Post by Frederic Bourgault-Christie on Nov 21, 2005 1:49:23 GMT -5
See the Rifts section for some classes. Also see GameFAQs for relevant video games that have classes (Final Fantasy Tactics, Final Fantasy 5, Golden Sun, etc.)
Natural
Natural Classes
Magi
Magis are listed as a class, even though they are technically a mutation. Why? One will choose the race of the Magi first, to determine biological abilities, later access to Jobs, etc. Then the person will be a Magi. Being a Magi requires developing one’s natural abilities. It comes at the cost of having little formal occupational training like the rest of the classes. Magis are, needless to say, one-in-a-billion mutations – of the entire human race on Earth, under ten were natural Magis, and four were at least partially from the same genetic structure.
Procedure: This is fairly simple. Choose an Idea that your character mystically represents. Fred was Power, DF was Blood, the two fused are Hope, Fonnie is Science, Varian is Reality, Sylphana is Nature, Naksarab is Cosmos, Whitie is Rage, and Blackie is Harmony, to list some of the existing ones.
Advantages:
Supernatural physical attributes.
Natural magical abilities that develop with experience. Most begin with flight, the capacity to Etherealize for brief moments, a minor form of manipulating telekinesis, enhanced regeneration, invisibility, and energy expulsion.
The eventual ability to become a Universal Magi.
Disadvantages:
Limited formal magic skills. If you were naturally able to perform ten-digit calculations, would you master arithmetic or a calculator? No. But if you needed those basics to do algebra, would you be crippled? Yes. Magis are so in tune with magic naturally that they have only limited abilities to learn it formally. Of course, when they do learn, they are phenomenally talented and varied.
Vulnerability to certain attacks that harm creatures of magic. This used to not be too much of a problem, but after the Magis did so much harm to evil during the period of the Old Guard, every serious opponent developed some way of neutralizing the Magis.
Can’t step very far outside of the basic idea chosen at the start.
Advancing to Universal Magi-hood is tremendously difficult.
Psychic
Superpowered
Occupational
Moogle Gadgeteer
Governing Affinity: Tech AND Magic
The Gadgeteer is an odd class. It does design gadgets for usage and use claws for weapons, but more importantly, it uses special little items out of a small chest that affect entire battles. Unfortunately, the low cost of most of the techniques comes at a price: there is a 50/50 chance for either a negative spell to strike every ally or a positive spell to strike every foe. Gadgeteers try to find ways of limiting this effect and pushing the odds in their favor, but it is best if they are working with someone who can manipulate probability in some way (or if they themselves have the Blessed Trait).
Blado Randce
The Blado Randce are the swordsmen and weapon masters of the Banbar. Ever since Thrash Ranari made the Banbar martial arts popular, many have begun to train under Banbar masters for various disciplines (including Thrash himself). An initial investment of 3 Class Points garners two schools, and each school thereafter costs 2.
Thrash’s Ahmoqa: This is for someone who wants to have a smattering of all the techniques, as well as access to Thrash’s own techniques.
Requirements: At least three requirements met for the other classes.
Optional Skills: 3.
Irfry Ahmoqa: A phenomenal offensive art, involving thrusts and slashes, along with some fire skills and utilization of friction. The Irfry Ahmoqa
Requirements: Willpower of at least Very High Human, because it involves training with metal practice swords that are burning hot.
Available Abilities: Irfry Ahmoqa Techniques,
Optional Skills: 2
Waer Ahmoqa: A art with good mixes of defense and offense, capable of piercing defenses and glancing blows aside like water. It also teaches phenomenal underwater combat skills, including the ability to move through water as if it were air or solid, alternately!
Requirements: Precision of at least High Human.
Available Abilities: Waer Ahmoqa Techniques
Optional Skills: 2.
Ayrt Ahmoqa: A class that more closely favors offense than the Waer Ahmoqa. It focuses upon sound, vibrations, and so on. Some of the abilities turn the impact of metal upon metal into a boon for the Blado Randce and a bane for her opponent; others unleash powerful attacks, such as the Vacuum Chakra.
Rath Ahmoqa: The most defensive of the schools, the Rath Ahmoqa uses the earth as a weapon, discharging shockwaves and conjuring the power of stone to serve as defense.
Thrum Ahmoqa: The Thrum Ahmoqa is the anti-magic school. It involves causing magic to leak from targets, breaking certain locations necessary to magical flow, etc.
Dowsha Ahmoqa: The Dowsha Ahmoqa is a multi-weapon school. It involves creating a shadow copy of whatever blade is being held, as well as juggling weapons in a complex manner of combat and making shadow arms. It also does delve somewhat in the realm of the Dowsha Limbce.
Felsch Ahmoqa: The Felsch Ahmoqa is the pure technique school. It combines the ability to break weapons and limbs, shatter abilities, and lower attributes.
Martial Arts
Martial Arts cost various amounts of Class Points. Why aren't they considered a normal skill? Because they involve attribute bonuses, requirements, and because they require a good amount of investment to be truly worth it. You can choose a martial art as a Skill, but it accrues no attribute bonuses or unique techniques. Martial Arts use Ki or Technique as their Governing Affinity.
Aikido: 1-3.
Commando: 2-3.
Fencing: 1-2.
Boxing: 1-2.
Wrestling: 1-2.
Jeet Kune Do: 1-3.
Futae no Kiwami: 2-5. This is a rarer art, taught only in its earliest forms by Sanosuke Sagara and Anji, the Bodhisattva of the Shining King. It involves rolling one’s knuckles to inflict multiple consecutive strikes so as to fully transmit force into an object and reduce its resistance to something close to zero. An advanced Futae no Kiwami expert encounters no resistance from ever harder materials – the only upward limit for breaking them is her Strength.
Accessible Abilities: Any Futae no Kiwami technique (obviously being the only class able to learn it), Body Hardening, Martial Arts Techniques
Siprt Limbce
Governing Affinity: Magic, Ki, Psi
The Siprt Limbce is a venerated name of Banbar culture. They are the resident shamans, fitting the role of all-purpose spell caster, medicine doctor, fetish keeper, loreholder, combat magician, explorer of the realm of spirits, and untold other tasks, all in one. Siprt Limbce gain their most formidable powers by seeking out powerful spirits, everything from ancestors to the essences of the great beasts of the Banbar Mountain (the Blade Dragons, Bulwark Tortoises, Carrion Tigers, Holy Firebirds, etc.) Siprt Limbce can summon and/or transform into the spirits they have gained the blessing of!
Atlas Dragon (responsibility, duty)
Blyt-Dzrail (martial honor,
Carrion Tiger (betrayal, viciousness, plundering the dead)
Wuldrak Ortise (energy, quiet strength, defensiveness)
Skyimsth
Holy Firebird/Sanctum Firebird (speed, short life, sacrifice)
Dworl Maymon (World Demon, science, psionics, temptation of worldly knowledge)
Zale Maymon (Zeal Demon,
Impral Ortise (Primal Tortoise, defends that which the world is built on, master of the Primal Steel, incarnation of the primal world)
Skince Spaker
Governing Affinity: Tech, Psi, Magic
The worldly equivalent to the Siprt Limbce, the Skince Spaker is combination technologist, theoretical mathematician, philosopher, scholar, scientist, librarian, and similar. Their spell and psychic limitations are a bit more stringent, keeping them firmly within magic useful for their work, but their mastery of the supposed spirit of science makes them in high demand among universities.
Cryo
Mech Dreamer
Mech Dreamers are psychics who use a combination of reality manipulation, telekinesis and telemechanics to spontaneously build robots out of junk! Their formal skills are a little to be desired, however, and thus they frequently take training as a Skince Spaker or similar.
Jistis Spaker
Psi-Druid
Blaster
Booster
Burster
Freezer
Soaker
Psi-Nullifier
Cyber-Knight
Cosmo-Knight
Blado Forjta
Governing Affinity: Magic or Ki or Tech
The Blado Forjta are the resident smithies and weapon enchanters of the Banbar. They can make normal weapons like a master, but in order to make their paranormally good weapons, they must use three of their tricks of the trade.
Blado Forjtas can simply cast a spell into their Forging Flame or have a fellow weapon enchanter do it during the process, but in order to gain truly powerful buffs to place on their weapons, they must make spirit journeys, usually with Siprt Limbces as guides.
Abilities:
Forging Flame: This quicksilvery-hot metal is a beauty of the spirit world’s blessings. It can be thawed and turned to solid metal and then back again in a moment’s notice, it can stick together as if gelatin to make flails or whips of pure flame, and the Blado Forjta and his allies are immune to its flame! This induces the element of fire into weapons, which is believed to be necessary in order to allow it to feel natural in the hands of hot-blooded warriors. Forging Flame can be conjured virtually anywhere. Some Banbar will drink a swig of rum or vodka, imbue it with the Forging Flame, and spit the combination as a thick spray of napalm.
Heaven’s Forge: The second technique of the Blado Forjta is to call down heavenly lightning. This lightning is used to finally seal the Forging Flame when the Forjta has finished hammering it into place with his hammer. The lightning will contain the last code that defines the unfinished abilities of the weapon, and this code is written in the Siprt Sicrpt, the Banbar holy language which resembles ornate calligraphic cursive.
Skyimsth’s Hammer: Reputed to be a moral copy of the hammer used by the forging god Skyimsth, this hammer is formed out of what appears to be a soft cloud. When it is used, it will alternately glow white, red, black, or whatever other color, depending on what the Blado Forjta is adding.
Taing Stif
The Taing Stif are the Giant Fists, the wrestlers and brawlers of the Banbar. The Taing Stif is a remarkably capable art. It combines grappling, effective parries, ki manipulation, defense, soft and hard attacks, etc.
Abilities:
Lal Rabrak Stif: The All Breaking Fist is capable of breaking virtually anything. The Taing Stif learns how to turn the unique weaknesses of the object under assault against it. For example: Metal, while being hard, is frequently brittle. The Taing Stif thus discharges force to make the metal warp and bend rather than break.
Dragoon
Governing Affinities: Magic AND Tech
The classic class, Dragoons have leaping abilities virtually unparalleled anywhere else. They also learn to channel the spirit of dragons into magic, use various dragon breaths, and gain attacks to harm, kill and tame dragons. A well-balanced class, they do tend to come a little weak in support abilities, and their strongest attack leaves them mostly incapable of assisting allies. A Dragoon meat-shield is not being used for her best abilities.
Maymon Slaytker
The Banbar demon hunters, Maymon Slaytkers practice a number of arts to enhance themselves and debilitate their demonic foes, before stepping in for the kill.
Maymon Stif: Effectively Demon Wrestling.
Ahmoqa of the Mask: The Maymon Slaytker uses specially designed masks to add onto her abilities
Ahmoqa of the Needle: The Maymon Slaytker uses acupuncture needles and blow-gun darts, often poisoned, often not. They will add pinpricks of their blood to energize the needles, strike at pressure points to induce pain, etc.
Ahmoqa of Sun, Smoke and Fire: The Maymon Slaytker uses things associated with the sun and fire to strike at enemies.
Ahmoqa of Shadow, Mirrors and Water:
Ahmoqa of Music:
Ahmoqa of the Mind:
Ahmoqa of Magic:
Thrum Ahmoqa: The same as the Blado Randce school.
Samurai
Mystic Gambler
Slot:
Coin Toss:
Dice:
Contadora Samurai
Iglesia Contadora was a Jorochim Islander who wanted to bring his homeland more glory. He decided to take the responsive rhythm of the dancing of the islands and turn it into a deadly sword art. Contadoras become very attuned to the movement of physical force, following it with equal and opposite force. This effectively makes it among the ultimate defensive arts. The body subconsciously moves to precisely the location the opponent does. Harder and harder strikes by the opponent are absorbed by taking the resultant movement and force in the air and turning it into muscular strength. Contadora Samurai do have a few weaknesses. For one, they are highly defensive – they rely upon the opponent running out of energy or making a mistake. An opponent, such as a Blado Randce, who can turn ever-more prolonged fights into an advantage, can defeat Contadora Samurais. (Indeed, Iglesia’s first loss was to Thrash Ranari). They also tend to be anti-swordsman, and more importantly, anti-one swordsman. They are thus used to defeat the opponent’s best melee fighters and not to hold the battle. Iglesia taught his students to garner an offensive art as well to augment their phenomenal defense.
Rasmusson Adept
Tobias Rasmusson was sick of pure elemental magic. Being a scientist by disposition, he was tired of the archaic Oriental and Grecian notions of the universe being composed of four or five elements. He thus decided to combine a number of other magical principles and create an art based around manipulating the true universal forces: electromagnetism (carried by photons and manifesting in all forms of radiation, from heat to light), gravity (carried by gravitons), negative gravity (the force posited to explain for universal expansion), the strong force (that which keeps protons and neutrons in a nucleus together), and the weak force. His school gained a name for itself, being capable of causing spontaneous fission, fusion, manipulating gravity, and wreaking havoc with technology. His work as an Old Guard member sealed his role as the founder of a new school of magic.
Ninja
Ninja are of such
Cryo
Death Walker
Governing Affinity: Magic
Death Walkers are the basic Necromancer type. They are resistant to the effects of creatures of the night, making them harder to transform into zombies, werewolves, vampires, etc. They get access to an array of summoning, harm-inflicting, curing, animating, decay-inducing, and umbramantic spells. This comes at the cost of virtually no non-magical combat skill, however.
Abilities:
Power through Numbers: The Death Walker forms a power-sharing matrix between him and his summoned monsters, making him and his monsters stronger the more of them there are.
Animate the Dead: The ability to animate the dead has reached such a level of mastery that the Death Walker can use it as a cantrip, creating a horde out of readily available bodies quickly.
Create Mummies and Zombies: The Death Walker has experience in creating more advanced hordes of the undead than simply animating whatever happens to be in his way.
Night of Vengeance: By utilizing the grief and torment of an unjustly killed corpse, the Death Walker can bring a victim of foul play back to life for one night of vengeance. While he does not control this undead, he can misdirect and misguide the victim, who may not have a clear knowledge of what precisely happened to her. When the undead perceives that she has been avenged, she returns to the earth, and this spell will no longer work to revive her (unless the Death Walker can, through using means to commune with spirits, convince her that she has been misled.)
Affinity with the Night (Merit): The Death Walker is immune to transforming bites from creatures such as werewolves, zombies, etc., and these creatures extract little to no nourishment from him. He also can recognize these beasts instantly under ordinary circumstances.
Bind Limbs and Body Parts: The Death Walker can expend a minor amount of magic to keep a dead body part (arm, leg, skull, brain, etc.) on the character for long periods of time. Death Walkers will do this to appear intimidating, even if they do not use the advantages garnered by an extra pair of limbs to make somatic incantions, an extra head to cast spells, a skull to gain knowledge, etc.
Available Schools: Summoning, Necromancy,
Gladiamori/Warborn
Class Points: 4-7
Governing Affinities: Tech and Magic
Gladiamori are battle necromancers. They combine a deadly martial art, abilities reminiscent of the Horseman of War, warcries, and necromancy for a destructive combination.
Abilities:
Union with Weapons – The character can unite with a weapon, the flesh undulating and oozing to surround the armament. For example: A Warborn could pick up an AK-47, grab the handle, and let the handle and stock ooze into his hand. An AK-47 barrel would then stick out in lieu of a hand.
Bodily Payload – The flipside of Union with Weapons. By expending either a minor amount of health or magic, the character can essentially have a permanent supply of bullets, E-clips and missiles.
Bind Limbs and Body Parts – Identical to Death Walkers. Warborn will often keep two hands open for somatic gestures and for weapons not appropriate to unite with, then have two to four extra limbs to hold guns.
Warcry – The beginning Warcry invigorates the spell caster and allies and induces fear in opponents. The ability is done as a check vs. Charisma and Paranormal Ability.
Weapon Mastery – The Warborn’s unity with the essence of War allows him to feasibly operate any weapon, even alien weapons.
Steal Art – The Warborn can, after an appropriate victory, perform a ritual (often involving eating the body parts of a target) to learn their martial skills!
Skills:
Gladiamori Art: The martial art of the Gladiamori. It involves pressure points, bodily locks (using the character’s knowledge of bones and often magic), and brutal slashes. It is either designed to let the character hold his own against larger opponents or brutally assault.
Dearthbringer/Cursebringer
Governing Affinities: Ki and Magic
The Deathbringers are identified with the Horseman of Famine. They conjure blistering waves of heat, cutting frost storms, and similar to destroy crops. Against humans, they inflict curses and direct damage. The Cursebringer requires more preparation and planning, and they are best against organic targets, but with the proper application and assisting Classes, they can greatly assist a team. Some of their Famine Magic is effective direct combat magic.
Abilities:
Evil Eye: The Cursebringer can induce debilitation through a mere glance, usually accompanied with a blackening of the eyes, a response to the magical energy unleashed. Effects from muting to blinding to reduction of luck can be inflicted.
Induce Fear: Through a minor dweomer, the character can induce fear in an array of targets within close range.
Immunity to Bio-Manipulation: The character is highly defended against neurological attacks and low-power curses such as the Evil Eye.
Resistance to Curses and Disease: The character is resistant to mystic disease and to Famine and Curse Magic.
Recognize Curses: The character can ascertain whether or not an affliction is due to a curse and, if so, the likely treatments. This is not a substitute for proper medical analysis if a curse is not present.
Plague Monk/Murder Mage
Governing Affinities: Psi and Magic
The Plague Monks are associated with Pestilence, and they conjure decay, swarms of insects (everything from locusts to bees to hornets),
Twanchen Soul Smith
Whereas the Banbar Blado Randce focus on producing beautiful weapons as art
Quicksilver Master
Nitro. Godspeed. Runaway. Just a few of those who mastered combining an element or type of assault with the essence of speed itself. This induction has a number of effects. First, the character gains bonuses to Reflex and Keen and a further bonus to actual running speed. Second, the character can expel his unique effects. For example: Nitro’s Quicksilver Flame was capable of spreading in a particular area literally instantly, as well as magnetizing after fast-moving targets with speeds proportional to the target’s speed.
Trickster Mage
Living Fire Sorceror
Oni School Master
Wild Mage
Clown/Ludic Mage
Legion Hunter
Legion Hunters are trained by devotees of Damien Legion, an inheritor of the famous Legion name. Damien’s ancestor succeeded in capturing the great demon Legion
Punisher Disciple
Protoss Vindicator
Protoss Dark Templar
Protoss High Templar
Matrix Warrior
Matrix Agent
Wu Shih
Governing Affinities: Ki AND Magic
The Wu Shihs are the Chinese equivalent of magicians. They are a unique class in that they can access Ki Arcanism as well as ordinary spells. Of course
Tao Shih
Zerthi
A martial art used by the Githzerai monks inhabiting the Monastery of Zerth'Ad'lun. It emphasizes anticipating one's opponent's actions and even allows the most trained fighters to see a short time into the future. Since the Githzerai monks live in monasteries where "down" is towards the nearest surface, and the world outside those monasteries, limbo, is a place where "down" is any direction one chooses, Zerthi works differently from martial arts on earth regarding balance.
Bladesinger
Invented by the elves and practiced exclusively by them, learning the art requires lengths of time approaching a normal human lifespan. A technique combining song, dance, and magic use, it is designed to be beautiful as well as deadly, and concentrates primarily on defense and speed. It is named for the humming "song" created as the blade of the sword cuts through the air during use of the style.
Natural
Natural Classes
Magi
Magis are listed as a class, even though they are technically a mutation. Why? One will choose the race of the Magi first, to determine biological abilities, later access to Jobs, etc. Then the person will be a Magi. Being a Magi requires developing one’s natural abilities. It comes at the cost of having little formal occupational training like the rest of the classes. Magis are, needless to say, one-in-a-billion mutations – of the entire human race on Earth, under ten were natural Magis, and four were at least partially from the same genetic structure.
Procedure: This is fairly simple. Choose an Idea that your character mystically represents. Fred was Power, DF was Blood, the two fused are Hope, Fonnie is Science, Varian is Reality, Sylphana is Nature, Naksarab is Cosmos, Whitie is Rage, and Blackie is Harmony, to list some of the existing ones.
Advantages:
Supernatural physical attributes.
Natural magical abilities that develop with experience. Most begin with flight, the capacity to Etherealize for brief moments, a minor form of manipulating telekinesis, enhanced regeneration, invisibility, and energy expulsion.
The eventual ability to become a Universal Magi.
Disadvantages:
Limited formal magic skills. If you were naturally able to perform ten-digit calculations, would you master arithmetic or a calculator? No. But if you needed those basics to do algebra, would you be crippled? Yes. Magis are so in tune with magic naturally that they have only limited abilities to learn it formally. Of course, when they do learn, they are phenomenally talented and varied.
Vulnerability to certain attacks that harm creatures of magic. This used to not be too much of a problem, but after the Magis did so much harm to evil during the period of the Old Guard, every serious opponent developed some way of neutralizing the Magis.
Can’t step very far outside of the basic idea chosen at the start.
Advancing to Universal Magi-hood is tremendously difficult.
Psychic
Superpowered
Occupational
Moogle Gadgeteer
Governing Affinity: Tech AND Magic
The Gadgeteer is an odd class. It does design gadgets for usage and use claws for weapons, but more importantly, it uses special little items out of a small chest that affect entire battles. Unfortunately, the low cost of most of the techniques comes at a price: there is a 50/50 chance for either a negative spell to strike every ally or a positive spell to strike every foe. Gadgeteers try to find ways of limiting this effect and pushing the odds in their favor, but it is best if they are working with someone who can manipulate probability in some way (or if they themselves have the Blessed Trait).
Blado Randce
The Blado Randce are the swordsmen and weapon masters of the Banbar. Ever since Thrash Ranari made the Banbar martial arts popular, many have begun to train under Banbar masters for various disciplines (including Thrash himself). An initial investment of 3 Class Points garners two schools, and each school thereafter costs 2.
Thrash’s Ahmoqa: This is for someone who wants to have a smattering of all the techniques, as well as access to Thrash’s own techniques.
Requirements: At least three requirements met for the other classes.
Optional Skills: 3.
Irfry Ahmoqa: A phenomenal offensive art, involving thrusts and slashes, along with some fire skills and utilization of friction. The Irfry Ahmoqa
Requirements: Willpower of at least Very High Human, because it involves training with metal practice swords that are burning hot.
Available Abilities: Irfry Ahmoqa Techniques,
Optional Skills: 2
Waer Ahmoqa: A art with good mixes of defense and offense, capable of piercing defenses and glancing blows aside like water. It also teaches phenomenal underwater combat skills, including the ability to move through water as if it were air or solid, alternately!
Requirements: Precision of at least High Human.
Available Abilities: Waer Ahmoqa Techniques
Optional Skills: 2.
Ayrt Ahmoqa: A class that more closely favors offense than the Waer Ahmoqa. It focuses upon sound, vibrations, and so on. Some of the abilities turn the impact of metal upon metal into a boon for the Blado Randce and a bane for her opponent; others unleash powerful attacks, such as the Vacuum Chakra.
Rath Ahmoqa: The most defensive of the schools, the Rath Ahmoqa uses the earth as a weapon, discharging shockwaves and conjuring the power of stone to serve as defense.
Thrum Ahmoqa: The Thrum Ahmoqa is the anti-magic school. It involves causing magic to leak from targets, breaking certain locations necessary to magical flow, etc.
Dowsha Ahmoqa: The Dowsha Ahmoqa is a multi-weapon school. It involves creating a shadow copy of whatever blade is being held, as well as juggling weapons in a complex manner of combat and making shadow arms. It also does delve somewhat in the realm of the Dowsha Limbce.
Felsch Ahmoqa: The Felsch Ahmoqa is the pure technique school. It combines the ability to break weapons and limbs, shatter abilities, and lower attributes.
Martial Arts
Martial Arts cost various amounts of Class Points. Why aren't they considered a normal skill? Because they involve attribute bonuses, requirements, and because they require a good amount of investment to be truly worth it. You can choose a martial art as a Skill, but it accrues no attribute bonuses or unique techniques. Martial Arts use Ki or Technique as their Governing Affinity.
Aikido: 1-3.
Commando: 2-3.
Fencing: 1-2.
Boxing: 1-2.
Wrestling: 1-2.
Jeet Kune Do: 1-3.
Futae no Kiwami: 2-5. This is a rarer art, taught only in its earliest forms by Sanosuke Sagara and Anji, the Bodhisattva of the Shining King. It involves rolling one’s knuckles to inflict multiple consecutive strikes so as to fully transmit force into an object and reduce its resistance to something close to zero. An advanced Futae no Kiwami expert encounters no resistance from ever harder materials – the only upward limit for breaking them is her Strength.
Accessible Abilities: Any Futae no Kiwami technique (obviously being the only class able to learn it), Body Hardening, Martial Arts Techniques
Siprt Limbce
Governing Affinity: Magic, Ki, Psi
The Siprt Limbce is a venerated name of Banbar culture. They are the resident shamans, fitting the role of all-purpose spell caster, medicine doctor, fetish keeper, loreholder, combat magician, explorer of the realm of spirits, and untold other tasks, all in one. Siprt Limbce gain their most formidable powers by seeking out powerful spirits, everything from ancestors to the essences of the great beasts of the Banbar Mountain (the Blade Dragons, Bulwark Tortoises, Carrion Tigers, Holy Firebirds, etc.) Siprt Limbce can summon and/or transform into the spirits they have gained the blessing of!
Atlas Dragon (responsibility, duty)
Blyt-Dzrail (martial honor,
Carrion Tiger (betrayal, viciousness, plundering the dead)
Wuldrak Ortise (energy, quiet strength, defensiveness)
Skyimsth
Holy Firebird/Sanctum Firebird (speed, short life, sacrifice)
Dworl Maymon (World Demon, science, psionics, temptation of worldly knowledge)
Zale Maymon (Zeal Demon,
Impral Ortise (Primal Tortoise, defends that which the world is built on, master of the Primal Steel, incarnation of the primal world)
Skince Spaker
Governing Affinity: Tech, Psi, Magic
The worldly equivalent to the Siprt Limbce, the Skince Spaker is combination technologist, theoretical mathematician, philosopher, scholar, scientist, librarian, and similar. Their spell and psychic limitations are a bit more stringent, keeping them firmly within magic useful for their work, but their mastery of the supposed spirit of science makes them in high demand among universities.
Cryo
Mech Dreamer
Mech Dreamers are psychics who use a combination of reality manipulation, telekinesis and telemechanics to spontaneously build robots out of junk! Their formal skills are a little to be desired, however, and thus they frequently take training as a Skince Spaker or similar.
Jistis Spaker
Psi-Druid
Blaster
Booster
Burster
Freezer
Soaker
Psi-Nullifier
Cyber-Knight
Cosmo-Knight
Blado Forjta
Governing Affinity: Magic or Ki or Tech
The Blado Forjta are the resident smithies and weapon enchanters of the Banbar. They can make normal weapons like a master, but in order to make their paranormally good weapons, they must use three of their tricks of the trade.
Blado Forjtas can simply cast a spell into their Forging Flame or have a fellow weapon enchanter do it during the process, but in order to gain truly powerful buffs to place on their weapons, they must make spirit journeys, usually with Siprt Limbces as guides.
Abilities:
Forging Flame: This quicksilvery-hot metal is a beauty of the spirit world’s blessings. It can be thawed and turned to solid metal and then back again in a moment’s notice, it can stick together as if gelatin to make flails or whips of pure flame, and the Blado Forjta and his allies are immune to its flame! This induces the element of fire into weapons, which is believed to be necessary in order to allow it to feel natural in the hands of hot-blooded warriors. Forging Flame can be conjured virtually anywhere. Some Banbar will drink a swig of rum or vodka, imbue it with the Forging Flame, and spit the combination as a thick spray of napalm.
Heaven’s Forge: The second technique of the Blado Forjta is to call down heavenly lightning. This lightning is used to finally seal the Forging Flame when the Forjta has finished hammering it into place with his hammer. The lightning will contain the last code that defines the unfinished abilities of the weapon, and this code is written in the Siprt Sicrpt, the Banbar holy language which resembles ornate calligraphic cursive.
Skyimsth’s Hammer: Reputed to be a moral copy of the hammer used by the forging god Skyimsth, this hammer is formed out of what appears to be a soft cloud. When it is used, it will alternately glow white, red, black, or whatever other color, depending on what the Blado Forjta is adding.
Taing Stif
The Taing Stif are the Giant Fists, the wrestlers and brawlers of the Banbar. The Taing Stif is a remarkably capable art. It combines grappling, effective parries, ki manipulation, defense, soft and hard attacks, etc.
Abilities:
Lal Rabrak Stif: The All Breaking Fist is capable of breaking virtually anything. The Taing Stif learns how to turn the unique weaknesses of the object under assault against it. For example: Metal, while being hard, is frequently brittle. The Taing Stif thus discharges force to make the metal warp and bend rather than break.
Dragoon
Governing Affinities: Magic AND Tech
The classic class, Dragoons have leaping abilities virtually unparalleled anywhere else. They also learn to channel the spirit of dragons into magic, use various dragon breaths, and gain attacks to harm, kill and tame dragons. A well-balanced class, they do tend to come a little weak in support abilities, and their strongest attack leaves them mostly incapable of assisting allies. A Dragoon meat-shield is not being used for her best abilities.
Maymon Slaytker
The Banbar demon hunters, Maymon Slaytkers practice a number of arts to enhance themselves and debilitate their demonic foes, before stepping in for the kill.
Maymon Stif: Effectively Demon Wrestling.
Ahmoqa of the Mask: The Maymon Slaytker uses specially designed masks to add onto her abilities
Ahmoqa of the Needle: The Maymon Slaytker uses acupuncture needles and blow-gun darts, often poisoned, often not. They will add pinpricks of their blood to energize the needles, strike at pressure points to induce pain, etc.
Ahmoqa of Sun, Smoke and Fire: The Maymon Slaytker uses things associated with the sun and fire to strike at enemies.
Ahmoqa of Shadow, Mirrors and Water:
Ahmoqa of Music:
Ahmoqa of the Mind:
Ahmoqa of Magic:
Thrum Ahmoqa: The same as the Blado Randce school.
Samurai
Mystic Gambler
Slot:
Coin Toss:
Dice:
Contadora Samurai
Iglesia Contadora was a Jorochim Islander who wanted to bring his homeland more glory. He decided to take the responsive rhythm of the dancing of the islands and turn it into a deadly sword art. Contadoras become very attuned to the movement of physical force, following it with equal and opposite force. This effectively makes it among the ultimate defensive arts. The body subconsciously moves to precisely the location the opponent does. Harder and harder strikes by the opponent are absorbed by taking the resultant movement and force in the air and turning it into muscular strength. Contadora Samurai do have a few weaknesses. For one, they are highly defensive – they rely upon the opponent running out of energy or making a mistake. An opponent, such as a Blado Randce, who can turn ever-more prolonged fights into an advantage, can defeat Contadora Samurais. (Indeed, Iglesia’s first loss was to Thrash Ranari). They also tend to be anti-swordsman, and more importantly, anti-one swordsman. They are thus used to defeat the opponent’s best melee fighters and not to hold the battle. Iglesia taught his students to garner an offensive art as well to augment their phenomenal defense.
Rasmusson Adept
Tobias Rasmusson was sick of pure elemental magic. Being a scientist by disposition, he was tired of the archaic Oriental and Grecian notions of the universe being composed of four or five elements. He thus decided to combine a number of other magical principles and create an art based around manipulating the true universal forces: electromagnetism (carried by photons and manifesting in all forms of radiation, from heat to light), gravity (carried by gravitons), negative gravity (the force posited to explain for universal expansion), the strong force (that which keeps protons and neutrons in a nucleus together), and the weak force. His school gained a name for itself, being capable of causing spontaneous fission, fusion, manipulating gravity, and wreaking havoc with technology. His work as an Old Guard member sealed his role as the founder of a new school of magic.
Ninja
Ninja are of such
Cryo
Death Walker
Governing Affinity: Magic
Death Walkers are the basic Necromancer type. They are resistant to the effects of creatures of the night, making them harder to transform into zombies, werewolves, vampires, etc. They get access to an array of summoning, harm-inflicting, curing, animating, decay-inducing, and umbramantic spells. This comes at the cost of virtually no non-magical combat skill, however.
Abilities:
Power through Numbers: The Death Walker forms a power-sharing matrix between him and his summoned monsters, making him and his monsters stronger the more of them there are.
Animate the Dead: The ability to animate the dead has reached such a level of mastery that the Death Walker can use it as a cantrip, creating a horde out of readily available bodies quickly.
Create Mummies and Zombies: The Death Walker has experience in creating more advanced hordes of the undead than simply animating whatever happens to be in his way.
Night of Vengeance: By utilizing the grief and torment of an unjustly killed corpse, the Death Walker can bring a victim of foul play back to life for one night of vengeance. While he does not control this undead, he can misdirect and misguide the victim, who may not have a clear knowledge of what precisely happened to her. When the undead perceives that she has been avenged, she returns to the earth, and this spell will no longer work to revive her (unless the Death Walker can, through using means to commune with spirits, convince her that she has been misled.)
Affinity with the Night (Merit): The Death Walker is immune to transforming bites from creatures such as werewolves, zombies, etc., and these creatures extract little to no nourishment from him. He also can recognize these beasts instantly under ordinary circumstances.
Bind Limbs and Body Parts: The Death Walker can expend a minor amount of magic to keep a dead body part (arm, leg, skull, brain, etc.) on the character for long periods of time. Death Walkers will do this to appear intimidating, even if they do not use the advantages garnered by an extra pair of limbs to make somatic incantions, an extra head to cast spells, a skull to gain knowledge, etc.
Available Schools: Summoning, Necromancy,
Gladiamori/Warborn
Class Points: 4-7
Governing Affinities: Tech and Magic
Gladiamori are battle necromancers. They combine a deadly martial art, abilities reminiscent of the Horseman of War, warcries, and necromancy for a destructive combination.
Abilities:
Union with Weapons – The character can unite with a weapon, the flesh undulating and oozing to surround the armament. For example: A Warborn could pick up an AK-47, grab the handle, and let the handle and stock ooze into his hand. An AK-47 barrel would then stick out in lieu of a hand.
Bodily Payload – The flipside of Union with Weapons. By expending either a minor amount of health or magic, the character can essentially have a permanent supply of bullets, E-clips and missiles.
Bind Limbs and Body Parts – Identical to Death Walkers. Warborn will often keep two hands open for somatic gestures and for weapons not appropriate to unite with, then have two to four extra limbs to hold guns.
Warcry – The beginning Warcry invigorates the spell caster and allies and induces fear in opponents. The ability is done as a check vs. Charisma and Paranormal Ability.
Weapon Mastery – The Warborn’s unity with the essence of War allows him to feasibly operate any weapon, even alien weapons.
Steal Art – The Warborn can, after an appropriate victory, perform a ritual (often involving eating the body parts of a target) to learn their martial skills!
Skills:
Gladiamori Art: The martial art of the Gladiamori. It involves pressure points, bodily locks (using the character’s knowledge of bones and often magic), and brutal slashes. It is either designed to let the character hold his own against larger opponents or brutally assault.
Dearthbringer/Cursebringer
Governing Affinities: Ki and Magic
The Deathbringers are identified with the Horseman of Famine. They conjure blistering waves of heat, cutting frost storms, and similar to destroy crops. Against humans, they inflict curses and direct damage. The Cursebringer requires more preparation and planning, and they are best against organic targets, but with the proper application and assisting Classes, they can greatly assist a team. Some of their Famine Magic is effective direct combat magic.
Abilities:
Evil Eye: The Cursebringer can induce debilitation through a mere glance, usually accompanied with a blackening of the eyes, a response to the magical energy unleashed. Effects from muting to blinding to reduction of luck can be inflicted.
Induce Fear: Through a minor dweomer, the character can induce fear in an array of targets within close range.
Immunity to Bio-Manipulation: The character is highly defended against neurological attacks and low-power curses such as the Evil Eye.
Resistance to Curses and Disease: The character is resistant to mystic disease and to Famine and Curse Magic.
Recognize Curses: The character can ascertain whether or not an affliction is due to a curse and, if so, the likely treatments. This is not a substitute for proper medical analysis if a curse is not present.
Plague Monk/Murder Mage
Governing Affinities: Psi and Magic
The Plague Monks are associated with Pestilence, and they conjure decay, swarms of insects (everything from locusts to bees to hornets),
Twanchen Soul Smith
Whereas the Banbar Blado Randce focus on producing beautiful weapons as art
Quicksilver Master
Nitro. Godspeed. Runaway. Just a few of those who mastered combining an element or type of assault with the essence of speed itself. This induction has a number of effects. First, the character gains bonuses to Reflex and Keen and a further bonus to actual running speed. Second, the character can expel his unique effects. For example: Nitro’s Quicksilver Flame was capable of spreading in a particular area literally instantly, as well as magnetizing after fast-moving targets with speeds proportional to the target’s speed.
Trickster Mage
Living Fire Sorceror
Oni School Master
Wild Mage
Clown/Ludic Mage
Legion Hunter
Legion Hunters are trained by devotees of Damien Legion, an inheritor of the famous Legion name. Damien’s ancestor succeeded in capturing the great demon Legion
Punisher Disciple
Protoss Vindicator
Protoss Dark Templar
Protoss High Templar
Matrix Warrior
Matrix Agent
Wu Shih
Governing Affinities: Ki AND Magic
The Wu Shihs are the Chinese equivalent of magicians. They are a unique class in that they can access Ki Arcanism as well as ordinary spells. Of course
Tao Shih
Zerthi
A martial art used by the Githzerai monks inhabiting the Monastery of Zerth'Ad'lun. It emphasizes anticipating one's opponent's actions and even allows the most trained fighters to see a short time into the future. Since the Githzerai monks live in monasteries where "down" is towards the nearest surface, and the world outside those monasteries, limbo, is a place where "down" is any direction one chooses, Zerthi works differently from martial arts on earth regarding balance.
Bladesinger
Invented by the elves and practiced exclusively by them, learning the art requires lengths of time approaching a normal human lifespan. A technique combining song, dance, and magic use, it is designed to be beautiful as well as deadly, and concentrates primarily on defense and speed. It is named for the humming "song" created as the blade of the sword cuts through the air during use of the style.