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Post by Admin on Jun 30, 2013 22:12:25 GMT
Classes | Characters start with an initial class. There are four classes, and each are only broad strokes. Don't feel limited by your class!
You may, if you wish, make up your own subclass, such as being a Rogue:Assassin versus a Rogue:Bard. Not only is the subclass deeper take on the primary class, it can also define itself. For example, a Fighter:Ranger is subtly different from a Rogue:Ranger. Ultimately, a subclass is basically aesthetic and for you to further define your character.
Each character begins with three powers, at least two of which must relate to their class. One power can be used to buy two related spells. For example, you may spend one power for Heal and Shield, or even Heal and Prismatic Light, but you can't buy Heal and Fireball without good justification.
Classes don't have defined power lists. Powers may be skills (diplomacy, archery), benefits (familiar, heavy armor), special attacks (backstab, true shot), spells (chain lightning, cat's grace), or whatever else makes sense.
Powers indicate exceptional levels of mastery. You could count a legendary heirloom sword as a power, if you wanted that sword to provide bonuses to your character.
WARRIOR: Fighters, brawlers, the sort of combatant that's good at swinging around their weapon of choice and taking hits. Their powers will generally relate to battle proficiency or leading troops. Example powers: Sword-fighting, legendary weapon, heavy armor, charge, taunt, rally
ROGUE: Thieves, tricksters, and other streetwise characters that rely on deception, dexterity, and superior tactics to survive. Their powers will often make the most of their intelligence and agility. Example powers: Backstab, sneak attack, poison, stealth, tracking, acrobatics, larceny, bluff
MAGE: Mages are offensive spellcasters, typically trained for warfare or for city defense. Their powers are drawn from within and developed with careful study of magic. Their powers will be specific damage-dealing spells. Example spells: Fireball, chain lightning, ray of frost, magic missile, vampiric touch
HEALER: Healers are defensive spellcasters, often but not always affiliated with a small god or a greater church. Besides for healing, they are often also capable of bolstering allies and weakening foes. Their powers are support spells. Example spells: Heal, shield, polymorph, open portal, enfeebling touch, bull's strength
All characters on ARCANA gain levels as one, when a chapter of our story is complete. Upon gaining a level, a character gains two powers. This new powers should relate to their class unless their RP justifies something else. We'll assume a rogue learned poisons on their own quite naturally, but we'll need IC explanation if a rogue suddenly learned magic missile
For example, a fighter may have studied magic from a healer and learned support spells. Alternatively, a healer may have stumbled upon a magical suit of armor. If these things are done ICly, then your character is welcome to spend their newly earned powers on them.
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