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CLASS OUTINES (general notes) | |
The Class Outlines within the rules are for ease of character creation and for game balance. The character type names are simply a title for a set of guideline abilities that create the type of hero or heroine you might wish to play. At no time do you ever have to refer to yourself as a Wizard, Warrior, Scout or any other Class Outline title as this is just a skill set with a title to aid with imagination and give the player a hand to get a feel for the kind of character that the rules will create if you follow those particular guidelines. The title of each outline is for sparking the imagination rather than a tag for the player character to identify themselves by. From this baseline starting point you may choose to mould the character however you want to. The available skills and general notes are explained in the following sections. The Class Outlines have a descriptive passage that will give you a flavour for the type of character you can play by following this outline and will list the skills available to you. By looking up the skills in the Skill and Ability Descriptions section of the PLAYER'S PRIMER you’ll be able to understand each skill and how to enact, carry out and phys rep (physically represent) them. |
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ADVENTURER | |
The Adventurer is the most multi skilled of the Class Outlines. They have a large cross section of skills and are even able to use magic to a limited degree. Priestly powers are not available to them but that hardly limits this jack-of-all-trades. Adventuring is one of the oldest professions and as such they are a common character to come across. These people adventure for the sake of adventuring and can quite often be found in dark dingy corners of taverns buying maps from dark strangers or in the middle of some forgotten land making maps of their travels to sell later. The Adventurer is one of the most useful kinds of people to have with you for their sheer ability to turn their hands to most things. From martial prowess and scouting disciplines, all the way through to some of the shadier skills, almost nothing is out of reach for the Adventurer. |
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ALCHEMIST | |
Though not highly skilled in any form of combat or magics, the Alchemist is very much a unique figure, able to create potions, compounds and poisons out of just about anything the world offers up to them. They are highly knowledgeable in all things alchemical and have a potion for just about every occasion. It is also worth noting that an Alchemist can brew potions twice as quickly as any other class outline, so where a typical starting student of Alchemy may take several cycles to brew a potion when they start; an Alchemist who is similarly beginning to their studies will only take half the time. |
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ASSASSIN | |
The most important thing to realise about Assassins is, that they are currently outlawed in many lands. These paid murderers are not tolerated by the law or people and it is not wise to let people know that you ply this trade.
Assassins are paid killers who use poisons, weapons or anything else at their disposal, to murder people. Their victims can be just about anybody; but they don’t tend to kill people for their own ends unless they really need to, as this can attract the unwanted attention of the militia or local law enforcement and besides that it isn’t at all profitable.
Assassins normally work as loners, masquerading as anything they need to, to remain inconspicuous. Any Assassins caught can quite often find that they don't get to trial, but instead are themselves assassinated so that they can't betray any of their previous employers. Quite often those who do make trial are dead before they reach the gallows.
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CRUSADER | |
There are fighting orders to all the faiths. Those belonging to these orders have more of a balance between the miracles of a Priest and the skill of a Warrior. They are the protectorate of the church, their knights, their paladins. Highly respected within their own church and lethal weapons of their Gods. Often they are taken into the church at an early age and taught the use of a weapon but it is not unknown for older people to join these fighting orders. They are also taught to read and write. In addition to all this other learning they are taught the way of their religion and a basic understanding of the MIRACLES that they may go on to learn to use. As with Priests they must follow their religion’s tenets and guidelines as closely as they can. Crusaders are respected by all within their faith and often feared by outsiders to it. Their faith is the determining factor in the type of miracle they can perform. Each MIRACLE must be chosen and the Crusader must learn how to focus each one so that it may be called as and when they wish. |
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GUARDIAN | |
A Guardian is a mix between a Priest, Wizard and Warrior. Though none of their skills are easily learned they are quite feared for their ability to call upon any of the powers at their disposal at any time. As with Priors there are only a few Gods that accept the religious worship of these Guardians and so there tends not to be an over abundance of these people. Within their religions they are given the same status as Crusaders although Crusaders and pure Priests do exist within these religions. The Guardian cannot advance as easily as a Priest or Wizard and may not normally obtain any magics above 3 Power. |
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HEALER | |
A Healer is quite a unique individual gifted with the ability to heal and comfort individuals who have been struck, cursed drained or attacked in any number of ways. The gift of healing can manifest itself in many ways. For some it can be gift from the Gods and they will call upon their own beliefs to heal, for others it is a natural gift. Using one of over fifty meditations known as RESTORATIVES, the Healer can chant and meditate, and in turn repair the affected persons spirit, mind or body. Although many of the powers of the healer can appear as magical as SPELLS or miraculous as the power of Priests and their ilk, the Healer is unable to learn the gifts of these others but they do have their own abilities from which they can summon similar palliatives and more. Unlike the users of MIRACLES, NATURAL MAGIC or SPELLS a Healer does not need to be able read to learn or use their naturally channelled gifts. |
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PRIEST | |
A Priest is one who has been called to the faith of one of the many religions of the land. They are blessed by their God with the ability to perform MIRACLES but have limited fighting ability. They must follow their religion’s guidelines as closely as they can for if they should stray too far from the path, they may receive retribution from their God or the church to which they belong. Their faith is the determining factor in the type of miracle they can perform and as for all users of miracles, each one must be learned. Once they know how to focus the miracle they may call it forth as and when they wish in their Gods name. Priests must follow the tenets of their religion in all things from the types of weapon they are allowed to wield to how they should preach their faith to others. |
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PRIOR | |
Like Priests, Priors are extremely venerated people of the church. A Prior is effectively a mix between a Priest and a Wizard. There are only a few Gods that accept the religious worship of Priors, so there tends not to be an over abundance of these people. The Prior cannot advance as easily as a Priest or Wizard they may still obtain the powerful magics and miracles. They are also known to have Sigils protecting their Spell Books. |
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ROGUE | |
Thief, pick pocket, lightfinger, call them what you will. They are all Rogues. They are characters of many fortunes. By choice or by circumstances they have become adept in the art of obtaining other people’s property for their own needs or greed; some are even known to do it for the group they are adventuring with at the time. Theft is against the law in most of the civilized lands and not tolerated in the uncivilised. |
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SCOUT | |
These wanderers of the land are said to stand against all things that threaten life. More practically, they are often highly valued for their ability to escort a group from point to point more safely than anyone else. They are able to track almost anything and with the little smattering of magic available to them make an invaluable member of a group. They are the most knowledgeable in survival techniques and can quite often seem to pull food out of nowhere, should the need arise. They can be found most anywhere away from towns and only normally venture into towns to look for work or for special supplies. Their survival knowledge is second to none and it is true to say that some Scouts know the world below as well as any Stygian Elf, the forests as well as any Wood Elf and, it is said, the land better than any God. The few simple magics they can cast are more of a natural gifting rather than a learnt spell. To this end, although they have the ability to spell cast, they are not able to learn magic from Wizards and other spell casters who have knowledge of the learnt magics. It is also the case that these others are not able to learn the NATURAL MAGICS unless they too are Scouts. |
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WARLOCK | |
The way of the Warlock is a path chosen by many. This warrior/wizard, all rolled into one, does not normally grow to be as powerful as a either of its two base classes but is often a useful person to have in a group, (especially if there is no Wizard), as it has not been unknown for those of this profession to save the day with a last minute surprise be it magical or martial. |
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WARRIOR | |
Whether they fight for the money, for their next meal, to survive or even because they like to, Warriors are by far the best class when it comes to martial combat. Their skill with the weapons of their choosing can far out strip any other profession or class. This combined with their strength can make them a match for most anything they may come up against during their travels. |
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WIZARD | |
Enchantress, Channeller, Wizard; call them what you will. These are the true magic users. Their ability to cast spells far out does any other class that has the ability to tap the magical essence of the land. The path they follow is long and hard but worth its magical rewards, which is lucky, for earning respect as a magic user is not easy, even if you are good at what you do. But respect can come. As the magic user gets more powerful they are able to create bigger and better SPELLS. As they become wiser they learn how to use these SPELLS to help themselves and their friends. They are also able to create magical items as they become more knowledgeable and may even go on to discover new SPELLS. For a Wizard the only limits are their POWER and imagination. The SPELLS they cast are learnt from more powerful Wizards, from other wandering magic users or research. They keep knowledge of the SPELLS they learn in Spell Books and on scrolls. |