
Fighter (Warrior,
Kensai, Mercenary,
Ranger,
Paladin,
Barbarian,
Bounty Hunter)
Magic User (Battle
Wizard, Lab Wizard,
Sorcerer, Psionic, Mana-Magician)

Rogue (Thief,
Bard, Thug, Informer)
Citizen (Diplomat, Shop Owner, Guild Member, Guild Owner) *
Custom *
Class Differences
* SEE MATT FOR INFORMATION
Fighter
A strong wonderer who is seeking the land for quests and missions, finding
difficult battles that he must overcome. The fighter is one of the easiest to
start out at as. The Fighter holds no grudges or hates towards any other class
or species (unless chosen or the species chosen already dislikes something else)
The Mercenary: Basic, pure and simple fighter.
Gains 1 feat every 10 levels as well one on 5 (if human starts with 1 too)
Starts with all Weapon and Armor Feats When switching to the Mercenary class,
you do not gain the Proficiency feats once you switch…you must gain each one.
The Warrior: very similar to the Mercenary except for
a few set feats.
Starts with all Weapon and Armor Feats
When switching to the Warrior class, you do not gain the Proficiency feats once
you switch…you must gain each one.
The Warrior is the class who knows what lies outside the city gates. He or she
expects horrible terrors and finds the menacing perils as one of the many
challenges in his of her job. Though control is a nice attribute to have, it is
verily a problem for the Warrior in battles.
Like Mercenary, gains 1 feat every 10 levels as well as one on level 5 except
for the following levels where a feat is already pre-assigned: 10 Charge Attack,
30 Prepare Attack, 50 Better Defense, 80 Power Attack, 100 Improved Prepare
Attack, 120 Improved Better Defense, 160 Improved Power Attack.
All of these are described in character levels.
*A reminder, you must be a level 10 Warrior to gain Charge Attack, not a Warrior
who is level 10. i.e. if you multi-class into a Warrior you start over at level
0 Warrior. Skill Points and feats are also given based on your class level not
your total level.
The Warrior also as a RAGE ability. Rage 1/day (+1 per 50 levels)
For his max Control roll = number of turns RAGED
Gains an additional temporary 4 EP
Gains +4 EP damage
Does not go unconscious when 0 EP reached
Does not lose EP when overrunning
Can make 1 re-roll on any action
The Kensai: A fully devoted melee weapon master.
Gains feats like the mercenary except can only pick from the following: Weapon
Focus, Weapon Specialization (Level 40< only), Weapon Proficiency, and other
battle based feats (Charge Atk, Dodge, Better Defense,…). Only has
proficiency with one type of melee weapon ( like Battle Axe, Long Sword, Battle
Spear, Rapier,…) Rapier can be one of the best swords but requires D8 skill and
Proficiency feat to gain the weapons abilities. (If Rapier chosen, Kensai starts
with no gold and no items)
Is not proficient with any armor Gains regular 2 skills every 20 levels + 6
skill points additionally with the chosen weapon in battle.
Starts with 1 special feat (starts with both the feat and skill if human) and
earns a special skill at level 30 (Picks a different feat in replacement if
human). They are Weapon Defense (similar to Better Defense but only works with
the chosen weapon) and Analyze Opponent (a learned Skill that adds to Aware,
roll before battle on one opponent and beat enemy’s Control roll…if successful
the enemy has to roll Defense before the Kensai’s Attack roll) Can not perform
either the special feat or skill while wearing armor.
Barbarian: A Ruler-less wonderer who seeks the land for
his or her rewards with only strong determination.
Ranger: A wilderness adapted warrior who sets extreme
goals.
The wilderness adapted warrior. This class chooses to live on the extreme by
taking the constant risk of living or protecting others for an ultimate purpose.
Rangers do not live freely for themselves; Rangers are not interested in wealthy
rewards; and Rangers do not give up easily.
· Gains Warrior Feats every 10 levels
· 2 Skill per 20 levels
· Starts with 64 Attribute points
· Fast bonus items
· When raising EP costs 2 CHP less
· Adventure advance at level 200
· The Ranger also has the RAGE ability. Rage 1/day (+1 per 50 levels)
For his max Control roll = number of turns RAGED
Gains an additional temporary 4 EP
Gains +4 EP damage
Does not go unconscious when 0 EP reached
Does not lose EP when overrunning
Can make 1 re-roll on any action
Rage can be used anytime even when rolling defense
· Requires traveling…can not settle in a city for too long
· Only proficient in light armor
· Proficient with 5 weapon categories
Ř 1 type of sword (long, short, or two-handed…)
Ř 1 type of bow (short, long, composite)
Ř Simple weapons
Ř Free Pick (this could be throwing daggers, shields, axes…)
Ř Free Pick
· Does not start with Skill points but instead D8 wilderness lore
· Has a favored Enemy (an enemy that is truly hated): +Lvl/5 Attack, +lvl/25 EP
damage, and +D(2*lvl/10) defense
· Has an Attribute restriction…(Control, Dexterity, Knowledge, Awareness, & EP
must all be above D8) In addition, CONCENTRATION (emotion control) must be 7 or
higher by level 50
· Has the Rangers moral code: Must balance out Evil wherever it is encountered,
must Guard those who need protection, and must not let his own needs come first.
Must complete 10 REAL quests by level 100 and 10 more before level 200. Real
quests are quests where major risks are involved if failure.
· Has the Ranger special abilities. Special abilities are like super skill that
when used never fail.
*The Ranger will not gain experience if chooses not to follow code or breaks
attribute restriction.
When raising hp costs 2chp less. (8hp -> 10hp costs 8chp instead f 10chp)
Gains 1 Feat at level 5 and 1 every 10 levels after. Starts with 2 skill
points and gains 2 skill points every 20 levels (+1 more if human, higher
Knowledge also adds more skill)
Gains a Simple Partner every 20 levels. This is cumulative…Average partner 40
Levels…Exceptional partner 60 levels…Experienced partner 80 levels…Skilled
Partner 100 Levels…Adept Partner 120 Levels…Advanced Partner 140 levels…Expert
Partner 160 Levels…Master Partner 320 Levels
Level Items: Level 15 Bronze Bracelets, Level 30 Silver Scepter, Level 60 Golden
Gauntlet (If have all three can take Item quest), Level 120 Platinum Plate,
Level 180 Mythril Medallion, Level 240 ADM Armbands (If have next three, may
undo one disliked past event [are restrictions on pick though…like can not undo
event that would cause catastrophic time displacements]). Level 300 Fancy
Footwear, Level 360 Holy Helmet, and Level 440 Diamond Dagger (If have next
three, may choose one unique special ability #/day and resistances determined by
GM)[If have the Crown of Completion, Cowl of Completion, and Cup of Completion:
your character will gain 2000gold every month if you play your character
sometimes in that month]
At Level 200 gains control of a stronghold or may choose to remake a new
character as a Psionic or depending on species a True Elf if an elf, a
Psionicist if Gnome, Ogalon if Dwarf, Phoenix if Winged one.
The Paladin, Barbarian, and Bounty Hunter are complicated classes like the
Ranger and will be further explained when Matt has the time to input their data
in…
Magic User
Only a unique few posses the power to weld powers that can do above and beyond.
Magicians do not under use their gift, but instead use it to assist and enlarge
their adventures.
Gains Magic Casting Levels*
Level Items: Level 30 Bronze Bracelets, Level 60 Silver Scepter, Level 120
Golden Gauntlet (If have all three can take Item quest), Level 200 Platinum
Plate, Level 240 Mythril Medallion, Level 300 ADM Armbands (If have next three,
may undo one disliked past event [are restrictions on pick though…like can not
undo event that would cause catastrophic time displacements]). Level 360 Fancy
Footwear, Level 420 Holy Helmet, and Level 500 Diamond Dagger (If have next
three, may choose one unique special ability #/day and resistances determined by
GM)[If have the Crown of Completion, Cowl of Completion, and Cup of Completion:
your character will gain 2000gold every month if you play your character
sometimes in that month]
Starts with 4 skill points and gains 4 Skill points every 20 levels
Gains a Simple Partner every 20 levels. This is cumulative…Average partner 40
Levels…Exceptional partner 60 levels…Experienced partner 80 levels…Skilled
Partner 100 Levels…Adept Partner 120 Levels…Advanced Partner 140 levels…Expert
Partner 160 Levels…Master Partner 320 Levels
Wizard
A powerful character to choose yet has many weaknesses and takes awhile to grow
strong. The wizard will reach no limit to the magic's that can be learned unlike
the Mana-Magician. The Wizard usually comes in a Good, or Evil form and travels
very light if traveling at all. This class uses magic to sustain them as they
grow in age eventually reaching a point where without magic they would cease to
exist. If for any reason the wizard wishes to switch classes, the wizard becomes
a failed magician (an ex-wizard that stops learning new magic and does not gain
any new magical abilities, yet still can cast and remains just as powerful [5th
level wizards and below only]). The wizard comes in many different forms;
usually by focusing the learning on one particular area of magic such as the
specialized wizard… or on all areas simultaneously such as the battle wizard.
When raising hp cost 4chp extra (8Hp to 10Hp costs 14 chp)
Gains feats at designated levels*
Proficient with only simple weapons (staff, dagger,…)
The Battle Wizard and Lab Wizard
have all the same feats and Statistics except the Lab Wizard learns a few
different magics than the Battle Wizard.
When switching to the wizard class, you do not gain the magic casting feat. (In
other words, it is useless to switch randomly to the wizard class!)
Specialized Wizard:
Exactly like the True Wizard except gains 2nd level and beyond level magic's in
one specific area (Magic sheet). Also, this wizard can put skill (extra dice)
into his Magic Know dealing with that one specific area.
Rogue
The rogue is the bottom liner or strong but not strong class. The rogue can have
many different sub-class paths including: Thief (the burglar and robber),
Assassin (The fighter style rogue), and Bounty Hunter (The tracker or seeker).
Rogues are most valued for the quantity of skill points they gain. However, the
rogue practically does not gain partners, does not gain level items, and most
importantly does not gain popularity. The rogue does not care about the good but
the gain, the earnings not the victories.
When raising hp cost 2chp extra (8Hp to 10Hp costs 12 chp)
Starts with 6 skill points and gains 6 skill points every 20 levels
No limit to detecting traps skill with awareness
No limit to disarming traps skill with knowledge
No limit toward Sneak skill with dexterity
Gains Various feats at different levels:
Sneak Attack hp bonus +1 hp lvl 10 and +1 more every 20 levels after
Evasion Lvl 20: loose 0 hp if successful in dodging a magic;( 6< on fireball
=0hp instead of 1 hp)
Uncanny Dodge Lvl 30: Don’t loose dexterity when being sneak attacked
Prevent strategy: Flanking targets do not gain an addition to their attack on
you
Special Ability Lvl 100 and every 30 levels after: Pick from a list in blue book
Traps Lvl 110 and every 30 levels after: (+D4 to detecting and disarming traps)
Close to no partners
No level items
When switching to the rogue, your previous character must not have any partners
and must not be popular or have a high reputation.
Thief
Starts with D8 Pick pockets (Dex) & D8 Pick locks (Know) skills