Character Creation (Cont.)

3. Class
   Classes determine the nature of your character's profession, his place in society, and his general fighting ability.  The Classes available are Fighter, Cleric, Rogue, and Magic-User.
   It may be helpful to think of these Classes as corresponding to the "Three Estates" of medieval society:
Clerics (Those Who Pray): First on the social ladder (though seldom recognized as such by jealous and power-hungry nobles) are the priesthoods, those who have committed their lives to the service of a deity or deities.  Charged with maintaining the feudal structure in the hearts and minds of the peasantry, just as the nobles maintain the physical safety of the peasantry, Clerics are afforded a certain amount of respect.  While the Cleric class was originally meant to model monastic knights such as the Templars or Hospitallers of history, the more militant faiths of Oerth have resulted in a priestly class that generally receives (and can expect to use) combat training to combat their foes, both earthly and infernal.

Fighters
(Those Who Fight): In the feudal system, combat has traditionally been the responsibility and the right of the nobility; this was reinforced by the fact that only the nobility possessed the means with which to afford arms and armor.  The sons of nobles trained through childhood to become knights.  While this is generally the case for Fighters, with the rise of mercenary armies have also come those common-born warriors who have seen enough battles (and loot) that they can hold their own against the noble-born knights.  Fighters are those who have formal combat training and/or experience.

Rogues (Those Who Toil): On the bottom rung of society are the peasants, those who support the upper classes with their labor and their obedience.  In return for these things, they are (ideally) guaranteed a great measure of safety and provision.  I've changed the original name of this class from "Thief" to reflect the fact that Rogues are not necessarily criminally-minded, though they can be, and this reflects the view most noblemen have of the peasant class, anyway.  Rogues have no formal combat training - when levies must be called up in times of war, peasants are expected to respond to a muster and are armed with little more than farm implements or what they can loot from the enemy.  Though the Border Companies are composed of mercenaries, many in the Companies (especially the scout regiments) are of the Rogue class.

Magic-Users (Those Who Are Outside the Order of Things): Possessors of esoteric lore and mystic powers, Magic-Users are iconoclasts and educated men and women who don't quite fit into the neatly regimented order of feudal society.  As such, they are as often feared and hated as they are respected and admired.  Magic-Users come from all walks of life, and may be anything from a rustic hedgewizard or backwoods witch to an educated alchemist or student of a University of Wizardry.  The only real unifying theme is, obviously, the use of magic.
3a. Concept
   As you can see, Classes are fairly broad generalizations.  Concept is the means by which you describe precisely what your character is, what he is capable of, and what he's familiar with.  Your character's Concept is what you imagine him to be, specifically: a Peasant Woodsman; a Noble Knight; a Devoted Paladin; a Barbarian Warrior; a Former University Student; a Guild-Taught Pickpocket, and so on.
   This concept is a lot like the "Secondary Skills" of 1st Edition AD&D - by defining what your character is, we can both get a good idea of what the character knows how to do, how familiar he would be with certain concepts or lore, and so on.

4. Humours and Temperaments
   Medieval medicine held that the body held four different substances, or Humours, which would dictate a person's health.  When one of these Humours was out of balance - there was either too much or too little - it would negatively affect a person, usually by exaggerating a physical, mental, or emotional trait.  These exaggerated traits are known as Temperaments.
   The Humours are rated from 0 (well-balanced) to 3 (dangerously excessive levels).  The four Humours come in pairs: Melancholy [M] and Sanguine [S] are opposites; so are Phlegm [P] and Choler [C].  Because of this, you cannot have an excess of both Melancholy and Sanguine, as the excesses would cancel each other out.
   Every character begins the game with 3 points of imbalance in their Humours; you'll need to allocate those points however you like - 2 points in one and 1 point in another, or all 3 in one.
   Note that you will only choose one Temperament per imbalance, either Physical, Mental, or Emotional.  A good way of deciding which type of Temperament to have is to look at your CON, INT, and CHA Ability Scores: if your CON is lowest, choose a Physical Temperament; if INT is lowest, choose Mental, and if CHA is lowest, choose Emotional.
Humours
Melancholy
Sanguine

Phlegm
Choler
Excess Indicates
Lack of Energy; Depression
Lack of Self-Control; Activity

Lack of Will; Illness
Lack of Nerves; Anger
Humour            Physical             Mental                  Emotional
Rating           Temperament   Temperament          Temperament

S3                      Joyful               Guillible                 Lecherous
S2                     Cheerful           Susceptible                 Lusty      
S1                      Lively               Generous                Amorous
M1                    Fatigued              Needy                  Sentimental
M2                      Lazy               Gluttonous                Gloomy
M3                    Slothful             Avaricious                Hopeless

C3                     Frayed              Pressured                 Wrathful
C2                    Nervous               Fazed                     Violent
C1                     Jumpy              Unfocused               Confident
P1                       Dull                Indifferent                 Fearful
P2                      Weak                 Jaded                    Cowardly
P3                      Sickly               Apathetic                 Panicked

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