The Rules: In game worlds other than Roekron and Teriock
(my personal game worlds) other classes are being created for
game play. There are some basic rules for creating a new classes
and for playing one as well. Only an approved GM can allow a new
class in play, and usually only two new classes for their world
(so don't start pumping out classes like crazy). If you have an
idea, read the guidlines below, carefully create a class and then
submit it to your local GM for review. If they approve it, they
can use it as a class in their game world.
Rule (1) Basic Skills: New classes are usually mostly based
on existing skills, just reorganized and compressed into a new
class. These new classes are called a hybrid class. They should
be made up of skills that are basically the same as existing ones,
just at a different level or slightly modified. When making hybrid
classes you basically take and existing class and either (a) create
a new skill at certain levels instead of the original to replace
the skill the new class wouldn't use OR grab something from another
class of equal or lower lvl and put it in there for the
new class. Why do I have this rule? Because unlike a table top
RPG where anyone can look up what a skill does, in a LARP everyone
has to know what things do and we already have over 300 basic
skills in the game! We don't need more! So, when making a class
stick to what already exists as much as possible and your class
will work well. Rule (2) No Guilds: The new classes can
have no Guilds or Scholarly Discipline type skills to speed them
up. This signifies that they are outsiders in the world and not
well established classes like the rest.
Rule (3) Total Class Dedication: Anyone who picks a new
classes to play MUST complete it all the way to 15th lvl before
they are allowed to branch out into other classes (in other words,
no multi classing until you are 16th lvl). This is to keep people
from simply dipping into a new class for the benifit of a newly
created skill and then comboing it with an existing one for overpowered
effects. The skills that exist have been carefully tested for
power and combinations and the creating of new, low level skills
could easily upset and entire game world.
What follows is a sample of a Martial Artist Class I made back
in October as a demo. Goes something like this.
MARTIAL ARTIST (sample class)
(Can't wear any armor!)
IN -----------------------------------------------------OUT (can
be use IN)
1) Weapon Dedication (Hands Only)-------------------- Meditation
(Oracle)
2) Acrobatics --------------------------------------------Scouting
3) Martial Arts----------------------------------------- Disarm
(Hands Only)
4) Weapon Mastery (Hands Only) ------------Shatter: 1 Mana (Hands
Only)
5) Adrenaline ----------------------------------------Evade Missile
Weapons
6) Slay: 1 Mana (Hands Only)--------------------------- Combat
Shimmering
7) Universal Hack (Hands Only)------------------------------ Body
Endure
8) Advanced Martial Arts-------------------------------- Barbarian
Tracking
9) Crit Elite (Hands Only) -----------------------------Combat
Shimmer Elite
10) Flying -----------------------------------------Might Mace
(Hands Only)
I could have inserted new skills into some of those slots but
as you and I both know, new skills are very bad unless they are
magic item bound OR above 10th in a class, too confusing for new
players. Though this class has a lot of IN type skills that is
the drawback. There is no Scholarly Discipline or Combat Discipline,
no Guild Member or Master. You are a loner and have to do everything
the hard way. Having to wear no armor also makes you basically
a sucky mage, so go for it, should be fair. Please note that is
doesn't say you can't use any weapons, it just says that certain
skill can't be used except with your hands (so you could use a
staff, katana or whatever, but couldn't do vitals with it, couldn't
slay with it or hack etc.).
What follows is a list of the new classes that have been created
for playtesting so far.
Illusionist
Mage- no armor
anyone can pay 1 mana to dispell an illusion
Hate Psyionics
1. Staff Touch
OUT 1. Light
2. Dazzling Ray(AV0) as flashpacket but for 4x ROR in seconds
OUT 2. Ventriloquism/Clearaudiance-
Through voice or over hear a conversation clearly at 100'. 2xproficency
Innkeep
3.Illusionary Arcane- 1 mana choose any one thrown spell. Buy
the spell stone you have that spell. Pay another 1 mana replace
it with another.
OUT 3.Glimmer- Make a mundane item seem magical. Reads as magic
but identifi.e.s as mundane. 1 mana
4. Invisibility(self)- as stealth but in sunlight even.
OUT 4. Illusionary form- as disguise
5. Amplifi.e.d Dazzling Ray- As flash packet
OUT 5.Illusionary Mundane- create a small Illusionary item.(i.e.
chair, bottle, candle)
6. Swift Sleep
OUT 6. Skuff- Makes a magic seem mundane. Reads as non-magic,
identifies as magical. 1 mana
7.Improved Illusionary arcane- Up to four different spells. 1
mana per spell
OUT 7.Illusionary projection- pusts a projection of yourself that
can hear, see, smell, and taste, but beyond that can not interact
with the living.
8.Illusionary Dispell- as dispell
OUT 8. Advanced Illusionary Mundane- create a large mundane item(i.e.
wall, door, small shack)
9.Invisiblilty Aura- 3mana 10' radius everyone in 10' radius has
invisibility
OUT 9.Illusionary Bestial transformation- 1mana per rarity lvl.
Player only has to have seen creature. only looks like creature.
10. Illusionary Killer- "pay one or die." cost 1 mana.
Similar to chi kill but only for 1 mana.
OUT 10. Phantasm- All illusions are now phantasms, +1 to dispell
cost.(Phantasmal killer pay 2 or die., cost 1 mana)
Psyonics (by Clay)
requirments:
no dense or dumb races can become one, you must have mana equal
to the lvl of the spell to use it, will not go illusionist, and
have to get 1-10 lvl in and out spells to move on.

Out of combat:
1 conceal thoughts: detect alignment has no effect on you
2 read thoughts: read targets mind for their ROR: you must be
higher lvl than the target
3 missive: send a one way message to target within 10 ft.
4 adapt body: for 4x your ROR you take no damage from the environment
5 precognition defense: as long as your stationary you get +1
AV
6 precognition attack: as long as your stationary you get +1 damage
7 Improved bury: as improved bury the necromancer spell
8 third eye: spirit guide, scouting, see through illusions, and
-1 to dispel illusions( you physically have a third eye)
9 charm: as the skill charm
10 strengthen mind: you are now immune to psionics
In combat:
1 Daze: shock touch
2 psionic resurrect: victim is resurrected but at -3
3 levitate: flying not soaring can be cast on you or others
4 energy ray: lightning ray
5 force-screen: (BC) for 10 min. kill-zone does not work on you
6 energy ball: fire ball
7 vigor: (BC) +4 hp for 4x your ROR
8 energy cone: as a dragons breath weapon but deals damage = to
1/2 your mana
9 energy blast: an inferno that deals damage = to 1/2 your mana
10 strengthen mind: you are immune to psionics
Monk (by Cora)
Nightsong Infiltrator:
(by Clay)
I just created this class a couple of days ago, and they should
be ok. It is a semi-martial class, but I think they are to cool,
so id put them in the warrior clas. The class is called a Nightsong
Infiltrator, and here it is
requirements: cant use armor, cant have any journey man skills
except the one(s) you start with( once you become a member they
train you in special skills only the infiltration guild knows).

Out of Combat:
1 informant
2 lie
3 dispatch
4 disguise
5 flash-packet
6 pick pocket
7 stealth
8 escape artist: can escape from constraints your lvl or less
and can create constraints at you lvl
9 intimidate
10 lift
In Combat:
1 Scouting
2 acrobatics
3 crit
4 team work: cot 1 mana and be with two other infiltrators and
double your journeyman skills
5 master rogue
6 weapon mastery
7 slay
8 teamwork infiltration: as teamwork but triple your skills
9 crit elite
10 master rogue
Ronin (by Wade)
Druid (By Bobo)
