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Character Classes

 

 

            Character classes in Midian are optional for your character.  This both is and is not a class-based game.  First off, by character class, we mean occupational skills, rather than social stature or a measure of refinement (as in “having no-class”).  The game is class-based in that: where would a fantasy game be without knights, wizards, or rogues?  Character development relies heavily on increasing levels in a character class.  It is also non-class-based in that you are not obligated to take a class; you can just buy whatever skills you desire with your skill points (based on your knowledge attribute).  Choosing a class, however gives a list of skills that is somewhat cheaper than those same skills would be if chosen separately.  Classes also may grant bonuses to attributes, saving throws, or hit points, and may grant titles or status as well as bonus starting equipment.  Basing the purchase of a character class on skill points from the knowledge attribute enables only more intelligent characters to gain more education-intensive classes as well as grants all characters the option of being jacks-of-all-trades that defy class stereotypes and restrictions. 

 

            You can choose more than one class during character creation if you have enough skill points (as well as meet the other qualifications).  You can also gain an additional class (or your first one if you were previously using the jack-of-all option) during play if you can find someone who can—and is willing to—teach you.  Skill points do not apply to classes gained after character generation—training time however still does.  Treat this as though you are learning a giant skill package—in essence, you are.  Multi-classed characters can only gain experience levels in only one class at a time.  For example, let’s say Brainzilla has enough skill points to purchase three classes during creation (i.e. Brainzilla’s player is cheating).  When she achieves second level, she must choose which class gains a level; the other 2 remain at first level.  When she achieves third level, she must decide which one to increase again.  Note that the total character level is now 3rd level; thus she is entitled to anything that means—such as gaining an extra attribute point, or being able to petition the Game Master for an increase in apprentice-type skills.  Increases to skills gained from increasing level in a class are done after the increase for total level.  For example:  a soldier in the Formorian military gains +1 to all melee weapon skills for gaining 2nd level.  This is in addition to the possible increase to those skills for gaining 2nd level that all characters can gain.  Experience point progression is based on total character level rather than per-class; i.e. Brainzilla requires the same number of points to gain 4th (total) level as Ug, who has no class (in both senses of the word), even though she may be alternating between her classes with each new level. 

 

            One of the features of this game system is that character classes are stackable.  You may freely multi-class (as long as you meet the requirements), and some classes are exclusively stacked on top of another class.  Examples of this include:  traditions for wizards, Phantom-agents and assassins, and branches of the Formourian military.  There are no penalties for multi-classed characters (slow growth is its own punishment).  A cat burglar (rogue class) could discover (steal) a nethermancer’s workbook & use that item to begin her study of magic.  She could then change her class to apprentice wizard & never take another level of rogue again, whether she was a 1st level rogue or 12th level. 

 

            Character classes may have additional requirements other than the skill point cost such as specialized training, minimum attributes, traits, backgrounds, literacy or other skills, status, social rank, special equipment, total character rank, or even a certain level of another class. 

 

 

Apprentice Wizard     Martial Artist     Phantom     Rogue     Scout     Soldier     Syndic

 

 

 

 

Apprentice Wizard

            Apprentice wizards have the potential to become some of the most powerful figures amongst all the kingdoms.  It is fortunate for most folk that the long hours of study required tend to make for poor people skills; many mages prefer to seclude themselves away and guard their secrets jealously.  Years of discipline hone the young apprentice’s mind into a powerful Archmage.  Many wizards also belong to a magical tradition that grants them additional abilities.

 

Apprentice Wizard

Skill cost:  10+tradition cost

Requirements: 

Minimum willpower:  13

Literacy

Must have teacher or workbook(s)

 

Training time:  6 months minimum study; double if self-taught

Indefinite apprenticeship

 

Bonus equipment:  workbook, also called spellbook, or book of shadows

 

Bonus contact—mentor

Or (if self-taught) possibility of undiscovered secrets in reference books

 

Level bonuses

2.   +1 to all mystical proficiencies

3.   +3 saving throws vs. all magic

4.   Additional 2 lore skills

5.   Title:  Wizard

6.   Increase Principles of Magic skill to master; +3 to saving throws vs. mental attacks & physical magic

7.   Gain 1 psionic trait or skill

8.   Status:  Feared;            +3 Willpower

9.   Title:   Magus; Cross-training:  select additional tradition

10.        Double effect for all mystical skills

11.        8 attribute points to spread among:  Willpower, Knowledge, &/or Awareness

12.        Gain supernatural trait

13.        Title:  Grand Wizard; +4 reputation

14.        +2 all mental attributes; Status:  Powerful

15.        Cross-training:  gain additional tradition

16.        Title:  Archmage

17.        Effect of all mystical skills now x10

Per additional level:  +1 all mystical proficiencies

 

 

Skills

 

Principles of magic

 

Hypnosis

 

Protection circle:  simple

 

The art of the deal

 

Glyph writing

 

Mathematics

 

Meditation

 

Divination—pick one

 

Speak language—pick one

 

Select 3 additional rituals

 

 

 

 

 

Martial Artist

 

            These are the masters of hand-to-hand combat.  They train their bodies to become living weapons. 

 

 

Martial Artist

Skill cost:  12

Requirements: 

Minimum Willpower:  12

Minimum Agility:  9

Minimum Stamina:  11

 

 

Training time:  12 months minimum study; triple if self-taught

Indefinite apprenticeship

 

+1 to all physical attributes

+1 to Wits, Awareness, & Speed

 

Bonus background:  Trained by a True Weapons Master—for martial artists this also applies to hands and feet

 

Bonus contact—master (“A” level)

 

Special:  martial artists are a small community—your reputation is effectively doubled for others of your class

 

 

Choose One:

 

Grappler:  2 Holds

Ambidexterity

Grab

Instant Stand

 

 

Striker:  Brawling

Dodge

Intuitive Reflexes

Jumping

 

Level bonuses

2.      +2 to initiative

3.      +1 to all mystical proficiencies

4.      +2 to all class proficiencies & +2 to all saving throws

5.      +1 to all class apprenticeships & +2 initiative

6.      +2 to Armour Class (one reflex, one fortitude)

7.      +1D8 Hit Points

8.      Select a mystic skill that can be used in combat—starts at journeyman or level III

9.      Title:  Master & Statuses:  Respected x2 & Feared x2

10.  Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III

11.  +3 initiative & +2 to hit and damage

12.  Mind-body link:  +3 saves vs. illusions and immune to supernatural possession

13.  +2 to initiative, attack, damage, parry, & dodge

14.  The Glow:  your hands & feet glow when you strike or parry, by 18th level, your whole body glows enough to be seen in bright daylight; this effect is voluntary

15.  Considered a True Master—any you teach will have this background if you also possess the Teaching skill

16.  Status:  Well Known—you begin to attract admirers, potential students, and rivals

17.  Move without moving:  once per battle you may retest your initiative

18.  One-inch punch:  once per battle you may automatically hit for maximum damage—even with only one inch to swing

Per additional level:  +1 all martial proficiencies

Per additional even level:  +1 all mystical proficiencies

 

 

Skills

 

Any 2 hand-to-hand proficiencies at level III or one at level IV

 

2 Stances

 

Breakfall

 

Closed Fist Style

 

Hand Parry

 

Juggling

 

Meditation

 

Shoulder Flip

 

Take It Like a Man

 

Timing

 

Tumbling

 

 

 

 

 

Phantom


            This is a unique mix of mystic, thief, and warrior.  Phantoms are members of an organization known as the “Darklings.”  The organization has its claws in major crime syndicates, noble families, thieves’ guilds, and the military.  They are found primarily in areas inhabited by Goths (parts of Formour and Byzant), but their influence reaches far and wide. 

 

            Powerful phantoms are specialized in their respective fields.  They are either feared slayers of men or unequalled in the subtle social environment. 

 

            Leaving or betraying the organization is whispered to bring a fate far worse than death… 

 

            None of the phantom classes receive the normal +1 to reputation per level that other characters get.  Those looking for fame are in the wrong line of work.  

 

            Game Master note:  yes, I know we boned this class hard.  The point is that the phantoms in training are being watched by their superiors to find those that have the potential to become either phantom-agents or phantom-assassins.  The weak are weeded out early.

 

Phantom (Youngling)

Skill cost:  5

Requirements:

Minimum 13 agility

Minimum 10 grace

Gothic ancestry

Portents background (see below)

Must help support the organization

 

Training time:  9 months

 

+1D6 Hit Points

 

Does not gain automatic reputation increase

 

Bonus contact:  local crime syndicate

 

Special:  only available to those born during a storm (portents background)

 

Special:  exclusive to “Darklings” organization

 

Level bonuses

2.   +1 to dodge, +1 initiative

3.   +1 level to all class skills

4.   +1 to agility

5.   +3 skill levels to divide between either social skills or martial skills (choose 1 category only)

6.   An audience with The Darkling Lord

7.   +3 to saves vs. paralysis and +2 vs. shapeshift

8.   Must change class to either Phantom-Agent or Phantom-Assassin

Per additional level:  not applicable

 

Skills

 

Hand-to-Hand:  Akijutsu

 

Hiding

 

Sneaking

 

Sleight-of-Hand

 

Glare

 

Ambidexterity

 

Accounting

 

 

 

 


            The masters of deception, diplomacy, and stealth, phantom-agents are the liaisons between all levels of their organization and are the eyes and mouths of the Darkling Lord.  They control the influences of the organization and manipulate the pawns on the chessboard:  Younglings, nobles, criminal masterminds, and player characters alike.

 

Phantom-Agent

Skill cost:  not applicable

Requirements:

8th level Phantom (youngling)

Minimum 12 appearance

 

Training time:  20 days

 

+1D6 Hit Points

 

Bonus contact:  All local Darkling-Agents

 

Special:  exclusive to “Darklings” organization

Level bonuses

8.   +3 personality & grace

9.   Gains 1D12x10 Guilder per month in bribes & tithes; Status:  respected x2

10.        +1 to all social proficiencies; +2 to all saving throws

11.        +3 to all attributes

12.        1 retest per encounter for any act involving deception

13.        Title:  Master-Agent; pick one area of influence:  noble families, crime, military, or bureaucracy

14.        Disappear:  total time-2 hours/week, can still move but cannot interact with anything—for all intents & purposes you don’t exist

15.        In charge of all local Darklings or may be asked to gain control of a new area; +4 to all saving throws

16.        Second audience with the Darkling Lord:  this time it’s a real conversation… (Game Masters have fun)

Per additional level:  +1 to all social proficiencies

Per additional even numbered level:  +1 to all saving throws

 

 

Skills

 

Blood-bonding ritual

 

Intimidation

 

2 Additional Languages (starts at journeyman)

 

Dancing-Ballroom

 

Make-up

 

Temptation

 

The Art of the Deal

 

 

 

 

 


            The strong hands of the Darkling Lord are the phantom-assassins.  These mystical warriors of the night are created through a ritual known only to a few within the Darkling hierarchy.  This ritual involves—among other tortures—drowning the prospective assassin in a sensory-deprivation chamber; only those who are strong of mind and body emerge alive—you must roll for system shock to survive.  These are the true masters of the shadows. 

 

Phantom-Assassin

Skill cost:  not applicable

Requirements:

8th level Phantom (youngling)

Minimum 15 stamina

Minimum 12 strength

Minimum 13 willpower

Must undergo ritual to attune them to their own inner darkness

 

Training time:  12 hours (time it takes to survive the attunement ritual)

 

+1D12 Hit Points

 

Special:  exclusive to “Darklings” organization

Level bonuses

8.   +3 wits & awareness

9.   Status:  feared; +1 to all martial proficiencies

10.        Signature Combat Move; +2 to all saving throws

11.        +3 to all attributes

12.        Can “step between” shadows:  can teleport self to another large area of darkness within line of sight

13.        Title:  Master of Assassins; +3 to-hit & damage

14.        Blur:  +5 to Armour class—you leave “trails” of yourself behind in combat when you use this ability

15.        Status:  feared x2; +5 dodge;

16.        Second audience with the Darkling Lord:  this time it’s a real conversation… (Game Masters have fun)

Per additional level:  +1 to all weapon proficiencies

Per additional even numbered level:  +1 to all saving throws

 

 

Skills

 

Blood-bonding ritual

 

Intimidation

 

Wayfarer

 

Florentine Style

 

Tracking

 

Field Improvisation

 

Blood Blessing

 

Timing

 


 

 

 

 

Rogue

 

            Rogues are those who live by their wits & skills rather than sword or spell.  They are often from the lower classes of society, having neither the education to be a mage or professional craftsman nor the fortitude necessary for working the fields or in the military.  Rogues are the street urchins, pickpockets, & smugglers.  They range the gambit from near-feral street rats to safecrackers with at least as much pride & skill in their profession as the person who actually made the safe. 

 

Rogue

Skill cost:  4

Requirements:  9 Agility

 

Training time:  3 months

 

2 Bonus "C" contacts

Level bonuses

2.   +1 initiative, +1 dodge

3.   Increase all class proficiencies by +2

4.   Select an additional class skill

5.   Increase 1 class proficiency by +3

6.   +2 initiative

7.   Select 1 lore skill

8.   Select an additional class skill

9.   Increase 1 class proficiency by +2

10.        +1 Initiative, +2 dodge

11.        Sneak attack:  double damage if your opponent doesn't expect to be assaulted

12.        2 additional contacts, "B" or "C"

13.        Increase all class proficiencies by +2

 

Per additional even numbered level:  +1 to initiative

Per additional odd-numbered level:  +2 to one class proficiency

 

 

Skills

 

Streetwise II

 

Select 4 from the following list:

 

Appraisal

 

Hand-to-Hand:  Street

 

Hide

 

Pick Locks

 

Pick Pockets

 

Sleight of Hand

 

Sneaking

 

 

 

 

 

Scout

 

            Scouts are the eyes and ears of the Formourian military.  They form largely self-sufficient units that patrol ahead of the regular army to find the enemy.  They also act as guides and escorts.  While they are not used as front-line troops, scouts do go on a number of missions that use their specialized training.  Scouts are able to go into an enemy’s territory with little more than their bow and a big grin and emerge 3 months later with the battle plans; leaving their opponents with missing supplies and a few bridges.  Scout lore mentions a few anonymous half-Formourian royals being spawned a few months after they leave an area. 

 

Scout

Skill cost:  6

Requirements:

Enlistment

Minimum 12 Stamina

Minimum 10 Awareness

 

 

Training time:  4 weeks

 

+1D6 Hit Points

Special:  area familiarity

Special:  puts up with less military crap than other soldiers

Bonus equipment:  special—see Formorian military section

Special:  if active duty:  steady income, hierarchy, access to equipment

Special:  if former military:  no income, no hierarchy, less equipment

Level bonuses

2.   Gains Fletcher skill

3.   +1 to all weapon proficiencies

4.   +2 to all saving throws

5.   Select 2 additional martial skills

6.   +2 to Awareness & Common Sense

7.   +1 to all class skills

8.   Bonus trait:  Healthy

9.   +3 “C” contacts from areas patrolled

10.        Recorder:  retest on Knowledge check to remember anything ever heard

11.        +2 to all saving throws

12.        GPS:  cannot get lost

Per additional level:  +1 to all weapon proficiencies

Per additional even numbered level:  +1 to all saving throws

 

 

Skills

 

Alertness

 

Bow Maintenance

 

First-aid

 

Heraldry:  Military

 

Hiding

 

Land Navigation

 

Ranged Weapon:  Bow

 

Survival:  select one

 

Walking

 

 

 

 

Soldier


            Soldiers in the Formorian military receive a high degree of training.  Each soldier receives basic combat training in addition to specialized training in a branch such as infantry or cavalry.  For former soldiers, you may multi-class with this class at 1st level and take another class for further advancement (if you have enough skill points).  See the section on the military in the Formorian country information. 

 

Soldier—Formourian

Skill cost:  8

Requirements: 

Enlistment

Minimum 12 stamina

Minimum 8 all other physical and mental attributes

 

Training time:  4 weeks;

            2 year enlistment

 

+1D8 Hit Points

 

+2 Stamina

 

Bonus contact:  Army buddy

 

Bonus equipment:  special—see Formorian military section

 

Special:  if active duty:  steady income, hierarchy, access to equipment

 

Special:  if former military:  no income, no hierarchy, less equipment

Level bonuses

2.   +1 to all melee weapon skills

3.   2 additional martial skills

4.   Increase all Branch skills 1 level

5.   Gain military history or tactics skill or +1 to both if already known

6.   Automatic promotion or opportunity for officer’s academy

7.   +1 to all martial proficiencies

8.   Increase all martial apprentice skills 1 level

9.   +2 to all physical attributes

10.        Status:  Feared & signature combat move skill

11.        Cross-train in new Branch

12.        Automatic promotion; +3 to Willpower, Stamina, Awareness, & Common Sense

13.        …Just fade away:  1 retest on anything that would otherwise kill you

14.        Status:  Powerful

15.        Double Life Points

Per additional level:  +1 all martial proficiencies

 

 

Skills

 

Armour maintenance

 

Drill & Ceremony

 

First-aid

 

Heraldry:  Military

 

Law:  Formor

 

Melee weapon (polearm)

 

Military procedures

 

Running

 

Walking (marching)

 

Weapon maintenance

 

 

Plus branch skills

 

 

 

 

           

 

Syndic

 

            Syndics are financiers, agents, liaisons, councillors, brokers, prefects, chancellors, major-domos, and seneschals of the affairs of others.  They are valuable additions to a group (either as a player or non-player character) that loans money, finds employment, gets the best deals, arranges lodging and transportation, provides banking and insurance, and knows the right people to make things happen.  The relationship between the syndic and the rest of the group depends on perspective—from the point of view of the soldiers, wizards, and rogues, the syndic works for them managing money and minute details so that they can focus on the important tasks:  killing, robbing, and mayhem.  From the syndic’s perspective, the group is hired hands that pay her rather than demand a pay check. 

 

            Syndics live and die by gold rather than the sword.  Syndics need operating currency.  This is to loan (with interest) to other players, hire experts, and set up an office.  To learn this class after character generation (as a multi-class), you must have 300 gold guilder (or other equivalent hard currency).  For a starting character, you have taken out a loan for the 300 gold coins.  This is payable back at 5% monthly (return 315—after the first month pay 330.75 gold, then 347.2875 gold, etc.  This money may not be used to purchase extra equipment before play begins.  All expenditures with this money must be spent during game play. 

 

 

Syndic

Skill cost:  8

Requirements:  

Minimum Personality:  12

Minimum Knowledge:  12

Mathematics skill

 

 

Training time:  5 months; double if self-taught

 

 

Special:  Double the number of starting contacts

 

Special:  Reputation increases by 2 per level rather than only one

 

Capital:  300 gold coins in cash; this is a loan for starting characters instead of a bonus

Level bonuses

2.      Can use Boasting for others; increase Mathematics to journeyman

3.      Add the following skills:  Appraisal, Eavesdropping, Operations, & Temptation

4.      +3 Additional contacts:  bureaucrat, cambist, fence, herald, loremaster, minstrel, noble, syndic, or travelling merchant

5.      +2 to all class proficiencies

6.      Status:  Wealthy

7.      Increase all class apprentice skills one level

8.      Can use their increased Reputation gain class trait on others*

9.      If you possess the Scrounging skill, you may use it to scrounge for people

10.  Status:  Wealthy x 2

11.  +3 to saves & gains one free retest per day or game session for saving throws

12.  +3 on all social proficiencies

13.  Select any 2 statuses

Per additional level:  +2 to any social skill

 

 

Skills

 

Accounting (journeyman)

 

Administration

 

Bartering II

 

Boasting

 

Diplomacy

 

Etiquette

 

Heraldry

 

Literacy

 

Public Speaking

 

The Art of the Deal

 

 

*Anyone hiring a syndic who is of sufficient level (or everyone in the players’ group) gains 2 reputation per level rather than only one, as normal.  This takes place whenever they gain a level and is not retroactive.  This only applies if the syndic represents his or her employer’s affairs.  Anyone who wishes to use the services of a syndic anonymously, or without public notice, would not gain this benefit.