Intro to Classes

Class is a loose term. It is used to describe the magic available to a character of a specific profesion more than anything else.

While the word "Mage" or "Thief" might conjure certian stereotypes into ones mind they are not nesseccarily accurate from world to world or character to character.

For example: If I say "Barbarian" you probably imagine a muscular figure wearing a loin cloth and swinging a giant sword or battle axe. Like Conan the Barbarian right? Well thats not nessecarily accurate. Conan the Barbarian was actually a thief in the first movie.

With this in mind Class has very little effect on what a character can do or use (excluding magic). A thief can wear full armor. A mage can use a machine gun. A fighter can wear robes and carry a staff.

I have a big prob with alot of games that force characters into stereo typical molds because of their proffession. "Ok so I'm a mage. Tell me again why it is so impossible for me to learn how to point a gun and squeeze the trigger?" I understand that this is done to make all classes "balanced". Balancing spell casters and non spell casters is tricky in most games. Solution: All classes are spell casters. Prob solved.

The spells available to each class will be a reflection of that classes expertise. That is what defines them and set them apart from one another.

In many other games many players are forced to choose a class that is allowed their favorite weapon or best armor. Experienced and hard core RPers can sometimes resist this temptation and pick a class with sever disadvantages or a class thats seems interesing to play. But why should they have to? With out those limitations a player can choose a class that will reinforce his characters personality and back ground. This is how it should be.

Items should not define a character. Stats should not define a character. Class by itself should not define a character. Skills should not define a character. Race, personality, and background should define a character. The rest is just stuff thrown in to beat stuff up.


Multi Classing

One of the main concepts of the game is that anyone is capable of anything if given the proper training. With this being the case, limiting each class to a set list of spells interfers with this concept.

Characters start out knowing one type of magic. This type of magic will match their class. It is assumed they recieved training in this type at some point before they begin their adventures through the universe (Or at least before they purchase their first spell.)

Training is done by the various high level people that operate the shops. They are the individuals that actually create the magic scrolls they sell and the only people with enough expertise to instruct mercenaries in their use.

Multi-Classing is not allowed. A characters sheet will never say more than one class. However, it is possible to gain access to the spells of other classes. Since spells are the biggest difference between the classes this would technically give a single classed character the skills of a multi-classes character.

Here is how it works:

Characters start out with access to the spells of their chosen proffession. Training in these spells is free.

Note: Training is free, Characters must still purchase the scrolls they want to use from the shop.

A character may choose a second type of magic to learn if he meets the following criteria:
Must be at least level 4
Must have the minimum stats for the class that the spells are for.
Must have minimum 41 Int
Must pay $3500 for training in the new magic type.

Note: The $3500 is for training only, Characters must still purchase the scrolls they want to use from the shop.

A character may choose a third type of magic to learn if he meets the folowing criteria:
Must be at least level 8
Must have the minimum stats for the class that the spells are for.
Must have minimum 61 Int
Must pay $3500 for training in the new magic type.

Note: The $3500 is for training only, Characters must still purchase the scrolls they want to use from the shop.

A character may choose a fourth type of magic to learn if he meets the folowing criteria:
Must be at least level 12
Must have the minimum stats for the class that the spells are for.
Must have minimum 81 Int
Must pay $3500 for training in the new magic type.

Note: The $3500 is for training only, Characters must still purchase the scrolls they want to use from the shop.

A character may choose a fifth type of magic to learn if he meets the folowing criteria:
Must be at least level 16
Must have the minimum stats for the class that the spells are for.
Must have minimum 81 Int
Must pay $3500 for training in the new magic type.

Note: The $3500 is for training only, Characters must still purchase the scrolls they want to use from the shop.

A character may choose a sixth type of magic to learn if he meets the folowing criteria:
Must be at least level 20
Must have the minimum stats for the class that the spells are for.
Must have minimum 100 Int
Must pay $3500 for training in the new magic type.

Note: The $3500 is for training only, Characters must still purchase the scrolls they want to use from the shop.

Six types of magic is the limit for even the most versatile and intelligent beings.

So how do we keep track of who has access to which shops? After paying the $3500 an item wil be placed on your character sheet. It will say "Insert Class Here" Medallion. I.E. Fighter Medallion, Mage Medallion etc.. This medallion shows that your character has completed and paid for training in an additional magic type. This medallion is worthless and can not be sold or given away. It does not grant your character the ability to cast spells. It simply a way to show the game staff that your character is allowed to buy and use scrolls from an additional shop.


�2001 Joe Pombo

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