Classes
The class of your character is what primarily gives them abilities and direction. There are twelve classes split into four superclasses: Combatants, Healers, Mages, and Scoundrels. Each class costs class points, designated in parenthesis next to the name, the more powerful ones will cost more. You may choose multiple classes if you have the class points.
Combatants:
Fighter (4): Fighters come from many walks of life. Some are retired soldiers, some are self-taught people trying to find a way in the world, and some are people who found a cause to fight for.
No weapon or armor restrictions.
Level 1: Parry 1/day (Ignore 1 blow, calling "Parry." Must be holding a weapon)
Knight (5): Knights are generally elite soldiers who serve or served a lord. They are all men of honor and cannot harm an unarmed or helpless opponent, and cannot wield arcane as it makes an imbalanced playing field for their opponent.
No weapon or armor restrictions.
Level 1: Ally’s Shield (you may take a hit for an ally within ten feet of you. Make sure they know what you are doing and you know where they were hit)
Thug (2): Thugs are generally street fighters. They are the sole population of many gangs, and a large proportion of many others. They are a cross between a combatant and a scoundrel.
Cannot wear class three or greater armor, cannot wield class four or greater weapons.
Level 1: Insult 5/day (force an opponent to attack you until someone else attacks them)
Healers:
Cleric (5): Clerics are people of worship who use the power of the gods to wield divine magic. They are kind and will try their hardest to keep things in their group calm and orderly. Their magic is all about healing.
Cannot wear class four or greater armor, cannot wield class four or greater weapons.
Level 1: Heal Wound 5/day (touch a wound and heal it. If you heal a lethal wound, it also wakes the person. If you heal a limb, that person may use that limb. This ability requires twenty five words to use)
Medic (2): Medics are common folk skilled in the art of healing. While they aren't powerful, they can keep your party alive until they can be healed. Medics often have other talents, but medicine is always something that sets them apart.
No weapon or armor restrictions.
Level 1: Stabilize Person (extend a persons bleed time by sixty minutes. This can only be used once on a body)
Ranger (3): Rangers are skilled in nature. They use nature to their advantage over their opponents. They can thrive alone in nature and support a small party singlehandedly.
Cannot wear class three or greater armor, cannot wield class three or greater weapons.
Level 1: Find Way (you never get lost while in the wild)
Mages:
Sorcerer (3): Sorcerers are self taught mages. They are mediocre in power but do not rely solely on their arcana. Often, a sorcerer will be a freelancer for hire for anyone with the money.
Cannot wear armor, cannot wield class two or greater weapons.
Level 1: 10 mana, and three spells from the standard spell list.
Witch (2): Witches are weak mages. They are unique as they are the only people who can wield arcana and wear armor. They often keep their magic hidden and rely upon their combat until they need their magic.
Cannot wear class two or greater armor, cannot wield class three or greater weapons.
Level 1: 5 mana, and three spells from the standard spell list.
Wizard (5): Wizards are very powerful mages. They can learn spells from other wizards spellbooks and can create their own spells. However, their arcana is their only defense. Cannot wear armor or wield weapons.
Level 1: 20 mana, and five spells from the standard spell list.
Scoundrels:
Assassin (5): Assassins are adept at the art of killing people, but more importantly, getting away with it. Feared by many because of their abilities, they are not seen as good friends.
Cannot wear class three or greater armor, cannot wield class three or greater weapons.
Level 1: Backstab (if you hit someone who can't see you, no one knows who hit that person)
Rogue (4): Rogues are all purpose scoundrels. They are very useful as a utility. While useful to have around, rogues have been known to steal their party members money, making them be carefully watched by all.
Cannot wear class two or greater armor, cannot wield class three or greater weapons.
Level 1: Picklock (five minutes, open any mundane lock)
Spy (4): Spies specialize in doing things they shouldn’t. They are a specialized utility. They often stick around a group just long enough to learn all their secrets, then sell them to another person for a high price.
Cannot wear armor, cannot wield class three or greater weapons.
Level 1: Extend Ears (you may ask a GM to listen in on a conversation and relay it to you)
Combatants:
Fighter (4): Fighters come from many walks of life. Some are retired soldiers, some are self-taught people trying to find a way in the world, and some are people who found a cause to fight for.
No weapon or armor restrictions.
Level 1: Parry 1/day (Ignore 1 blow, calling "Parry." Must be holding a weapon)
Knight (5): Knights are generally elite soldiers who serve or served a lord. They are all men of honor and cannot harm an unarmed or helpless opponent, and cannot wield arcane as it makes an imbalanced playing field for their opponent.
No weapon or armor restrictions.
Level 1: Ally’s Shield (you may take a hit for an ally within ten feet of you. Make sure they know what you are doing and you know where they were hit)
Thug (2): Thugs are generally street fighters. They are the sole population of many gangs, and a large proportion of many others. They are a cross between a combatant and a scoundrel.
Cannot wear class three or greater armor, cannot wield class four or greater weapons.
Level 1: Insult 5/day (force an opponent to attack you until someone else attacks them)
Healers:
Cleric (5): Clerics are people of worship who use the power of the gods to wield divine magic. They are kind and will try their hardest to keep things in their group calm and orderly. Their magic is all about healing.
Cannot wear class four or greater armor, cannot wield class four or greater weapons.
Level 1: Heal Wound 5/day (touch a wound and heal it. If you heal a lethal wound, it also wakes the person. If you heal a limb, that person may use that limb. This ability requires twenty five words to use)
Medic (2): Medics are common folk skilled in the art of healing. While they aren't powerful, they can keep your party alive until they can be healed. Medics often have other talents, but medicine is always something that sets them apart.
No weapon or armor restrictions.
Level 1: Stabilize Person (extend a persons bleed time by sixty minutes. This can only be used once on a body)
Ranger (3): Rangers are skilled in nature. They use nature to their advantage over their opponents. They can thrive alone in nature and support a small party singlehandedly.
Cannot wear class three or greater armor, cannot wield class three or greater weapons.
Level 1: Find Way (you never get lost while in the wild)
Mages:
Sorcerer (3): Sorcerers are self taught mages. They are mediocre in power but do not rely solely on their arcana. Often, a sorcerer will be a freelancer for hire for anyone with the money.
Cannot wear armor, cannot wield class two or greater weapons.
Level 1: 10 mana, and three spells from the standard spell list.
Witch (2): Witches are weak mages. They are unique as they are the only people who can wield arcana and wear armor. They often keep their magic hidden and rely upon their combat until they need their magic.
Cannot wear class two or greater armor, cannot wield class three or greater weapons.
Level 1: 5 mana, and three spells from the standard spell list.
Wizard (5): Wizards are very powerful mages. They can learn spells from other wizards spellbooks and can create their own spells. However, their arcana is their only defense. Cannot wear armor or wield weapons.
Level 1: 20 mana, and five spells from the standard spell list.
Scoundrels:
Assassin (5): Assassins are adept at the art of killing people, but more importantly, getting away with it. Feared by many because of their abilities, they are not seen as good friends.
Cannot wear class three or greater armor, cannot wield class three or greater weapons.
Level 1: Backstab (if you hit someone who can't see you, no one knows who hit that person)
Rogue (4): Rogues are all purpose scoundrels. They are very useful as a utility. While useful to have around, rogues have been known to steal their party members money, making them be carefully watched by all.
Cannot wear class two or greater armor, cannot wield class three or greater weapons.
Level 1: Picklock (five minutes, open any mundane lock)
Spy (4): Spies specialize in doing things they shouldn’t. They are a specialized utility. They often stick around a group just long enough to learn all their secrets, then sell them to another person for a high price.
Cannot wear armor, cannot wield class three or greater weapons.
Level 1: Extend Ears (you may ask a GM to listen in on a conversation and relay it to you)