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)
Level 2: 10 minute bleed time
Level 3: Final Blow (you get to make an attack against the person who just killed you as you fall)
Level 4: Bash (weapon modification)
Level 5: +1 Armor (hit after normal armor, healed by a heal wound or overnight, and doesn’t affect restrictions)
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)
Level 2: Bash (weapon modification)
Level 3: Challenge (you can challenge an opponent to a duel to the death. If any other player interferes, you forfeit and must give yourself to your opponent. If he is no longer alive, you must take your own life)
Level 4: Aura of Shields (all allies within ten feet get deflect 1/day. This effect stacks with any other deflects the player may have)
Level 5: Loyal Unto Death (you remain dying forever and can only die by scalping, beheading, or taking your own life)
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)
Level 2: Avoid Authority (you have a hard time getting caught by authorities, the GM rules on how powerful this is in a situation)
Level 3: Pickpocket (you get clothes pins to place on people’s bags or pouches. If the clip goes unnoticed by the wearer of the picked item for two minutes, then you may search it and take what you please. If you wish to remain secret, you may ask a GM to take the bag for you)
Level 4: Intimidate (you can scare off weak opponents, and you can get more information out of a captured opponent)
Level 5: Bash (weapon modification)
No weapon or armor restrictions.
Level 1: Parry 1/day (Ignore 1 blow, calling "Parry." Must be holding a weapon)
Level 2: 10 minute bleed time
Level 3: Final Blow (you get to make an attack against the person who just killed you as you fall)
Level 4: Bash (weapon modification)
Level 5: +1 Armor (hit after normal armor, healed by a heal wound or overnight, and doesn’t affect restrictions)
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)
Level 2: Bash (weapon modification)
Level 3: Challenge (you can challenge an opponent to a duel to the death. If any other player interferes, you forfeit and must give yourself to your opponent. If he is no longer alive, you must take your own life)
Level 4: Aura of Shields (all allies within ten feet get deflect 1/day. This effect stacks with any other deflects the player may have)
Level 5: Loyal Unto Death (you remain dying forever and can only die by scalping, beheading, or taking your own life)
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)
Level 2: Avoid Authority (you have a hard time getting caught by authorities, the GM rules on how powerful this is in a situation)
Level 3: Pickpocket (you get clothes pins to place on people’s bags or pouches. If the clip goes unnoticed by the wearer of the picked item for two minutes, then you may search it and take what you please. If you wish to remain secret, you may ask a GM to take the bag for you)
Level 4: Intimidate (you can scare off weak opponents, and you can get more information out of a captured opponent)
Level 5: Bash (weapon modification)