Should I use Character Classes? Yes.

  • What are Classes?
    • They are Classes
  • Are they like Jobs?
    • Mostly
  • Can I use classes out of a Fantasy setting?
    • Yes
  • How do I adapt them to Science-Fiction?
    • It rarely works…
    • But you can use them as they are
  • Here’s how to class your characters.

Character Classes & Hierarchies

  • Class systems generally have 2 issues, they are Divisive & Unbalanced.
  • Classes Divise characters, they create Hierarchies of usefulness & they induce a Rigid system.
Restoring Balance : Spells for Everyone
  • Magic grants you a significant edge.
  • Often spellcasters have access to more skill types than any other classes.
  • They can deal heavy damages from afar.
  • They can heal/resuscitate with use of objects.
  • All classes need Spells.
  • It is a simple matter of balance.
  • Generally, you’ll want to use quick-fire spells.
  • Except for certain ritual or invocations that will have the effect of a nuclear warhead, your spells should be fast.
  • That’s a matter of tempo.
  • A sword is fast, an arrow is fast, a fireball should be fast.
  • All classes benefit from Spells.
  • Magick allows unachievable tasks to be accomplished.
  • Warriors can boost their weaponry.
  • Rogue can make use of chameleon or lightweight magick.
An Inclusive & Transversal System
  • A transversal system revolves around common attributes.
  • Most commonly these will be Health/Vitality, Endurance, Agility/Dexterity & Intelligence.
  • These main Attributes are used by all characters.
  • The manipulation, the quantification, of their importance allows us to create specific classes.
  • Hybrid Classes are the final stage of this transversal system.
  • Transversality Improves team building.
  • It Improves team synergy.
  • The team can more easily compensate for each members’ weaknesses thanks to it.
  • Do we need specialists?
  • Your team needs specific skills, it doesn’t need specific classes.

Everybody’s got a home

  • Then, do we need classes?
  • Actually, even in system that have banned classes, classes persist.
  • If you play a ‘no class’ game where you can be ‘anything you want’, classes persist.
  • Classes system will always have their place because they grant us a sense of identity.
  • They offer a sense of belonging.
  • Much like Alignments do, or Archetypes, Guilds & Covenants, and your favorite weapon.
  • It’s not only ours, but it is ours still.
  • Class will always return.
  • If your character begins as a Soldier, get destroyed by war and decide to become a Priest, returning to Crusader path will be tempting for her.
  • If your character starts as a Barbarian, is scared by the vacuity of destruction and turns to the Druidic ways chances are she will defend nature quite Brutally.
  • We all have a comfort zone.
  • If you are willing to try different characters, you actually need to know where this home is planted, so that you can go for the antipode.
  • You’re a Warrior, you want to become a Spellcaster…
  • Maybe you’ll keep your axe, maybe you’ll be a Pyromancer.
  • Maybe you want to change of weapon, and at the same time you wish you could remain the same person.
  • If you ought to be an assassin and you only ever knew the way of the blade & the arrow, honing your skills in Alchemy & Illusion would only make your life easier.
  • Assassins needs no particular weapons.
  • They only need discretion & efficiency.
  • Magick offers both of these.

Melee

  • Common melee weapon types are Blades, Blunts & Archery.
  • Bows, even if they are remote, are often wielded by melee warriors.
  • The Melee bow differs from the Stealth Bow.
  • Warriors & Barbarians
  • Weapons & Spells
    • 2-handed : Battleaxe, Warhammer, Great Swords, Gatling
    • 1-handed : Axe, Mace & Hammer, Long Swords, Shotgun
    • Spells : Berserk, Impulse, Stoicism, Steel Flesh, Grim Ritual, Remembrance
  • Main Attributes : Endurance/Constitution & Strength.
  • Soldiers & Military
  • Weapons & Spells
    • 2-handed : Halberd, Lance, Great Sword, Machine Gun, Assault Riffle
    • 1-handed : Axe, Mace, Straight/Curved Sword, Bows, Guns & Pistols, Combat Knifes, Explosives
    • Spells : Pledge, Reinforcements, Call to Arms, Steel Turtle, Submarine Tactics
  • Main Attributes : Dexterity & Speed.
  • Knights & Nobility
  • Weapons & Spells
    • 2-handed : Halberd, Great Sword, Riffle
    • 1-handed : Mace, Straight/Curved Sword, Pistol
    • Spells : Voice of the Tyrant, Allegiance, Graceful Onslaught, Humanity’s Arm, Heart of the Savior
  • Main Attributes : Dexterity & Strength.

Magick

  • Here we’re dealing with Offensive magicks & Arcanes.
  • A Spellcaster knowledgeable in the ways of Alteration or Illusion can of course use some Healing spells.
  • But the Restauration & Enhancement spells will be reserved to Pacifist classes in this article.
  • Wizards & Magicians – Arcane Studies
  • Weapons & Spells
    • 2-handed : Staff, Wand, Pole arm, Riffle
    • 1-handed : Dagger, Short Sword, Pistol
    • Spells : Most of them
  • Main Attributes : Intelligence & Willpower.
  • Sorcerers & Witches – Blood Legacy
  • Weapons & Spells
    • 2-handed : Staff, Lance, Shotgun
    • 1-handed : Short Sword, Axe, Whip, Gun
    • Spells : Most Spells related to their Ancestor, their Cult, their Clan/Tribe or their Species
  • Main Attributes : Vitality & Intelligence.
  • Mages, Chancellors & Advisors
  • Weapons & Spells
    • 2-handed : Staff, Ensign
    • 1-handed : Decree/Contract, Book, Ceremonial Sword/Dagger
    • Spells : Power’s Edict, Compulsory call, Transcendance, Ponder the Soul, Deep Teachings
  • Main Attributes : Intelligence, Wisdom & Eloquence/Charisma.

Stealth

  • Discretion is the main aim of Stealth type character.
  • It can be achieved by being literally not visible or by hiding their intentions.
  • Which is why merchants, bards or actors are sometimes classified as Stealth.
  • Archery vs. Marksmanship
  • One who practices archery generally cares about the focus, the skills required to properly practice the discipline.
  • Marksmanship is much more utilitarian and focuses on the goal.
    • Crossbows, which may be considered cheating by a true archer, are favored by efficient assassins & rogues
    • Guns in the same manner offer consequent results
  • Rogues & Thieves – Moderate Violence
  • Weapons & Spells
    • 2-handed : Bow, Crossbow, Assault Riffle
    • 1-handed : Dagger, Mace/Axe, Straight/Curved Swords, Pistols
    • Spells : Light Threat, Demise & Survival, Plundering, Steel Hands, Smell of Gold
  • Main Attributes : Dexterity & Agility.
  • Scouts & Spies – Speed first
  • Weapons & Spells
    • 2-handed : None
    • 1-handed : Dagger, Short Sword, Pistol, Portable Crossbow, TMP & Uzi
    • Spells : Green Blood, Wind’s Embrace, Discretion, Camouflage, Serpentine Tactics
  • Main Attributes : Dexterity, Agility & Speed.
  • Assassins – Death
  • Weapons & Spells
    • 2-handed : Lance, Bow, Crossbow, Assault Riffle, Sniper Riffle
    • 1-handed : Dagger, Straight/Curved Swords, Small Shield, Pistol
    • Spells : Purple Blood, Cold hands, Silent Calls, Crimson Milk, 2 Conditions, Too Late
  • Main Attributes : Dexterity & Strength.

Pacifist

  • When Conflict is avoidable, they will avoid it.
  • Why choose the Peaceful path?
    • Getting a new ally.
    • Resolving a conflict that, otherwise, cannot be resolved by force.
    • Possess complementary skills which will serve you as a Fighter, a Spellcaster or a Rogue, such as Alchemy or Restauration.

  • Traders, Salesmen & Representatives
  • Weapons & Spells
    • 2-handed : Machine Gun
    • 1-handed : Suitcase, Phone, Short Sword, Pistol
    • Spells : Growth Charter, Customers 1st, Human Relationships, Red Forum, The Way of the People
  • Main Attributes : Eloquence, Charisma & Wisdom.
  • Crafter, Builders & Engineers
  • Weapons & Spells
    • 2-handed : Chains, Rifle
    • 1-handed : Hammer/Mace, Swords, Wrenches, Gun
    • Spells : Problem Solving, The Way of the Machine, Regular Upkeep, All the Keys, Wonderful Inertia
  • Main Attributes : Dexterity & Charisma.
  • Healers & Medics
  • Weapons & Spells
    • 2-handed : Healing Kit
    • 1-handed : Syringes, Dagger, Short Sword, Pistol
    • Spells : Pure Mantle, Autophagy, The Way of Life, Last Remedy, Selflessness, Hospitality
  • Main Attributes : Dexterity & Wisdom.

Posted

in

,

by