The Rising of the Shield Heroine

I'd have never perched myself atop the roof before, looking up as the moon drifted through a cloudy sky. The cold bit me slightly, but the scarf wrapped around my neck was enough to push back the cold… somehow.
Wait, I thought Kanmusu were the only ones who could use that trick!
It hadn't felt that bad at the time, but the bullets I'd taken in my fight with the merchants had cleaved chunks off my health.
Capitalization.
Deals 250 points of Flame damage to enemies in a ray attack.​
Imp stole the word.
Yay!!!!!
… well her party is full.
OBJECTION!

Currently, the only party members in Taylor's group of three are herself and Gregor!

The party will not be full until Madison joins!

TAKE THAT!
 
I feel like the shield powers might be good enough for Piggot to try to mend ties with Taylor/Heraldry because of how useful her powers are as an enhancing Trump, it makes me think of With Friends Like These where QA gets the admittedly fantastic idea to make Taylor's power controlling retooled Endbringers that come pocket-sized and friendly, but can be given portions of their full power by Taylor. I'm pretty sure that story's Piggot will dump Stalker in a charged cell and attempt to mend ties so fast it'll make your head spin.
 
Oh yeah, and Taylor chose magic. Sorry if that disappointed anyone, but seriously. IT'S MAGIC. You know you'd choose it too, if you got the chance.
I disagree. Was there a better, more practical class? No, of course not. This had versatility and healing in a gamer system with a world very much lacking in healing and limited power sets. Of course it's the best.

That's why I hated it so much. It presented a false choice even before accounting for the factors surrounding it. It was never in question which would be picked. I'm glad it's gotten out of the way, though I hope no one else is given the same fake choice.

Anyway, moving on, I hope Taylor and Gregor don't forget to grab the laser guns. Taylor can get a pretty neat shield out of them, and who knows what Gregor can cook up between his Shard and the gamer system. Lasers can only help.

And yeah, I think a Patreon would be good. You're putting in a lot of work for this story, and it shows. I know I'm very interested in seeing where this all goes. You should let people throw money at you if they want.
 
Hm... on Trainwreck's potential class, I'm seeing something similar to the Etrian Odyssey class Dragoon, which is a tower shield using gunner that creates barricades and fires a cannon from behind the cover of that barricade, with two subclasses that focus on the shield or cannon. The cannon-focused one seems more his speed, using their natural defense to force openings in their opponents before laying a massive cannon shot. Also special ammo that can have unique effects like curses, blinding shots, armor rending, or other status effects.

Seems like a fitting one for him, no?
 
You might want to look up the rules for Sufficient Velocity and Patreons. I know that Space Battles had some sort of convoluted rule where you had to justify including a Patreon or something like that? I wasn't really sure what it was, just that it wasn't being banned outright, but it also wasn't being encouraged.

Also, you might want to consider the legal aspects of it all. My understanding is that accepting money for fanfiction (NOT original stories) can get you into legal trouble if the author/publisher bothers to sue. Personally, I wouldn't be contributing if you set up a Patreon.
 
An Overview of Classes
Classes Overview

Taylor's gamer-system is heavily inspired by the class systems present in most Lit RPG, but is also derived from the Fire Emblem and WoW games, Konosuba, and Arifureta.

Upon first gaining a combat character level (usually through training with an already-classed individual), a person under these systems can select from a number of classes depending on their circumstances, current stats, and prior training. At Level 10 of their starting class, these individuals can choose to promote (or 'Class Up') to an Advanced class. Advanced classes can promote further to a Specialist class at level 20, while some Specialist Classes can promote to a Prestige Class at level 20. At any of these level 20 Benchmarks, the person can instead choose to return and choose a new starting class or go try a different Advanced promotion- though considering that requires losing out on stat points (more on that later) this is less common than simply progressing to the next rank of their class tree.

Taylor has a huge advantage over most classes- due to her class being a Heroic one (a variant of Special quality classes- more on that later) she gets a large number of free stat points at each level. Most ordinary people in this system have to earn free stat points through quests or gain only one or two per level- instead, they receive several fixed stat points at each level up. These stat points increase as your Class Rank improves, which is why doubling back on a class tree is uncommon- as levels are cumulative (10 Starting + 20 Advanced = True Level of 30, even if you go back to take another Advanced class) leveling becomes harder even if you don't ever move beyond Advanced Classes. So you end up with a wider range of powers, but much lower stats. Not a good idea, unless you figure out some crazy synergy. And who's capable of experimenting like that?

In addition to Primary (or Combat) classes, there are also Secondary classes. Working in a trade or performing activities like running errands can unlock Secondary classes, many of which have limited combat utility but offer benefits and EXP for pursuing trades, crafting, or developing your understanding of a field of study. Secondary classes count towards your overall threat level and EXP calculation, but only at a rate of 1/4 for most characters- and since Secondary classes still offer small but noticeable Stat gains per level, most adventurers or nobles will pick up and level one or two. Secondary classes can be swapped at 5 level increments, and caps for these lesser classes range from 10 (basic ones like 'Message Runner' or 'Hornblower') all the way to ways of life which can take a lifetime to master and have level caps at 100 ('Bazaar Master', 'Runesmith', 'True King', or 'Wilderness Farmer'). Secondary Classes are a powerful asset, though unlocking the more powerful ones can be very, very difficult.

Individuals who do nothing of importance and don't bother to hone any measurable skill tend to end up as No Class individuals. Their paltry EXP gains and non-existent stat gains are limitations on their growth, only serving to make it increasingly difficult to gain a proper Combat or Secondary class at a later date. Though near-impossible to gain in most Lit-RPG worlds, requiring a childhood and formative years spent drifting through life and without aim, modern society can easily churn out these individuals. Interestingly, when and if a No Class character gains their first Combat or Secondary class level, half of their accumulated No Class EXP is converted to that class before their level resets to zero. So perhaps there is hope for anyone without the focus to pursue greatness at the outset...

Unlocking Classes and Class Rarity/Quality

When a person first triggers their Combat Class screen, they are forced to pick a combat class from a list of ones available. With few exceptions, their lists always contain one of five basic classes; any revealed from there on out are a result of their skills, legacy, stats, and circumstances. In general, these classes can be sorted into five ranks of increasing rarity and power; Basic, Common, Uncommon, Rare, and Special.

Basic Classes are available to anyone who gains a combat class rank. Focused on one of the five basic stats, these are Fighter, Soldier, Rogue, Mage, and Priest. While none of these classes are spectacular, each offers a few type-specific powers, and they all rely on one primary stat for the majority of their skills. These classes have quick progression but offer only two Advanced promotions, and only a single Specialist promotion from each Advanced class. These classes are picked by either the desperate trying to quickly gain power, or the canny hoping to make use of their 'Low Expectations' Class Skill, which grants +10% EXP gain at all levels. To have a basic class available is simplicity itself- one needs only have the appropriate stat above 10 to unlock the class. As almost everyone has at least one of these stats at level 10 by the time they can gain a combat class, this is not much of a bar to clear. As these classes are very well-known, many armies force their raw recruits or conscripts to take one of these classes, so as to standardize training.

Common Classes are considered the bread-and-butter classes of people who planned to go into the more dangerous professions. Unlike Basic Classes, common classes require the user to either have two or more stats at level 10 upon the first class level, or have a single stat at level 15. Common classes usually have similar powers to the five Basic classes, but with added specialties or hybridizations which greatly increase the utility and capacity of the class. These include Archer, Pikeman, Hedgewitch, Warrior, Cleric, Spellcaster, and Swordsman; classes which inspire archetypes and appear as companions to greater figures. Common classes have only two Advanced promotions, but each in turn have two Specialist promotions. Their stat gains are usually higher than Basic classes, and they tend to gain more and greater variance of Abilities and Spells as they promote. Many low-leveled adventurers bear common classes, and some legendary figures reached level 30 or even 50 in these classes before switching to more powerful ones.

Uncommon Classes are not often seen on skill sheets for wanna-be adventurers or hopeful warriors who have not specifically trained to gain them. Many require multiple stats at 15 or higher, or demand a single stat at 20 and others at 10. Others have Passive Skills, trained Abilities, or special circumstances such as lineage or race to be revealed in addition to other effects. Classes such as Warlock, Fencer, Huntsman, Rider, Witch, and Evoker fall into these categories, and have potent stat gains or offer free stat points upon leveling, in addition to strong abilities, three Advanced promotions, and two Specialist promotions from each Advanced class. Interestingly, Uncommon classes have a second variant, the so-called 'Trainee' classes; classes such as Squire, Apprentice, Acolyte, and Lieutenant offer lower stat gains, but have access to potent skill gains and highly powerful and specialized Advanced classes, some of which are Specialists in Common class trees, which in turn have Specialist classes of their own. Adventurers with Uncommon starting classes often begin their adventures with greater resolve, for having such a class marks one as having prepared for greatness.

Rare Classes are just that- rare. Unlocking a Rare class often requires vast innate talent, special or contrived circumstances, or even innate and hard-learned powers and abilities only acquired by Advanced or Specialist classes of lower rarity, and many times a mixture of these things. The mechanics for unlocking a Rare class are not well understood; even the more 'widely' used ones like Mechanist, Blessed, Prince, Hermit, Champion, or Chosen are actually Specialist classes in other trees, the result of mental revelations, or the consequences of highly specific upbringing. Rare classes usually boast impressive stat gains, powerful or diverse ability sets, multiple free stat points per level, and legendary class promotions. While there are many benefits of having a rare class, some will fix one's promotion path upon acquisition, or draw attention from the higher powers when selected- after all, by choosing to take such a powerful class, one accepts that they will never leave the spotlight, and in turn, open themselves to outside influence.

Special Classes break all known rules; if one has one as their option upon gaining a Combat Class level, it is immediately locked in. Classes in these areas can be signs of divine mandate, known as Heroic Classes, which grant powerful abilities and difficult limitations. Others are curses, lodestones around the neck of those unfortunate enough to have terrible circumstances or beneath horrible fates like Posessed or Infestor. Those who have no stats above 5, or even a single stat at 0 when gaining their first Class Level, may end up with such classes as Wretch, Feral, or Broken. Still others are consigned to a journey which can raise them to glory or break them entire, such as Questor, Maverick, and Vengeant. And a few, such a Divine Heir or Nascent King represent individuals who will hold the fate of nations in their hands. Many Special classes are near-unique, and gaining one marks one as abnormal; for better or for worse. Gaining the Advanced or Specialist promotions of any of these classes often bring relief from a part of the circumstances which bind them- or drive them deeper into the situations which granted them no choice in the first place.
 
I disagree. Was there a better, more practical class? No, of course not. This had versatility and healing in a gamer system with a world very much lacking in healing and limited power sets. Of course it's the best.

That's why I hated it so much. It presented a false choice even before accounting for the factors surrounding it. It was never in question which would be picked. I'm glad it's gotten out of the way, though I hope no one else is given the same fake choice.
I'm sorry you feel that way, though I don't plan on having that sort of situation crop up at any time from here on out. The others either will choose classes based on their own wants and needs, or will have no choice at all, and have their roles thrust upon them. Sometimes for better, sometimes not. Glad you still like this story, though.
 
Woo! Thank you for the chapter it made my night! Hmm... If Gregor is to have a new cape name, I nominate either Vulcan or Hephaestus!
 
Well now you've gotten the Rune Factory part of my brain all hot and bothered.
Wretch, Feral, or Broken.
Truly it must be hard to start as a Dark Souls character.
I'm sorry you feel that way, though I don't plan on having that sort of situation crop up at any time from here on out. The others either will choose classes based on their own wants and needs, or will have no choice at all, and have their roles thrust upon them. Sometimes for better, sometimes not. Glad you still like this story, though.
I don't like it, but it was never going to be a deal breaker, and I'm very interested to see what you've got cooked up for Gergor and Madison. The latter in particular has a hard future before her, and I really want to see what you do with her.
 
Gregor's class? Hmmm...
Steampunk Barbarian?
Clockwork Skirmisher?
Uhhh... Enchanter.
For secondary class, probably blacksmith or something similar.
 
Well now you've gotten the Rune Factory part of my brain all hot and bothered.
Rune Factory, Stardew Valley, that one guy who goes off into the woods during a zombie apocalypse and lives off the land for thirty years until the army shows up wondering who he is... those guys. Who build everything themselves, grow a ludicrous variety of crops, and kill everything that tries to munch their produce or their bodies. That class gets a massive variety of crafting and item refinement skills, and a huge array of self-sufficiency skills.

As an aside, the basic Farmer secondary class still has 30 levels before maxing. In a time before mechanized agriculture, chemical fertilizers, farmers almanacs, and reliable country guards, farming in a Lit RPG world would be a hard job. Farmer grants 1 point in END at each level (2 if the user has no primary class), and alternates between a point of WIS and a point of STR every other level. The trouble is EXP gain; a Farmer only gets a pittance of EXP per crop brought to full harvest, which means that a farmer in settled country with a small plot isn't going to level fast, and most will need a more experienced farmer to guide them through the early levels. (like their mom or dad) Between these two extremes is the class Frontier Farmer, with 60 Levels and a wide (but not as wide) range of skill gains.

...and now I have another idea for my snippet thread.
 
Gregor's class? Hmmm...
Steampunk Barbarian?
Clockwork Skirmisher?
Uhhh... Enchanter.
For secondary class, probably blacksmith or something similar.
The two first classes you recommended would all be Specialist class promotions of Uncommon or even Rare Classes. They cannot be Gregor's first pick. Enchanter, meanwhile, is a Secondary class, a slot already to be filled by Scrap Tinker. Nice tries, though!
 
Basic classes in RPGs with class evolution are usually fighter, archer, thief, and acolyte (some only have two choices at the beginning, while others can have more). I can only see Gregor as either fighter or archer.
 
Hm... on Trainwreck's potential class, I'm seeing something similar to the Etrian Odyssey class Dragoon, which is a tower shield using gunner that creates barricades and fires a cannon from behind the cover of that barricade, with two subclasses that focus on the shield or cannon. The cannon-focused one seems more his speed, using their natural defense to force openings in their opponents before laying a massive cannon shot. Also special ammo that can have unique effects like curses, blinding shots, armor rending, or other status effects.
I'm guessing that my idea would be an advanced or specialist class then... guessing uncommon or rare?
 
Ooh, loved the fight scene. You did a good job of showing how hectic a battle is from the pov of the fighter, while still ensuring the readers could follow along.

You may begin speculation on Gregor's new primary class now.
Hmm, well Mechanist was mentioned in your info snippet... But it doesn't sound right in this case, it sounds more like a focus on "mundane" battle tech. I'd say Artificer would be better. Lean into the fact that the tech he makes comes from an eldritch source.
 
You may begin speculation on Gregor's new primary class now.
My interest in TTRPGs leads me to think Gregor's new primary class will be inspired by D&D's Artificer class or Pathfinder's Inventor class.

I know that such connections are unlikely, but is my speculations went first.
The more likely option is @Tale Swapper gives Gregor a class based on a more generalized idea of magical toolmaker.
You also did a great job writing the fight scene, TS.


I'd say Artificer would be better. Lean into the fact that the tech he makes comes from an eldritch source.
@Tale Swapper, I think placing Gregor's primary class somewhere between an Artificer with an eldritch patron and a mundane machinist would be a good fit.
Gregor just needs to keep the lathe when he moves shop to Taylor's pocket dimension forge as a lathe can be an important tool for metal workers.
Shards are eldritch patrons in a way.
 
Nice to see an update.
With some one making a comment about trainwreak as a dancer class....I have to leave super bad omake....I mean bad..........


The (Gm)OP ooks at the party, does a facepalm and a sigh before looking back at trainwreak.
You can not take the pole dancer class for your template. No, but he'll no will I allow you take that as a class...how would even work. No made, you can not take it. Your only 15 years old damn it. Now is anyone taking Hollywood slasher class also. And no trainwreak, you can not take cam girl class also.
 
Gregor's new class: Dancer.

...what? It'd be funny. So would Bard, actually. The juxtaposition of a very large man having a class that's generally considered weak, or dainty, is hilarious.
I'm just remembering the Dancer class in FFV. In undead areas it was one of the most powerful once you got the Requiem song, and no slouch in areas as well, comparable to the black mage.
 
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