[@knifeman][@Traps][@LordofthePies][@Blueflame][@Mag Lev][@Bishop] [Center] Alright folks, here's an example of a custom class using the Hellion as template: [b]Name:[/b] Rebecca Snow [b]Age:[/b]25 [b]Appearence[/b]: [hider=] [img]https://i.pinimg.com/564x/b5/e7/cc/b5e7cc0dff2e6b56ebc268c4852c00c8.jpg[/img] [/hider] [b]Class[/b]: Thug/Enforcer (Based off Hellion/) [b]Custom Class Stats[/b]: MAX HP: 26 DODGE (Subtracts from ACCURACY/ACC (attack chance)): 10 PROT (Reduces damage by percentile): 10% SPD (IGNORE) ACC MOD (IGNORE FOR MAIN STATS, USED FOR CERTAIN ABILITIES, CAN BE DEBUFFED) CRIT (Critical chance): 2.5% DMG (AKA MAIN WEAPON(S)): 6-12 Resolve (Level, goes 1-5, gained after dungeon... you're probably not going to go past 1) [u]RESISTANCE CHANCE[/u] Stun (Stun chance of ability - stun resist = role chance): 40% Blight (Poison/Toxin/Sickness, same math): 40% Disease (Semi-perma negative debuff/quirk): 30% Death Blow (When at 0 HP, you are in a state of near death, every attack has a (100 - death resist) chance to perma-kill you. Max death resist is 87%): 67% Move (Chance of you being moved/shuffled/pushed/pulled by certain attacks/abilities, this is the resistance subtracted): 40% Bleed: 40% Debuff (general debuff applied by traps/spells/abilities): 30% Trap (Chance of avoiding or disarming a trap): 20% [b]Custom Class Abilities[/b]: (Okay, so, I'm thinking for here we, for simplicity, should have 4 main abilities: 1) A main/general attack (if a char has ranged and melee, then 2 of these for each wep) 2) An AOE (area attack) or it can be another debuff (AOE Debuff?) or a special single/area attack (Like a Damage over Time (DOT)) 3) A debuff (debuff can do damage but mainly weakens or moves the character) or a stun (Pick 1) 4) A buff (boosts stat or heals) or a debuff So example: 1) Whack (General attack) (You don't have to have an image, just my thing. Can have a description too!) [img]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQZVTHyWeEsx1y-nCThws1127zpSGuKQSWQyBwqJztOt6l_GmvH[/img] Accuracy: 85 Crit mod (additional to base crit chance): 2.5% 2) Swing (AOE) [img]https://darkestdungeon.gamepedia.com/media/darkestdungeon.gamepedia.com/9/9c/Iron_Swan.png?version=4c6d78a41cdd6db8f1a4ac6d06723b1b[/img] DMG Modifier (AOE attacks tend to be weaker, so modify your base damage): -50% Accuracy: 85 Crit mod: 1% Effect: Shuffle/disarray opponents (100% Move chance) 3) Intimadate [img]https://darkestdungeon.gamepedia.com/media/darkestdungeon.gamepedia.com/6/6e/Barbaric_Yawp.png?version=b806b032d2023e3b5fa35252b6d51300[/img] Damage: -100% Accuracy: 95 Crit mod: N/A Effect: Stun mass of targets (125% Stun chance) Self (Some abilities tax you or expose you): -15 Dodge (Her dodge value is 10, so negative dodge values become additions to enemy accuracy) 4) Adrenaline Rush [img]https://darkestdungeon.gamepedia.com/media/darkestdungeon.gamepedia.com/a/a3/Adrenaline_Rush.png?version=67ae983075a8a06a9943adb15ba5522c[/img] Target: Self Heal: 2 Effect: Cure Blight/Bleed, +10 ACC, +5 Dodge, +20% DMG Cooldown effects: Cannot be used for some turns, Hunger +35. -5 Dodge after fight until recovery. Repeated uses before recovery causes Damage (+2,4,8,16). [b]Positive Quirks[/b] (have the descrip/modifiers) (Have only 1 for now): (Generally try to incorporate the quirks into your personality/history, of course) Rage before the dying light: +20% Damage when health is below 40% [b]Negative Quirks[/b] (have the descrip/modifiers) (Must have 2): Plutomania: Maniac for money (40% chance of being compelled to interact with a curio/item upon sight) Light Sensitive: -10% Damage when Torch level is at and above 75 (out of 100). [b]Personality[/b] (We all know characters can change as we write them and find their voice so this isn't set or anything): N/A, I prefer the history to show my char. Just me. [b]History[/b]: In a merchant port city of a country of dunes, where gold flows freely and dictates the law of the land, being born in the wrong place and time can be all it takes to destine you to misery. Born in the filfthy slums of the dockyard, forced from birth to scramble for every morsel of food, Rebecca was no stranger to hardship and toil. Unlike many who simply bemoaned their fates and prayed and begged to the gods or the stars or the nobles for sympathy and salvation, she had accepted from a very early age the fundamental truth of life: Life is struggle, random and unfair. Nothing is owed, everything must be earned. No one and nothing is safe. She saw this truth for the first time as a child, working as a bilge rat on docked ships, where she worked for so long in the darkness that her eyes became sensitive. She watched her fellows forced to work in filth and waste for the simple fact of their unlucky birth and meek strength, their corpses often joining the trash in the end. She vowed never to face the same fate, clawing her way out with fist and rage, working her way through a string of bruises and broken bones and beatings and set backs til she was a gang enforcer on the streets. The only truth she knew was money. The only thing everyone could agree on was money. Sure, money was fickle, like anything in life, but it was far more solid than all other truths, and money, no matter where, no matter what, would always guide you true. So true was her devotion, she put friend and patron above it, and found herself chased out by a mob of bounty hunters after one too many greedy deals. She travelled the land, following the money, til finally her road took her to the Estate, cries from the nearby lands speaking of the dangers to be defeated, the horrors to be faced, the land to be cleansed... The treasures to be had. [b]Equipment[/b]: Iron Mace Chainmail shirt, leather armor. Basic camping equipment Lemoncake (She likes lemoncake). [/center]