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Character Class Creation





Character Classes



Character classes are descriptions of career, occupation, lifestyle, orientation, or other forms of broadly encompassing life choices. They are more than mere job choices; they are ways of living. There is a great deal of difference between someone who joins the army for a couple of years, and a career soldier who lives and breathes "gung ho," who devotes his life to making himself a better warrior.

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 Brainzilla's 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 every sense of the word), even though she may be alternating between her classes with each new level.

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.

Virtual Classes: If you possess all of the necessary requirements, all included skills, and all other requirements for a class, then you may virtually have that class. This means that you may receive any possible bonuses for that virtual class, and may advance in that class (gaining all normal improvements) when you increase in level. For example, Sheila is a third level scout, but she also knows all of the class skills of the syndic. In addition, Sheila knows mathematics, possesses the minimum attribute requirements for that class, and has 300 guilder in savings. Sheila wishes to become a syndic--so she'll have a "respectable" job--when she leaves the military. The Game Master allows her to be virtually a syndic, without the five months of training. Sheila is now a third level scout and first level syndic. When she goes up in level, she may choose either class to advance.

The character classes listed below are by no means exhaustive. Additional classes can easily be created by the Game Masters and players, and more classes will be detailed in future books.

Somewhat lesser devotion in occupational paths is to choose one or more skill suites. These are detailed in the Skills chapter.

The initial selection of classes listed in this work is as follows: the learned Apprentice Wizards, the deadly Martial Artists, the mysterious Darkling Phantoms, artfully-dodging Rogues, Soldiers and Scouts of the Kingdom of Formour, and the power-brokering Syndics.




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 will be detailed in later supplements.

Apprentice Wizard

Skill cost: 8 + 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

  1. +1 to all mystical proficiencies
  2. +3 saving throws vs. all magic
  3. Additional 2 lore skills
  4. Title: Wizard
  5. Increase Principles of Magic skill to master; +3 to saving throws vs. mental attacks & physical magic
  6. Gain 1 psionic trait or skill
  7. Status: Feared; +3 Willpower
  8. Title: Magus; Cross-training: select additional tradition
  9. Double effect for all mystical skills
  10. 8 attribute points to spread among: Willpower, Knowledge, &/or Awareness
  11. Gain supernatural trait
  12. Title: Grand Wizard; +4 reputation
  13. +2 all mental attributes; Status: Powerful
  14. Cross-training: gain additional magical tradition
  15. Title: Archmage
  16. Effect of all mystical skills now x10 instead of doubled

Per additional level: +1 all mystical proficiencies

Skills

Magic Lore/Principles of magic Apprentice
Mathematics Apprentice
Speak Language Apprentice—pick one
Glyph writing
Meditation
The Art of the Deal
Divination I—pick one
Hypnosis I
Lesser Protection Circle I






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

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

Bonus contact—master

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


Choose one category:

Grappler:
2 Holds
Ambidexterity
Instant Stand
Grab Attack I

Striker:
Intuitive Reflexes
Brawling I
Dodge I
Jumping I

Level bonuses

  1. +2 to initiative
  2. +1 to all mystical proficiencies
  3. +2 to all class proficiencies & +2 to all saving throws
  4. +1 to all class apprenticeships & +2 initiative
  5. +2 to Armour Class (one reflex, one fortitude)
  6. +1D8 Hit Points
  7. Select a mystic skill that can be used in combat—starts at journeyman or level III
  8. Title: Master & Statuses: Respected x2 & Feared x2
  9. Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III
  10. +3 initiative & +2 to hit and damage
  11. Mind-body link: +3 saves vs. illusions and immune to supernatural possession
  12. +2 to initiative, attack, damage, parry, & dodge
  13. 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
  14. Considered a True Master—any you teach will have this background if you also possess the Teaching skill
  15. Status: Well Known—you begin to attract admirers, potential students, and rivals
  16. Move without moving: once per battle you may retest your initiative & a free interrupt
  17. 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

Breakfall Apprentice
Juggling Apprentice
Timing Apprentice
2 Stances
Closed Fist Style
Hand Parry
Meditation
Shoulder Flip
Any 2 hand-to-hand proficiencies at level III or one at level IV
Take It Like a Man I
Tumbling I






Phantoms are a unique mix of mystic, thief, and warrior. They 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.

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—Agent/Liaison or Phantom—Assassins. The weak are weeded out early.


Phantom (Youngling)

Skill cost: 5

Requirements:
Minimum Grace: 10
Minimum Agility: 13
Gothic ancestry
Portents background (see below)
Must help support the organization
Training time: 9 months

+1D6 Hit Points

Bonus contact: local crime syndicate

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

Special: exclusive to "Darklings" organization

Level bonuses

  1. +1 to dodge, or +1 initiative
  2. +1 level to all class skills
  3. +1 to agility
  4. +3 skill levels to divide between either social skills or martial skills (choose 1 category only)
  5. An audience with The Darkling Lord
  6. +3 to saves vs. paralysis and +2 vs. shapeshift
  7. Must change class to either Phantom—Agent or Phantom—Assassin

Per additional level: not applicable

Skills

Accounting Apprentice
Ambidexterity
Glare I
Hand-to-Hand: Akijutsu I
Hiding I
Sleight-of-Hand I
Sneaking I






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 Appearance: 12
Training time: 20 days

+2D6 Hit Points

Bonus contact: All other local Phantom—Agents

Special: exclusive to "Darklings" organization

Level bonuses

  1. +3 personality & grace
  2. Gains 1D12x10 Guilder per month in bribes & tithes; Status: respected x2
  3. +1 to all social proficiencies; +2 to all saving throws
  4. +2 to all attributes
  5. 1 retest per encounter for any act involving deception
  6. Title: Master-Agent; pick one area of influence: noble families, crime, military, or bureaucracy
  7. Disappear: total time—2 hours/week, can still move but cannot interact with anything—for all intents & purposes you don't exist
  8. In charge of all local Darklings or may be asked to gain control of a new area; +3 to all saving throws
  9. 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

Dancing—Ballroom Apprentice
2 Additional Languages (start at Journeyman)
Blood-bonding Ritual
The Art of the Deal
Intimidation I
Make-up I
Temptation I






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 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 Willpower: 13
Minimum Strength: 12
Minimum Stamina: 15
Must undergo ritual to attune them to their own inner darkness
Training time: 12 hours (time it takes to survive the attunement ritual)

+2D12 Hit Points

Special: exclusive to "Darklings" organization

Level bonuses

  1. +3 wits & awareness
  2. Status: Feared; +1 to all martial proficiencies
  3. Signature Combat Move; +2 to all saving throws
  4. +2 to all attributes
  5. Can "step between" shadows: can teleport self to another large area of darkness within line of sight
  6. Title: Master of Assassins; +3 to-hit & damage
  7. Blur: +5 to Armour class—you leave "trails" of yourself behind in combat when you use this ability
  8. Status: Feared x2 (one additional); +3 dodge;
  9. 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 Blessing Apprentice
Timing Apprentice
Wayfarer Apprentice
Blood-bonding ritual
Florentine Style
Field Improvisation I
Intimidation I
Tracking I






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:
Minimum Agility: 9
Training time: 3 months

2 Bonus "Associate" contacts

Level bonuses

  1. +1 initiative, +1 dodge
  2. Increase all class proficiencies by +2
  3. Select an additional class skill
  4. Increase 1 class proficiency by +3
  5. +2 initiative
  6. Select 1 lore skill
  7. Select an additional class skill
  8. Increase 1 class proficiency by +2
  9. +1 Initiative, +2 dodge
  10. Sneak attack: double damage if your opponent doesn't expect to be assaulted
  11. 4 additional contacts, Buddy or Associate level
  12. 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 Apprentice
Hand-to-Hand: Street I
Hiding I
Lock-Picking
Pickpocket I
Sleight of Hand I
Sneaking I






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: Formorian

Skill cost: 6

Requirements:
Enlistment
Minimum Stamina: 12
Minimum Awareness: 10
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

  1. Gains Fletcher skill
  2. +1 to all weapon proficiencies
  3. +2 to all saving throws
  4. Select 2 additional martial skills
  5. +2 to Awareness & Common Sense
  6. +1 to all class skills
  7. Bonus trait: Healthy
  8. +3 "C" contacts from areas patrolled
  9. Recorder: retest on Knowledge check to remember anything ever heard
  10. +2 to all saving throws
  11. GPS: cannot get lost

Per additional level: +1 to all weapon proficiencies

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

Skills

Heraldry: Military Apprentice
Bow Maintenance
First-aid
Alertness I
Hiding I
Land Navigation I
Ranged Weapon: Bow I
Survival I: select any one
Walking I






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: Formorian

Skill cost: 8

Requirements: Enlistment
Minimum Stamina: 12
Minimum all other physical and mental attributes: 8 each
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

  1. +1 to all melee weapon skills
  2. 2 additional martial skills
  3. Increase all Branch skills 1 level
  4. Gain military history or tactics skill or +1 to both if already known
  5. Automatic promotion or opportunity for officer's academy
  6. +1 to all martial proficiencies
  7. Increase all martial apprentice skills 1 level
  8. +2 to all physical attributes
  9. Status: Feared & signature combat move skill
  10. Cross-train in new Branch
  11. Automatic promotion; +3 to Willpower, Stamina, Awareness, & Common Sense
  12. Just fade away: 1 retest on anything that would otherwise kill you
  13. Status: Powerful
  14. Double Life Points

Per additional level: +1 all martial proficiencies

Skills

Heraldry: Military Apprentice
Law: Formour Apprentice
Armour Maintenance: select one
Drill & Ceremony
First-aid
Military Procedures
Running
Weapon Maintenance: select one
Melee Weapon (polearm) I
Walking (marching) I

Plus branch skills






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 paycheck.

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 silver florins (or other equivalent hard currency). For a starting character, you have taken out a loan for the 300 silver coins. This is payable back at 5% monthly (return 315—after the first month pay 330.75 florins, then 347.2875 florins, 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: Mathematics skill
Minimum Personality: 12
Minimum Knowledge: 12
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 florins/ducats in cash (or 15 guilder, or 75 bezants, or the equivalent); this is a loan for starting characters instead of a bonus


* 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.

Level bonuses

  1. Can use Boasting for others; increase Mathematics to journeyman
  2. Add the following skills: Appraisal, Eavesdropping, Operations, & Temptation
  3. +3 Additional contacts: bureaucrat, cambist, fence, herald, loremaster, minstrel, noble, syndic, or travelling merchant
  4. +2 to all class proficiencies
  5. Status: Wealthy
  6. Increase all class apprentice skills one level
  7. Can use their increased Reputation gain class trait on others*
  8. If you possess the Scrounging skill, you may use it to scrounge-up needed people
  9. Status: Wealthy x 2 (one additional)
  10. +3 to saves & gains one free retest per day or game session for saving throws
  11. +3 on all social proficiencies
  12. Select any 2 statuses

Per additional level: +2 to any social skill

Skills

Accounting Journeyman
Heraldry Apprentice
Public Speaking Apprentice
Boasting
Etiquette
Literacy
The Art of the Deal
Administration I
Bartering II
Diplomacy I






Character Class Creation


For those desiring to create their own character classes. This need not be a difficult task. A new class can be created to define a role—such as a courier or barbarian class—or a player may wish for her character to create a new niche in the world of Midian.

To create a new class, first determine what skills are needed to perform the class's duties. The skill cost of this class is generally slightly lower than the number of skill points needed to learn these skills separately. Next decide on any necessary requirements or bonuses of the new class.

Finally a rough estimate of how long it should take for someone to learn this class and some ideas for level advancement bonuses. These bonuses need not be decided now, but knowing that you will be gaining a new choice ability at a given level is something to look forward to as a player.