Fighter: No history required. May be multi-classed. The higher level fighter always wins against a lower level fighter unless there is more than one lower level fighter. They need to choose a particular type of combat (a certain weapon such as a sword, bow, gun or unarmed combat). Requires a minimum of strength 3.
Fighter skill level 1 beginner
Fighter skill level 2 intermediate
Fighter skill level 3 proficient
Fighter skill level 4 master
Fighter skill level 5 grand master
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Beast Trainer
Animal trainer: This class specializes in training animals who fight for them. They start with a low level weak animal and may later train multiple very powerful animals.
Animal train level 1: 1 weak animal
Animal train level 2: 2 weak animals or 1 intermediate animal
Animal train level 3: 4 weak animals or 2 intermediate animals
Animal train level 4: 6 weak animals or 3 intermediate animals or 1 strong animal
Animal train level 5: 8 weak animals or 4 intermediate animals or 2 strong animals
SCIENTIST (alchemist)
Scientist: No history required. Will be weaker due to the time required for study. May be multi-classed. Requires a minimum of psyche 3.
Natural insight (microsoping)
Gun powder
Acid
Potions
Greek-fire
Machines
Vehicles
Robotics
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Faeromancer
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Faeromancer: Faerus Infected. The Faerus infection weakens the host. May have unnaturally colored hair, skin or eyes, and/or abnormal pupil. Their kind of magic starts out very weak, but can become very powerful over time. Essentially the pixie dust does what the wizard dictates, and it can do a wide variety of things. Once the pixie dust is used, it has to be charged again or remade by the host body every day. Natural strength limited to 2 Mobility limited to 2
Spell sword, Mechaneer
Sorcerer: Munar ancestry. Nanite assistance recipient. Munar strain weakens the host. Can generate exothermic (heat) or endothermic (cold) reactions, produce light. They often either use a thin blade or a staff/lance which allows them to transmit energy or have an effect associated with the instrument used (some may release cold/heat/laser or other powerful effects). Proficiency with a lance, or blade may be very beneficial for them. May also use a wired bow/crossbow/throwing dagger/dart (weapon attached to the sorcerer my a thin metal wire). Sorcerers also accumulate items that they can charge with power that give them additional abilities. Strength limited to 3 and mobility limited to 3.
Spells:
Healing touch
Illumination
Electric touch
Freezing touch
Burning touch
NECROMANCER
Necromancer: Narshoth ancestry, light sensitivity. Usually very pale. Ability to animate dead and drain life from victims or may heal others or bring bodies back from the dead. They have self regenerative abilities or their bodies may be modified allowing them special defensive or offensive properties, strength or mobility benefits.
The Narshoth nanite strain places so much stress on their minds that their ability to think clearly is somewhat diminished resulting in psyche limit of 2. It is not that they are any less intelligent, but their mind is under constant influence of the overpowering distracting impressions of the narshoth nanite strain which inhibits them from utilizing their full intellectual capacity.
Mind-bender
Enchanter: Siren or Satyr ancestry. Often will have bluish skin if of siren ancestry or they will have horns or tail and/or and be excessively hairy if of satyr ancestry. Their abilities are most potent if they can touch the individual, but sometimes being close enough to smell can have partial effect.
Charm
Sleep
Confuse
Paralyze
Seizure
Enrage
Poison
Intoxicate
Cause hallucination
Anesthetize
SHAPE-SHIFTER
Shape shifter: Nymph ancestry, ability to change shape, and/or control plants. Shape shifters. Starts out with a basic form, but later can turn into more and more complex/powerful forms with various properties. They require physical exposure to cells from the thing they want to turn into. Mammals are easier, then aquatic, then flying creatures. Eventually they can turn into creatures of their own imagination by mixing various creatures. May make a plant semi-sentient for a short time, or cause plants to grow or alter. Psyche diminished due to effects of shape shifting on the mind and the non-synchronous effects of having a partially nymph brain. It isnt that they are any less intelligent, but due to overwhelming distracting thoughts, they are not able to access their intelligence.
"God-touched of chosen" AVATAR/CLERIC/PALADIN
Avatar/Cleric/Paladin: These individuals are chosen by an Asura or Deva to represent them. Clerics typically have spell-like abilities that can differ widely. Paladin are warriors that are given either items of altered physically to allow them to be more powerful in combat. Avatars have Asura or Deva ancestry and so carry attributes of their heritage. This is a fast road to power, but comes with a cost. The Deva often demands a purely good lifestyle and the Asura demands wicked favors-- if compliance is not met, then powers are revoked, leaving you with a crippling curse or disease or sometimes even assassination attempts. If a follower an an asura meets the follower of a deva, then often combat will commence immediately.
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MYSTIC or Azen
Mystic (Monk): One who has gained the ability to use their spirit in various ways.
Dream walk: May safely explore an area without being observed
Spirit walk: incredibly fast movement that causes damage to self and exhausts self
Death touch: (pushes spirit outside of anothers body, killing them or knocks them out),
Levitate: Spirit lifts up the body. Causes damage and is extremely exhausting
Spirit movement: Spirit moves a person (has to be alive)
Spirit guide: Finds an astral guide to give advice or counsel
Stat comparison CHART
Psyche: determines abilities involving the mind
Mobility: Higher mobility gets to attack first (tie rolls dice).
Higher mobility can retreat. Lower mobility cannot.
Mobility score = what the attacker must roll to hit you.
Mobility score is what you add to your roll in order to hit the opponent.
determines whether they can dodge, retreat or move/climb/jump. The character with higher mobility gets to attempt to deal damage first and their mobility affects their ability to hit the target.
Strength: requisite for use of armor, weapons and abilities that require strength. Strength = baseline combat score and defense points.
Combat Score: = Strength + weapon skill + weapon damage bonus.
Defense points: = Strength + armor score.
Ranged attack: Ranged attacks can be made even before someone with a higher mobility. The ranged attack with the higher number attacks first.
Combat turn sequence
Abilities can be used that effect self (and can be done at any time from now on)
Player with higher mobility may retreat.
Player with the higher ranged attack does ranged attack first.
Player with higher mobility may retreat.
Player with lesser ranged attack does ranged attack second.
Player with higher mobility may attack or retreat.
Player with lesser mobility may attack.
Player with higher mobility may attack again (or retreat) *REPEAT
Player with lesser mobility may attack again. * REPEAT
COMPARATIVE CHART
Fighter (can multi-class with any class)
Psyche: determines abilities involving the mind
Mobility: determines whether they can dodge, retreat or move/climb/jump
Strength: determines armor and weapon able to use, as well as some abilities that require strength.
Combat Score: Each level can either grant an additional attack (max of 5) or an additional damage bonus (max of +5). Maxes out at 5 attacks dealing +5 damage (can be higher depending on weapon)
Armor points:
Ranged weapons cannot deal extra damage when leveling up, but more attacks can be made
Scientist (can multi-class with any class)
Psyche: most of their abilities require high psyche
Mobility:
Strength:
Combat score:
Armor points:
Animal trainer (can multi-class with any class)
Psyche:
Mobility:
Strength:
Combat score
Armor points:
Mystic (can multi-class with any class)
Psyche:
Mobility:
Strength:
Combat score:
Armor points:
Enchanter (Must be starting class, but can multi-class with any class)
Psyche: cap of 3
Mobility: cap of 3
Strength:
Combat score
Armor points:
Wizard (Cannot multi-class with sorceror, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 2
Strength: cap of 2
Combat score:
Armor points:
Sorcerer (Cannot multi-class with Wizard, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 3
Strength: cap of 3
Combat score
Armor points:
Necromancer (Cannot multi-class with sorceror, Wizard, druid, or avatar)
Psyche: cap of
Mobility: cap of 3
Strength: cap of 3
Combat score
Armor points:
Druid (Cannot multi-class with sorceror, Wizard, Necromancer, or avatar)
Psyche: cap of 3
Mobility:
Strength:
Combat score
Armor points:
Avatar (Cannot multi-class with sorcerer, Wizard, Necromancer, or Druid)
Psyche:
Mobility:
Strength:
Combat score
Armor points:
ITEMS EFFECTS
Armor
Leather +1 Defense points. Strength -1 = mobility deficit
Chainmail +2 Defense points. Strength -2 = mobility deficit.
Scale mail +3 Defense points. Strength -3 = mobility deficit
Half Plate +4 Defense points. Strength -4 = mobility deficit
Full plate +5 Defense points. Strength -5 = mobility deficit
Sample Characters
Weapon Master Giant
Psyche: 2
Mobility: 2
Strength: 5
Combat score: 5 +2 = 7
Defense points: 5 +3 +2 = 10
Chain mail armor +3
Shield +2
Axe+2
Ski
Weapon Master Wood Elf
Psyche: 2
Mobility: 4
Strength: 3
Combat score: 3
Defense points: 3 + 1
Leather armor: +1
Longbow +2
Ranged attack: +2 throw (range 1)
Scientist (can multi-class with any class)
Psyche: most of their abilities require high psyche
Mobility:
Strength:
Combat score:
Armor points:
Animal trainer (can multi-class with any class)
Psyche:
Mobility:
Strength:
Combat score
Armor points:
Mystic (can multi-class with any class)
Psyche:
Mobility:
Strength:
Combat score:
Armor points:
Enchanter (Must be starting class, but can multi-class with any class)
Psyche: cap of 3
Mobility: cap of 3
Strength:
Combat score
Armor points:
Wizard (Cannot multi-class with sorceror, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 2
Strength: cap of 2
Combat score:
Armor points:
Sorcerer (Cannot multi-class with Wizard, necromancer, druid, or avatar)
Psyche: most of their abilities require high psyche
Mobility: cap of 3
Strength: cap of 3
Combat score
Armor points:
Necromancer (Cannot multi-class with sorceror, Wizard, druid, or avatar)
Psyche: cap of
Mobility: cap of 3
Strength: cap of 3
Combat score
Armor points:
Druid (Cannot multi-class with sorceror, Wizard, Necromancer, or avatar)
Psyche: cap of 3
Mobility:
Strength:
Combat score
Armor points:
Avatar (Cannot multi-class with sorcerer, Wizard, Necromancer, or Druid)
Psyche:
Mobility:
Strength:
Combat score
Armor points:



























































