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Classes

Your class will give you bonuses to various stats and abilities. Classes can also be upgraded when certain special abilities are used. When you start out your character, their class will start at level 1, which gives a +2 bonus to whatever stat the class is increasing. reaching level 2 will make that bonus advance to +3, and reaching level 3 will make it advance to +4, and so on. In order to move onto level 2, the player must make successful special moves earning them a point. 10 points are needed to advance to level 2, 15 points are needed to advance to level 3, and so on. Basically when you level up, the next level will be 5 more points than last time. When the next level is reached, your points return to zero. This means that when you gain 10 points and advance to level 2, your points count resets. you must now perform 15 more moves in order to gain level 3. Each time a character performs actions to gain points, they gain one point. Each class will also start out with certain types of armor.

Guard:

Guards gain +2 to their shield stat. They earn class points when they use combat moves that require a shield. Guards start out with a uniform (3).

 

Knight:

Knights gain +2 damage points when using one handed swords. They gain points when learned moves requiring a one handed sword are used. Knights start out with old chainmail (5).

 

Sage:

Sages get +2 damage when performing magic attacks. Points are earned when aiding magic is successfully cast. Sages start out with a dusty tunic (3)

 

Thief:

Thieves gain +2 to stealth rolls. Points are earned when non lethal stealth actions other than movement (pickpocketing for example) are used successfully. Thieves start out with leather armour (4)

 

Researcher:

Researchers gain +2 points to perception rolls. Points are gained when researchers use abilities and skills they have learned from a book (make sure you keep track of which ones those are!). Researchers start out with explorer's gear (3).

 

Ranger:

Rangers gain +2 damage to all range attacks. Points are gained when rangers successfully use combat moves requiring a bow. Rangers start out with a tunic and cloak (3)

 

Rancher:

When mounted, ranchers gain +2 damage to combat. Points are gained when special abilities are used successfully on horseback. Ranchers start out with farm hand's clothes (2).

 

Merchant:

Merchants gain +2 to charm/wisdom rolls when trading or bartering. To gain points, merchants must profit 10 more rupees at least when selling, and lower buying costs by 10 rupees. This is accumulative. For example, if a player profits 20 rupees, they gain 2 points, not just one. Merchants start out with a traveling tunic (3).

 

Champion:

A champion gains +2 on power rolls each time they try to use a champion’s blessing. Points are gained when a blessing is used successfully. A champion starts out with a tunic and bracers (4).

 

Fighter:

Fighters gain +2 to armour stats. They gain points by using special unarmed abilities. Fighters start out with athletic clothes (2).

 

Ninja:

Ninjas gain +2 damage to their stealth attacks. Points are gained via successful stealth attacks.  Ninjas start out with stealthy robes (2).

Wayfarer:

Wayfarers gain +2 on all courage rolls when unmounted and not on  vehicle. Points are gained when Wayfarers roll 6 on critical damage rolls. Wayfarers start out with village clothes (2).

Engineer:

Engineers gain +2 on all wisdom rolls and courage for operating and driving vehicles, canons, and other mechanical devices. They gain points by successfully maneuvering vehicles. Engineers start out with a engineering uniform (3).

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