Choose Your Catastrophe
"Most people pick a Class like it’s a job title. It’s not. It’s a warning label. The multiverse doesn’t care if you meant to be a wizard. It cares if you’re narratively satisfying while doing it"
Where your personality flaws become playable features.
Welcome, Threadwalker. This is where your story sharpens, shifts—and starts doing damage.
Here in The Last Home, your Class is more than just a job or a skillset. It’s how the Pattern reacts when you’re in motion. It’s what happens when your Thread pulls too hard to ignore. Mechanically, it defines your abilities, actions, and growth. Narratively, it decides what kind of glorious disaster you become.
A Class is the shape your power takes when the world gets dramatic.
Some characters cast spells. Some swing swords. Some sparkle through emotional trauma. Others hack the laws of reality with guilt and a wrench. Your Class decides how you respond when everything tilts sideways—and what kind of story unfolds when you push back.
What Is a Class?
In mechanical terms: a Class gives you features, proficiencies, and abilities as you level up. It affects what you can do in combat, exploration, and high-stakes dialogue. It determines your hit points, how you fight, and how you interact with the world.
But in narrative terms?
Your Class is your resonant frequency. It’s the part of you the multiverse couldn’t let go. It’s your survival instinct, your signature, your genre reflex.
It’s you, when things get loud.
What’s in This Chapter?
- Classic fantasy classes, drawn from genre tradition—reimagined to work inside The Pattern. Whether you want to swing a sword, shape a spell, or run away stylishly, there’s something familiar here.
- Original classes made for The Last Home, including:
- Magical Girl – A transformation-powered, emotionally-charged disaster.
- Synergist (Coming Soon) – A narrative tinkerer, engineer, and overpowered genre glitch.
- Tropes, our version of subclasses. Tropes represent emotional tone, story shape, and genre resonance. They're chosen at level 3—and they change everything.
- A growing archive of new classes built from myth, cliché, and at least one fanfic accident that got out of hand.
These classes are designed to be playable out of the box. No conversions, no homebrew patches. Just pick one—and let your Thread pull you forward.
What’s a Trope?
Tropes are how your Class manifests when the Pattern flexes around you.
Each Class has three Tropes. Think of them as:
- A subclass,
- A narrative theme,
- And a crisis waiting to happen.
They shape your powers, your personality, and how your presence warps the story.
Examples include:
The Doomlit Idol. The Spark That Refuses To Die. The Quiet Knife With Bad Ideas.
Pick the one that matches your Thread.
Or your coping mechanism.
Multiclassing: Because One Identity Crisis Wasn’t Enough
Some stories don’t stay in one lane.
If your Thread starts pulling in a new direction, you can multiclass—taking levels in a second (or third...) Class. It’s a great way to grow a character, represent change, or answer a new kind of danger.
The paladin who found a cursed book?
The rogue who discovered sparkles mid-trauma?
The magical girl who punches a little too hard?
It all works here.
Multiclassing rules are simple. If the story makes sense, the Pattern usually agrees.
How to Pick a Class
If you’re new: don’t stress.
Just read through the list and pick what makes you grin.
Your Class is the loudest part of your Thread. The one that shows up when it matters.
Ask yourself:
- What kind of music plays when I walk in?
- Do I solve problems with charm, chaos, fists, spells, or tears?
- Do I want to be competent? Or narratively complicated?
Then choose. The Pattern is already listening.
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