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