Fighting Classes and Abilities


Fighting classes

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Credit

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New Player rules

Non-Standard Classes

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Standard Classes

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Abilities


Standard Classes


Anti-Paladin / Archer / Assassin / Barbarian / Bard / Druid / Healer / Monk / Paladin / Scout / Warrior / Wizard


Anti-Paladin

These are the standard bad guys of legend.  Almost any adversary in a stock fantasy movie can qualify as an Anti-Paladin, but historical cases abound � ranging from Vlad Dracul�s persecution of Turkish prisoners to Mongol warlords boiling opposing chieftains alive.

Examples: The Kurgan, Mordred, the Black Knight, the Nazgul, Tamerlane, Sir Francis Dashwood.

Garb: Must wear a white belt and have a Black Phoenix openly displayed on clothing or armor.

Requirement: Must have been a Knight for twelve weeks.

Armor: 4 points
Shields: Large
Weapons: All Melee, javelins
Immunities: Control
Lives: 4

Abilities & Traits:

Levels

1st None
2nd Touch of Death (ex) (1/game
3rd Poison Weapon (ex) (1/game)
4th Steal Life (m) (1/game)
5th Innate Ability (choose one before game starts)
  a. Poison Weapon becomes 2/game
  b. Fear (m) 2/game
6th Immunity: Flame
  Touch of Death becomes 1/life

Archer

Everyone knows the legend of William Tell, and that story has a basis in fact in the Welsh Archers who long resisted British rule before making the English longbow world-famous.  Other outstanding examples include the kyudo archers of Shogun-era Japan, and the Sioux Dog Soldiers.

Examples: William Tell, Odysseus, Paris of Troy, Robin Hood, Bard of the Dale, the Ettrick Foresters, and Minamoto Tametomo

Garb: Orange sash (plus must carry a bow or crossbow).

Armor: 3
Shields: None, initially
Weapons: Dagger, short, long, long or short bow
Immunities: None
Lives: 4

Abilities & Traits:

Levels

1st Bowyer (ex) (1/life)
2nd Stun Arrow (1/reusable) (T)
Flame Arrow (ex) (1/reusable) (T)
3rd Accuracy (T)
4th Total lives increase to 5 (T)
Armor-piercing Arrow (1/reusable) (T)
5th May now use small shields (T)
6th Penetration Arrow (1/reusable) (T)

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Assassin

Assassins were once so powerful in the Middle East that Hulagu Khan had to storm their mountain fortress when they demanded tribute.  Renaissance Italy and its setting of political intrigue made the courtly killer somewhat of an art form.

Examples: The Ninja, the Borgias, the Jackal, Hassan-I-Sabah, Sir Francis Walsingham

Garb: Black sash plus must wear a mask or concealing face paint. Mask may be worn around neck.

Armor: None initially
Shields: None initially
Weapons: Dagger, short, long, throwing weapons
Immunities: None
Lives: 4

Abilities & Traits:

Note: Each time an assassin plays in a battlegame, he must choose which abilities he is using for the entire battlegame.  He can switch them between each battlegame as he sees fit.

Level
1st No additional abilities
2nd Innate Ability (choose one):
a. May use a short bow or hand crossbow (T)
b. Poison Weapon (ex) (2/game)
c. Trap (ex) (1/game)
3rd Innate Ability (choose one from this list or any lower level ability not already taken):
  a. Touch of Death (ex) (1/game)
  b. Teleport (ex) (2/game)
  c. Antidote to Poison (ex) (1/life)
4th Up to two points of armor may now be worn (T)
5th Innate Ability (choose one from this list or any lower level ability not already taken):
  a. May now use small shields (T)
  b. Assassinate (ex) (2/game)
6th Innate Ability (choose two from this list or any lower level abilities not already taken):
a. Take Teleport again (must have already been taken once),
Teleport becomes (1/life)
b. Take Assassinate again (must have already been taken once),
Assassinate becomes (1/life)
c. Take Poison Weapon again (must have already been taken once),
Poison Weapon becomes (1/life)
d. Take Trap again (must have already been taken once),
Trap becomes (1/life)

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Barbarian

The Chinese, from ancient periods onward, have considered everyone else to be Barbarians, and oddly enough it is the Eastern tradition from India to China that gives us the image of civilization defending itself against the nomadic hordes of such peoples as the Tartars, White Huns, Seljuk Turks, and other steppe tribes.

Examples: Conan, Yellowbeard, Leif Eriksson, Hannibal Barca, Attila the Hun, Alaric the Vandal, the Voivodes

Garb: Blues and browns, furs and leather. Must wear a fur or leather sash that cannot reasonably be mistaken for the sash of any other class.

Armor: 2 points
Shields: Large
Weapons: All melee, short bow, projectile weapons
Immunities: Subdual
Lives: 3
Limitations: Cannot carry enchantments. May not use relics except Heimdall�s Horn.

Abilities & Traits:

Levels

1st Berserk (ex) On last life
2nd Total lives increases to 4 (T)
3rd Fight After Death when
  Berserk (T)
4th Powerful Blows (T)
5th Total lives increase to 5 (T)
6th Total lives increase to 6 (T)
  Berserk on last two lives

Bard

Bardic history is mostly tied in with the early oral tradition of the druids and Norse skalds.  Medieval Europe does give us a case of actual singing knights, many of them female, from the independent French province of Aquitaine before it was crushed by the Papacy.

Examples: Sarafin, William Shakespeare, Alan O�Dale, Homer, Scheherazade, Circe, Bragi, Snorri Sturluson

Garb: Light blue sash, plus must carry a musical instrument.

Armor: None
Shield: Medium (will subtract from magic points)
Weapons: See the Magic section for a listing of weapons used.  Weapons subtract from the Bard�s magic points
Immunities: None
Lives: 4

Abilities & Traits:

Bardic Charm: Some monsters may be immune to the control school, but not bardic charm.  Bardic charm is any control magic that is cast by a bard (even those bought with Voice).

Magic-user: Bards are magic-users and gain magic at each level.  See the Magic section for more details.

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Druid

Neolithic anthropological evidence indicates a strong tradition of matriarchy and mother worship in Central Europe, the origin of the proto-Celtic Beaker and Axe peoples.  It is highly possible that many if not most early Druid-types were priestesses rather than priests.

Examples: Galadriel, Johnny Appleseed, Lady of the Lake, Cathbu, Tom Bombadil, the Green Knight.

Garb: Brown sash

Armor: None
Shield: Small, will subtract from magic point
Weapons: See the Magic section for a listing of weapons used.  Weapons subtract from the Druid�s magic points
Immunities: None
Lives: 3

Abilities & Traits:

Magic-user: Druids are magic-users and gain magic at each level.  See the Magic Section for more details.

Levels

1st No additional abilities
2nd Number of lives increases to 4 (T)
3rd Pass Without Trace (ex) (2/game)
4th Immunity: Poison
5th Immunity: to magic from fey monster
6th Immunity: Control

Healer

This image has been somewhat forged between clerics and the �hedgemagickers� that preceded Christianity.  Our modern view of the fighting �Healer� stems from early medieval clerical use of bludgeoning weapons, so as not to break the implied Biblical prohibition against drawing blood.

Example: Hippocrates, Chiron, Elrond, Goldmoon, Archangel Raphael, Galenus, and the Hospitallers

Garb: Red sash

Armor: None
Shield: Medium (will subtract from magic points).
Weapons: See the Magic section for a listing of weapons used.  Weapons subtract from the Healer�s magic points.
Immunities: None
Lives: 4

Abilities & Traits:

Magic-user: Healers are magic-users and gain magic at each level.  See the Magic Section for more details.

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Monk

Shaolin and Buddhist temples manned by fighting Monks who learned to fight with their hands and strange implements when their warlords forbade them to use swords are the classic image of this class.  However, many Asiatic and American tribes had strong traditions of wrestling, and the Shogun-era Japanese had a plethora of armed warrior Monks whose wrath was feared by even the Emperor.

Examples: Bruce Lee, Qui Chang Kane, Dread Pirate Ninja Roberts, the Bloodguard, Benkei, Pachomius, the Sohei

Garb: Gray sash

Armor: None
Shields: None
Weapons: Dagger, short, long, pole arm
Immunities: Gained at later levels
Lives: 4

Abilities & Traits:

Levels

1st Heal (m) (1/life, Self only)
Missile Block (T)
2nd May now use throwing weapons(T)
Immunity: Poison
Transfer Life (ex) (1/game)
3rd Immunity: Control
Touch of Death (ex) (1/game)
4th Greater Missile Block (T)
Banish (m) (1/life)
5th Banish (2/life)
Immunity: Death
Sanctuary (ex) (1/life)
6th Immunity: traps
Heal (2/life, Self Only)

Paladin

The perfect good guy comes to save the day. Paladins exist in the myths and legends of all cultures.  Be it the Geatlander Beowulf slaying Grendel or the Norse god Thor battling the Midgaard Serpent, Paladins have been with us since prehistory.

Examples: Joan of Arc, Galahad, Bovide, King Arthur, Roland, Percival, the Twelve Peers of France, Don Quixote, Arcite, Palamon, Dietrich von Bern

Garb: Must wear white belt and have a White Phoenix openly displayed on clothing or armor

Requirement: Must have been a Knight for 12 weeks

Armor: 4 points
Shields: Large
Weapons: All melee, javelins
Immunities:: Subdual
Lives: 4

Abilities & Traits:

Levels

1st None
2nd Heal (ex) (1/game)
3rd Extend Immunities (m) (unlimited)
4th Resurrect (ex) (1/game)
5th Innate Ability (two before game starts):
a. Heal becomes (1/life)
b. Resurrect becomes (2/game)
c. Awe (m) (2/game)
6th Immunity: Death

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Scout

Anyone who survives for any time in the wilds learns the lay of the land.  Many Native Americans are rightly seen as good trackers or Scouts, as were the mountain men who followed.

Examples: Strider, Hiawatha, Little John, Baden Powell

Garb: Green sash

Armor: 3 points
Shields: Small
Weapons: Dagger, short, long, staff, throwing weapons, short bows
Immunities: Immune to both magical and non-magical forms of Lost
Lives: 4

Abilities&Traits:

Levels

1st Heal (ex) (1/life)
2nd Innate Ability (choose one of the following):
a. Stun Arrow (1/reusable) (T)
b. Flame Arrow (1/reusable) (T)
3rd Antidote to Poison (ex) (1/life)
Truth (ex) (1/life)
Camouflage (ex) (1/game)
4th Immunity: Traps
Tracking (ex) (1/life)
5t Earth Bind (ex) (2/game)
6th Tracking becomes (2/life)
May now use a crossbow or longbow instead of a short bow (T)
Attuned (T) (2/game)

Warrior

Pure Warrior traditions also abound.  Outstanding examples included the 300 Spartans who opposed the great Persian king Xerxes and his 10,000 Immortals, the incredibly warlike five nations of the Iroquois, and the fierce Maori clans native to New Zealand.

Examples: William Wallace, Lancelot, Achilles, Spartacus, Mad Martigan, Miyamoto Musashi, Charles Martel, Roman Praetorians, and Julius Caesar.

Garb: Purple sash

Armor: 4 points
Shields: Large
Weapons: All melee
Immunities: None
Lives: 5

Abilities & Traits:

Levels

1st No additional abilities
2nd May wear up to 6 points of armor (T)
Improve Weapon (ex) (1/game)
3rd Total lives increases to 6 (T)
May now use javelins (T)
4th Improve Weapon becomes (1/life)
Improve Shield (ex) (1/game)
5th Repair Item (ex) (1/life)
6th Armor of Quality (T)
Improve Shield becomes (2/game)

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Wizard

The alchemists of the Dark Ages can be said to be Wizards, but 10,000-year old cave paintings in France indicate that the concept of fusing the spirit and physical worlds has been with us since the start.

Examples: Alannon, Gandalf, Morgana le Fey, Erasmus, Merlin, the Ithryn Luin

Garb: Yellow sash

Armor: None
Shield: None
Weapons: See the Magic section for a listing of weapons used.  Weapons subtract from the Wizard�s magic points
Immunities: None
Lives: 4

Abilities & Traits:

Magic-user: Wizards are magic-users and gain magic at each level.  See the Magic Section for more details.

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