Rumidia, the first Brass Elf!
With dreams of creating a God of Time to solve the world's chronology issues, they use magical steampunk clock hands to pull from and move through different "Cycles" in Mythika's messy timeline.
(They/Them Pronouns!)
seen from Netherlands
seen from Philippines
seen from China

seen from Malaysia

seen from Malaysia
seen from United Kingdom
seen from China

seen from France

seen from France
seen from China
seen from United States
seen from Türkiye
seen from Philippines
seen from Malaysia
seen from China

seen from France
seen from China
seen from Türkiye
seen from Türkiye
seen from Netherlands
Rumidia, the first Brass Elf!
With dreams of creating a God of Time to solve the world's chronology issues, they use magical steampunk clock hands to pull from and move through different "Cycles" in Mythika's messy timeline.
(They/Them Pronouns!)
The Steel Syndicate
The cold clang of iron, the blistering cold, soot-covered workers slowly marching to destinations known only to them. This is workforce that drives the Steel Syndicate. Located in the far north reaches, where the ash covers the sky like a blanket, a guild aims to perfect their industrial technology using only the most reliable resources they can find. Perhaps someday the world may know of the greatness of their work, but today...today the hammers must continue to fall.
The Steel Syndicate is a heavily industrial-themed guild located in the snowy reaches of the north, and sort of leans into the general look of technology around the time of the real life Cold War. Possibly the most grounded (in theme) guild I’ve yet envisioned, honestly.
So that’s the theme, but what about mechanics? Well, there’ll be at least one, I know that for sure. Expect several good mid-range fighters in this guild, honestly. I can’t really say what else to expect though, we’re still in planning stages.
Tumblr tags
Are like Technomancers in Shadowrun. No one fucking gets how they work. Other than the fact that they do work expect when they don’t.
The Scrapyard Dogs
The Scrapyard Dogs inherently do not have a technology to call their own necessarily. What they do have, is all the scrapped, unfinished, and unloved inventions from other guilds that have been tossed away over the years. Refining it into their own tech, Scrapyard Dogs have carved their own niche into the world.
Mechanically, the Scrapyard Dogs will contain...kind of a grab bag of ideas I don’t know how to make work in other guilds. Some members might use magic, others far flung tech from the future, some may even use random stuff from the past, who knows?
Hound
Overview: Man’s Best Friend...but perhaps more mechanical than you might remember last time...and also large. Hounds are quick and versatile close-range combatants, capable of denying areas with their presence, and using their enhanced speed to be able to mobilize and support wherever needed. Additionally, they can control the battlefield in a way few other classes can, thanks to their ability to reposition certain projectiles, usable item pickups, and even players.
Weapons: Machine gun, Mine, Bite
Special ability: Fetch The Hound grabs a projectile, pickup, or player with their mouth. Carrying something in the hound’s mouth slows their movement speed. Additionally, the hound will automatically drop whatever its holding after a short period, depending on what they’re holding, players dropping very shortly after grabs and pickups lasting much longer. Pressing the button again will have the hound either drop the held thing if the button is held, or thrown if the button is tapped.
ATK - 6/10 DEF - 7/10 SPD - 7/10 RNG - 2/10 AMO - 3/10
(ATK = Attack, DEF = Defense, SPD = Speed, RNG = Range, AMO = Ammo capacity)
(Stats are used for a general idea of how the class plays. All stats and abilities are subject to change.)
Scrapper
Overview: The Scrapper is a builder-type class that uses parts. Thanks to their know-how, they’ve discovered how to build an automatic turret gun that can also be manually controlled. They’re also quite efficient in combat themselves, though not to a major degree, should they need to defend themselves in a pinch.
Weapons: Pepperbox, Turret Kit, Axe-Wrench The Turret Kit allows the Scrapper to build a Turret using parts. The Turret has its own health and limited ammo, as well as a limited detection range. The Axe-Wrench can repair any building -- including their own turret -- using parts.
Special ability: Manual Override The Scrapper mounts the turret, taking aim personally. While the Scrapper is in control of the turret, the turret’s firing speed is increased, but loses the ability to automatically shoot targets.
ATK - 5/10 DEF - 4/10 SPD - 5/10 RNG - 4/10 AMO - 7/10
(ATK = Attack, DEF = Defense, SPD = Speed, RNG = Range, AMO = Ammo capacity)
(Stats are used for a general idea of how the class plays. All stats and abilities are subject to change.)
Glider
Overview: The Glider specializes in having a lot of mobility, allowing them to get anywhere they want, but realistically you’re gonna want to stay in the air as long as possible to rain down attacks from above. Please remain mobile, though, any class with a long enough reach will not hesitate to clip your wings and ruin you. After all, seeing everyone just makes you that much more visible of a target.
Weapons: Bomb, Pistol, Staff The alt fire of the staff allows the Glider to launch themselves off a wall to gain height.
Special ability: Glide You open your glider, slowing your movement speed but reducing your falling speed, as well as the damage taken from your own explosions. Pressing the button again closes the glider.
ATK - 5/10 DEF - 4/10 SPD - 5/10 RNG - 7/10 AMO - 4/10
(ATK = Attack, DEF = Defense, SPD = Speed, RNG = Range, AMO = Ammo capacity)
(Stats are used for a general idea of how the class plays. All stats and abilities are subject to change.)
Design Principles #2
So I said I’d talk about my idea behind Subclasses at some point. So, I will.
So first of all, when you would first begin playing, all subclasses would be locked. You would only be able to play the base version of a class initially. No, don’t worry, I don’t expect you to have to pay for the subclasses, though that may be added later, you would instead gradually unlock subclasses as you go. I’ll try and keep each subclass balanced against each other as well, so you don’t feel like “Well I’d like to play this class, but I don’t have the good subclass combo for it so I can’t play it”.
Subclassing simply takes the look of another class, as well as an ability or two, and works it to the existing class. For example, a vampire subclass might allow attacks the user uses to have life steal, but might come at a cost such as reduced health and/or a shorter range. A pyromancer subclass would allow attacks from the user to burn the enemy, but make it deal less damage. So on and so forth. In some cases, adding a subclass may completely override a classes’ normal ability or weapon, replacing it with something completely new. For example, a Pirate Captain with the Alchemist subclass might have their Rally ability altered to provide a Defense buff to surrounding allies, rather than an Offense buff.
Anyway, join us next time as we discuss...something else.