Classes

Character Classes

Character Classes

There are a variety of Character Classes within the system, encompassing a range of skills and abilities. The classes are designed to accommodate particular types of skills, but do not necessarily dictate a Character’s nature, behaviour or occupation. Many Characters choose to ’multi-class’ taking skills from 2 or more classes to widen their Character’s base of skills and knowledge. For example: A bodyguard that has both warrior skills and Protector magic to help defend a client, or a merchant with both thief skills and Coercer magic to aid persuasion. When buying a skill that a character has access to with their Primary class they must buy at their Primary class. Multi-Classing is done to expand your skill range or to gain access to magic a character does not have.

Classes are either Magical or Non Magical

Magical Classes

Bard - ‘by my harmony’

Bards draw their power from their own creative energy, and their effectiveness owes a lot to their own imagination. The spells they use allow them to conjure illusions and influence people. A lot of their spells are active only whilst they are speaking, singing or playing an instrument.

Traditionally, Bards are story tellers, musicians and actors but there are other paths open to them, such as information gathering. Illusions and disguise can also be very useful as diversionary tactics during a fight.

Cleric - ‘by name of God/dess’

Clerics are men and women of Faith, and this is key to their source of power. Clerics must have faith in their deity to maintain their powers. Their skills allow them to both heal and harm, to fight and defend themselves and others. Although many Clerics are Priests of their deities, spreading words and wisdom and ministering to their congregations, these are not the only people who have Clerical Powers. In fact, anyone who is strong in their faith can learn Clerical magic.

Coercer - ‘by my mind’

Coercers use their powers to manipulate the thoughts of others, and are the only magicians who do not need to speak to cast their magic. This has made them a target of suspicion and distrust - often for good reason. This is a subtle magic, and although not the most overtly offensive, potentially lethal in the right hands. Merchants, diplomats and socialites often have at least a smattering of it. People often conceal the fact that they practice Coercer magic, and there are more Coercers around than you think!

Evoker - ‘by the elements’

Evokers channel the power of the four elements: Earth, Air, Fire and Water. Even at the lowest levels, an Evoker can manipulate these elements to attack others at range. This is a predominately offensive magic that provides a powerful backup to traditional fighting skills. In the past, Evokers have been made illegal because of this power and have in the past been required to register with the Mages Guild or City Council

Moulder - ‘by the changes’

Moulders are the more traditional wizards. They manipulate the very material of the universe itself. They can change the structure and manner of things, and even turn somebody into a frog! Pure Moulders tend to be magical scholars, as this class tends to inspire an in depth understanding of magical principals. Their wide range of useful skills makes them respected members of an adventuring team, shame about their tendency to wear girly robes.

Necromancer - ‘by the void’

Necromancers are feared, and not misunderstood. They manipulate the void, the plane of the Undead. Necromancers can use their magic to control body and soul, and have the power to command creatures of the void. Although neither the void nor the Necromancers themselves are intrinsically evil, the power of this class can often have a strongly corrupting effect... A little necromancy can be a dangerous thing, a lot can be fatal.

Protector - ‘by the defences’

Protectors are by definition defence magicians. Their spells are entirely designed to protect both the caster and any individuals around them. Protectors rarely make great scholarly wizards, but are extremely useful people to have around in a fight, and they make excellent Body Guards and Battle Mages. Many protectors hold other skills as well, and have learnt protection magic to augment their existing repertoire.

Shaman - ‘by the Wyld’

Shamans are not priests of the Wyld, although they do hold a strong commitment to protecting the natural world. Some do worship the Wyld; others just protect or serve specific areas of their natural environment. Their power comes from nature, and like Clerics, if they fail to uphold their commitment, their power can be lost. They are much stronger on natural ground and in the out of doors, and when inside or in unnatural environments find that their capacity greatly reduced.

Warden - ‘by my pact

Wardens are the guards that stand between the mortal plane and demons. They are a mysterious order whose secrets lie only in Frisia. It is rumoured that they are using demonic power to power their own magic. The specifics of this are told to Wardens alone when they join the order. If you choose to play this class you will get a briefing from a ref. 

Non-Magical Classes

Rogues can have a wide variety of skills and knowledge, including tracking, trapping and survival skills. Although not as strong as traditional warriors, they can be handy in a fight. Rogues acquire a lot of their knowledge practically, and often spend time in the woods and/or cities getting used to their environment. This class forms the basis of skills used by hunters, trackers and military scouts, as well as thieves, merchants and experts.

Warriors specialise in martial skills, such as the use of weapons and armour. They are often physically strong and can choose to learn many different disciplines of fighting. Although undoubtedly many warriors are mindless thugs, this class does not necessarily preclude the use of the brain. Many warriors have been cunning strategists and fearsome war leaders.

Fighter's Endurance Born warriors are hardier than other folk and anyone who possess warrior as their primary class gains + 1 to their racial maximum endurance ranks.