less damage to organic targets. (+ 15 roll against targets weak to Ion shot, 3 turn cooldown)
Explosive Shot - A modification that allows your weapon to temporarily be supercharged to fire explosive bolts. It will cause your weapon to overheat faster.(Can hit multiple targets if close enough together, 3 turn cooldown)
Enhanced Scope - Get +5 when aiming at a target.
List of Equipment Abilities
Thermal Detonator - Fill your grenade slots with palm sized explosive devices. NOTE: Can only be deactivated by the one who activated it.(2 max)
Thermal Imploder - Fill two grenade slots with a high explosive devices that create a large implosion severely damaging anything around it.(2 max)
Ion Grenade - Fill your grenade slots with grenades that emit an EMP at disable electronics such as droids, turrets, vehicles, and shields.(2 max)
Flash Grenade - Fill your grenade slots with grenades that blind and stun enemies.(2 max)
CryoBan Grenade - Fill your grenade slots with grenades that cover targets in supercooled chemicals causing freezing of them or their gear, also good against droids not suited for cold weather use.(2 max)
Pyro Grenade - Fill your grenade slots with grenades that create a large fireball when they explode.(Does damage over time. 2 max)
Dioxis Grenade - Fill your grenade slots with grenades that create a cloud of chemicals that choke and eventually kill targets in an area.(Does damage over time with a bonus to organics, does not affect droids or constructs, anything that doesn't breathe naturally. 2 max)
Impact Grenade - Fill your grenade slots with small grenades that explode on impact.(3 max)
Det Pack - Can carry small explosives filled with detonite with a remote detonator, can be placed or thrown. (1 max, yields much more damage, capable of destroying vehicles)
Trip Mine - Can carry small laser activated mines that can be stuck onto objects.(2 max)
Grenade Launcher - Carry a grenade launcher with four rounds maximum, good anti personnel and weaker against armor. Can be used at a much farther range with the same effect as a thermal detonator.
Rocket Launcher - Carry a rocket launcher with two rockets maximum, devastating against armor, somewhat effective against no more than two personnel at a time.
Slugthrower - Can carry a projectile weapon that will function based on what the player chooses to carry. Slugthrowers have better armor piercing capabilities, are more reliable, can't overheat, kills jedi deader.
Flamethrower - Can have a wrist mounted or larger flame thrower. Does not have to roll for initiative if commencing attack, limited range.
Wrist Blaster - Blasters mounted on the wrist that don’t require an action to switch to in order to fire. Can be concealed, does not have to roll for initiative if commencing attack
Electro Dart - Fire a dart from your wrist that electrocutes enemies. If it hits, will incapacitate the target for a certain amount of turns. (Event team rolls to determine.)
Rocket Boots - Boots that propel you a small distance with a one turn cooldown
Jetpack - Propels you a far distance with a three turn cooldown.
Grappling Hook - Allows the use of a grappling hook to access areas.
Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Vibroblade - Carry a vibroblade or similar weapon, can engage targets in range, does more damage than a blaster. (+15 roll against targets in close quarters when using blade)
Personal Energy Shield Generator - A small shield that covers a single user in a bubble shield that moves with the user for a short duration. Or a larger static shield that can fit multiple people inside for a longer duration.(+5 to defense rolls for anyone within shield range with a maximum of 5 people.)
Energy Shield - Generates an energy shield in the shape of a shield. (+10 defense roll against targets the shield is facing.
Vision Enhancer - A small visor or helmet upgrade that allows you to see in low light areas, illuminates cloaked targets. Whenever fighting in a dark or obscured area I.E. smoke, user gets a +7 roll bonus against enemies.
List of Trained Abilities
*Roll bonus can increase for ic training and practice.
Increased Agility - You have trained in acrobatics giving you a +10 to quick movements and acrobatic actions.
Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Enhanced Stealth - Get a +10 bonus to any Stealth actions.
Close Quarters Combat Training - You have trained in close quarters combat getting a +10 to any combat rolls within a close distance or using a melee weapon
Quickdraw - Can quickly draw weapons and equipment. Do not need to take a turn to switch weapons. If initiating ranged combat, does not have to roll for initiative.
Heavy Equipment Training - Get a +10 to any emplacement, rocket launcher, or grenade launcher and Z6.
Explosives Training - Get a +10 to any grenades or explosives used.
Pilot Training - Get a +10 for piloting ships and speeders.
Long Range Training - Get a +5 for long-range shots, +10 if using a sniper rifle or similar weapon.
Technology Proficiency - Get a +10 for any tech rolls such as slicing.
When you are completed with your class, post the filled out formula on this thread. If it is accepted we will let you know personally and we may even add it to the list of default classes.
Last edited by Meach on Tue Oct 15, 2019 2:19 am; edited 2 times in total
Meach- Co-Owner
- Posts : 45
Join date : 2018-01-15
Location : Kansas City, Missouri
Re: Class Creation
Made two due to the discrepancy in the main post, just to make sure whichever one is correct and I don't have to remake it.
Forward Scout: (Weapon Ability:, Equipment Ability #1:, Equipment Ability #2:
Equipment Ability #3:, Trained Ability #1:, Trained Ability #2:)
Enhanced Scope - Get +5 when aiming at a target.
Grappling Hook - Allows the use of a grappling hook to access areas.
Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Dioxis Grenade - Fill your grenade slots with grenades that create a cloud of chemicals that choke and eventually kill targets in an area.(Does damage over time with a bonus to organics, does not affect droids or constructs, anything that doesn't breathe naturally. 2 max)
Increased Agility - You have trained in acrobatics giving you a +10 to quick movements and acrobatic actions.
Long Range Training - Get a +5 for long range shots, +10 if using a sniper rifle or similar weapon.
Forward Scout: (Weapon Ability:, Equipment Ability #1:, Equipment Ability #2:
Equipment Ability #3:, Trained Ability #1:, Trained Ability #2:)
Enhanced Scope - Get +5 when aiming at a target.
Grappling Hook - Allows the use of a grappling hook to access areas.
Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Dioxis Grenade - Fill your grenade slots with grenades that create a cloud of chemicals that choke and eventually kill targets in an area.(Does damage over time with a bonus to organics, does not affect droids or constructs, anything that doesn't breathe naturally. 2 max)
Increased Agility - You have trained in acrobatics giving you a +10 to quick movements and acrobatic actions.
Long Range Training - Get a +5 for long range shots, +10 if using a sniper rifle or similar weapon.
Last edited by Revival on Mon Oct 14, 2019 1:47 pm; edited 1 time in total
Revival- Posts : 64
Join date : 2018-01-13
Age : 23
Location : New York
Re: Class Creation
Imperial Veteran
Weapon Ability: Supercharged Shot - A charged shot that does more damage.
Equipment Ability #1: Thermal Detonator - Fill your grenade slots with palm sized explosive devices. NOTE: Can only be deactivated by the one who activated it.
Wrist Blaster - Blasters mounted on the wrist that don’t require an action to switch to in order to fire. Can be concealed, does not have to roll for initiative if commencing attack.
Equipment Ability #3: Rocket Launcher - Carry a rocket launcher with two rockets maximum, devastating against armor, somewhat effective against no more than two personnel at a time.
Trained Ability #1: Heavy Equipment Training - Get a +10 to any emplacement, rocket launcher, or grenade launcher and Z6.
Trained Ability #2: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Last edited by Sargo922 on Tue Oct 15, 2019 8:07 pm; edited 3 times in total
Sargo922- Canuck
- Posts : 88
Join date : 2018-02-09
Age : 26
Location : Canadialand
Re: Class Creation
Mercenary Commander
Weapon Ability: Stun - Able to set your weapon to stun for a chance to incapacitate your enemies.Equipment Ability #1: Flash Grenade - Fill your grenade slots with grenades that blind and stun enemies.
Equipment Ability #2: Personal Energy Shield Generator - A small shield that covers a single user in a bubble shield that moves with the user for a short duration. Or a larger static shield that can fit multiple people inside for a longer duration.(+5 Defense roll to you and anyone else in shield range, maximum of 5 people)
Equipment Ability #3: Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Trained Ability #1: Quickdraw - Can quickly draw weapons and equipment. Do not need to take a turn to switch weapons. If initiating ranged combat, does not have to roll for initiative.
Trained Ability #2: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Vasiil- Owner
- Posts : 303
Join date : 2018-01-19
Re: Class Creation
Weapon Ability: Rapid Fire - A super changed weapon mode that increases the fire rate briefly.(Allows you to make two attack rolls, either on the same target or two separate targets with a -5 penalty to hit. 3 turn cooldown)
Equipment Ability #1: Vibroblade - Carry a vibroblade or similar weapon, can engage targets in range, does more damage than a blaster. (+15 roll against targets in close quarters when using blade)
Equipment Ability #2: Rocket Boots - Boots that propel you a small distance with a one turn cooldown
Equipment Ability #3: Energy Shield - Generates an energy shield in the shape of a shield. (+10 defense roll against targets the shield is facing.
Trained Ability #1: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Trained Ability #2: Increased Agility - You have trained in acrobatics giving you a +10 to quick movements and acrobatic actions.
Equipment Ability #1: Vibroblade - Carry a vibroblade or similar weapon, can engage targets in range, does more damage than a blaster. (+15 roll against targets in close quarters when using blade)
Equipment Ability #2: Rocket Boots - Boots that propel you a small distance with a one turn cooldown
Equipment Ability #3: Energy Shield - Generates an energy shield in the shape of a shield. (+10 defense roll against targets the shield is facing.
Trained Ability #1: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Trained Ability #2: Increased Agility - You have trained in acrobatics giving you a +10 to quick movements and acrobatic actions.
SlyCoopr- That One Uncle
- Posts : 88
Join date : 2018-01-12
Age : 30
Re: Class Creation
Seasoned Smuggler
Weapon Ability: Rapid Fire - A super changed weapon mode that increases the fire rate briefly.(Allows you to make two attack rolls, either on the same target or two separate targets with a -5 penalty to hit. 3 turn cooldown)
Equipment Ability #1: Electro Dart - Fire a dart from your wrist that electrocutes enemies. If it hits, will incapacitate the target for a certain amount of turns. (Event team rolls to determine.)
Equipment Ability #2: Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Equipment Ability #3: Rocket Boots - Boots that propel you a small distance with a one turn cooldown
Trained Ability #1: Pilot Training - Get a +10 for piloting ships and speeders.
Trained Ability #2: Quickdraw - Can quickly draw weapons and equipment. Do not need to take a turn to switch weapons. If initiating ranged combat, does not have to roll for initiative.
Weapon Ability: Rapid Fire - A super changed weapon mode that increases the fire rate briefly.(Allows you to make two attack rolls, either on the same target or two separate targets with a -5 penalty to hit. 3 turn cooldown)
Equipment Ability #1: Electro Dart - Fire a dart from your wrist that electrocutes enemies. If it hits, will incapacitate the target for a certain amount of turns. (Event team rolls to determine.)
Equipment Ability #2: Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Equipment Ability #3: Rocket Boots - Boots that propel you a small distance with a one turn cooldown
Trained Ability #1: Pilot Training - Get a +10 for piloting ships and speeders.
Trained Ability #2: Quickdraw - Can quickly draw weapons and equipment. Do not need to take a turn to switch weapons. If initiating ranged combat, does not have to roll for initiative.
The Man In Black- Posts : 23
Join date : 2018-09-01
Re: Class Creation
The Scorekeeper's Favored
Weapon Ability: Precision Shot - A charged shot that makes your weapon more accurate for a single shot.(+7 bonus to hit, 3 turn cooldown)
Equipment Ability #1: Dioxis Grenade - Fill your grenade slots with grenades that create a cloud of chemicals that choke and eventually kill targets in an area.(Does damage over time with a bonus to organics, does not affect droids or constructs, anything that doesn't breathe naturally. 2 max)
Equipment Ability #2: Grenade Launcher - Carry a grenade launcher with four rounds maximum, good anti personnel and weaker against armor. Can be used at a much farther range with the same effect as a thermal detonator.
Equipment Ability #3: Trip Mine - Can carry small laser activated mines that can be stuck onto objects.(2 max)
Trained Ability #1: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Trained Ability #2: Long Range Training - Get a +5 for long range shots, +10 if using a sniper rifle or similar weapon.
Weapon Ability: Precision Shot - A charged shot that makes your weapon more accurate for a single shot.(+7 bonus to hit, 3 turn cooldown)
Equipment Ability #1: Dioxis Grenade - Fill your grenade slots with grenades that create a cloud of chemicals that choke and eventually kill targets in an area.(Does damage over time with a bonus to organics, does not affect droids or constructs, anything that doesn't breathe naturally. 2 max)
Equipment Ability #2: Grenade Launcher - Carry a grenade launcher with four rounds maximum, good anti personnel and weaker against armor. Can be used at a much farther range with the same effect as a thermal detonator.
Equipment Ability #3: Trip Mine - Can carry small laser activated mines that can be stuck onto objects.(2 max)
Trained Ability #1: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Trained Ability #2: Long Range Training - Get a +5 for long range shots, +10 if using a sniper rifle or similar weapon.
Kravis- Lead Coder
- Posts : 297
Join date : 2018-01-12
Age : 26
Location : Santa Fe, Texas
Re: Class Creation
Interstellar Cowboy
Weapon Ability: Wrath of the Khan - Using dual DL-44's, Khan can fire at up to six targets in succession. (-5 is added for each shot, 4 turn cool down)
Equipment Ability #1: CryoBan Grenade - Fill your grenade slots with grenades that cover targets in supercooled chemicals causing freezing of them or their gear, also good against droids not suited for cold weather use.(2 max)
Equipment Ability #2: Det Pack - Can carry small explosives filled with detonite with a remote detonator, can be placed or thrown. (1 max, yields much more damage, capable of destroying vehicles)
Equipment Ability #3: Vibrodagger - Can quickly switch and attack with a vibro dagger or similar weapon. Does not take a turn to switch to, can draw and attack on the same turn (+5 to attack against targets in range of dagger (+10 roll against targets in close quarters when using blade.)
Trained Ability #1: Shoot First, Talk Later - Sometimes, Khan doesn't always think his actions through. Sometimes, it's best to just shoot first, and ask questions later. (+10 to any action that initiates combat. If Khan doesn't kill his target on his first action, the next defensive roll will suffer -15)
Trained Ability #2: Boyish Charm- Khan has an innate ability to speak his way out of most of his problems. When he's cool headed and level minded, his big smile and smooth words can get him out of most situations. (+10 to all Charisma rolls)
Re: Class Creation
Weapon Ability: Enhanced Scope - Get +5 when aiming at a target.
Equipment Ability #1: Wrist Blaster - Blasters mounted on the wrist that don’t require an action to switch to in order to fire. Can be concealed, does not have to roll for initiative if commencing attack
Equipment Ability #2: Grappling Hook - Allows the use of a grappling hook to access areas.
Equipment Ability #3:
Trained Ability #1: Enhanced Stealth - Get a +10 bonus to any Stealth actions.
Trained Ability #2: Close Quarters Combat Training - You have trained in close quarters combat getting a +10 to any combat rolls within a close distance or using a melee weapon
Equipment Ability #1: Wrist Blaster - Blasters mounted on the wrist that don’t require an action to switch to in order to fire. Can be concealed, does not have to roll for initiative if commencing attack
Equipment Ability #2: Grappling Hook - Allows the use of a grappling hook to access areas.
Equipment Ability #3:
Trained Ability #1: Enhanced Stealth - Get a +10 bonus to any Stealth actions.
Trained Ability #2: Close Quarters Combat Training - You have trained in close quarters combat getting a +10 to any combat rolls within a close distance or using a melee weapon
Meach- Co-Owner
- Posts : 45
Join date : 2018-01-15
Location : Kansas City, Missouri
B1-78 'Clank'
Weapon Ability: Stun
Equipment Ability #1: Wrist Blaster
Equipment Ability #2: Energy Shield
Equipment Ability #3: Vision Enhancer
Trained Ability #1: Strength Training
Trained Ability #2: Close Quarters Combat Training
Equipment Ability #1: Wrist Blaster
Equipment Ability #2: Energy Shield
Equipment Ability #3: Vision Enhancer
Trained Ability #1: Strength Training
Trained Ability #2: Close Quarters Combat Training
tinnies- Posts : 2
Join date : 2019-10-15
B1-94 'Scraphead'
Weapon Ability: Rapid Fire - A super changed weapon mode that increases the fire rate briefly.(Allows you to make two attack rolls, either on the same target or two separate targets with a -5 penalty to hit. 3 turn cooldown)
Equipment Ability #1: Wrist Blaster - Blasters mounted on the wrist that don’t require an action to switch to in order to fire. Can be concealed, does not have to roll for initiative if commencing attack
Equipment Ability #2: Energy Shield - Generates an energy shield in the shape of a shield. (+10 defense roll against targets the shield is facing.
Equipment Ability #3: Vision Enhancer - A small visor or helmet upgrade that allows you to see in low light areas, illuminates cloaked targets. Whenever fighting in a dark or obscured area I.E. smoke, user gets a +7 roll bonus against enemies.
Trained Ability #1: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Trained Ability #2: Close Quarters Combat Training - You have trained in close quarters combat getting a +10 to any combat rolls within a close distance or using a melee weapon
Equipment Ability #1: Wrist Blaster - Blasters mounted on the wrist that don’t require an action to switch to in order to fire. Can be concealed, does not have to roll for initiative if commencing attack
Equipment Ability #2: Energy Shield - Generates an energy shield in the shape of a shield. (+10 defense roll against targets the shield is facing.
Equipment Ability #3: Vision Enhancer - A small visor or helmet upgrade that allows you to see in low light areas, illuminates cloaked targets. Whenever fighting in a dark or obscured area I.E. smoke, user gets a +7 roll bonus against enemies.
Trained Ability #1: Strength Training - You have a lot of muscle mass and get a +10 bonus to any strength related rolls.
Trained Ability #2: Close Quarters Combat Training - You have trained in close quarters combat getting a +10 to any combat rolls within a close distance or using a melee weapon
incogg- Posts : 2
Join date : 2019-10-15
Re: Class Creation
Big Boots (To Fill)
Weapon Ability: Explosive Shot - A modification that allows your weapon to temporarily be supercharged to fire explosive bolts. It will cause your weapon to overheat faster.(Can hit multiple targets if close enough together, 3 turn cooldown)
Equipment Ability #1: Personal Energy Shield Generator - A small shield that covers a single user in a bubble shield that moves with the user for a short duration. Or a larger static shield that can fit multiple people inside for a longer duration.(+5 to defense rolls for anyone within shield range with a maximum of 5 people.)
Equipment Ability #2: Rocket Boots - Boots that propel you a small distance with a one turn cooldown
Equipment Ability #3: Flamethrower - Can have a wrist mounted or larger flame thrower. Does not have to roll for initiative if commencing attack, limited range.
Trained Ability #1: Quickdraw - Can quickly draw weapons and equipment. Do not need to take a turn to switch weapons. If initiating ranged combat, does not have to roll for initiative.
Trained Ability #2: Pilot Training - Get a +10 for piloting ships and speeders.
Pepper- Senior Admin
- Posts : 87
Join date : 2018-01-12
Location : Houston, Texas
Re: Class Creation
Marksman Class.
Weapon Ability: Enhanced Scope
Equipment Ability #1: Grappling Hook
Equipment Ability #2: Trip Mine
Equipment Ability #3: Rocket Boots
Trained Ability #1: Enhanced Stealth
Trained Ability #2: Long Range Training
Weapon Ability: Enhanced Scope
Equipment Ability #1: Grappling Hook
Equipment Ability #2: Trip Mine
Equipment Ability #3: Rocket Boots
Trained Ability #1: Enhanced Stealth
Trained Ability #2: Long Range Training
Punished_Rhodesian- Posts : 20
Join date : 2018-11-19
Re: Class Creation
Consecutive C.Q.C - Non-Lethal
Weapon Ability: Stun
Equipment Ability #1: Flash Grenade
Equipment Ability #2: Electro Dart
Equipment Ability #3: Grappling Hook
Trained Ability #1: Enhanced Stealth
Trained Ability #2: Close Quarters Combat Training
Weapon Ability: Stun
Equipment Ability #1: Flash Grenade
Equipment Ability #2: Electro Dart
Equipment Ability #3: Grappling Hook
Trained Ability #1: Enhanced Stealth
Trained Ability #2: Close Quarters Combat Training
Punished_Rhodesian- Posts : 20
Join date : 2018-11-19
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