CC NRM Class

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==Social Class==
The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.
===Selection Methods===
There are two methods to determine your Social Class:
*Intentional: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
*Random: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.
===Effects===
Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.
Social Class	Social Class 	Social Class 	Social Class 	Social Class 	d100 roll	Class	+1 to both Attributes	Early Education Dice	Description
1-3 	1. Underclass 	Coordination and Intuition 	3d8 	Thieves, fugitives, smugglers, prostitutes, agitators, revolutionaries, the insane, and any other criminal element, suppressed group, or collection of outlaws 	 	 	 	 	
4-13 	2. Transients 	Coordination and Willpower 	3d11 	Migratory or perpetually mobile jobs or lifestyles such as traveling traders, tinkerers, wandering musicians, beggars, riverfolk, seasonal agricultural workers, odd job laborers, etc. 	 	 	 	 	
14-41 	3. Menials 	Intuition and Willpower 	4d10 	Low-status jobs requiring manual labor, sometimes in industrial settings around dangerous machinery, such as workers in mines, factories, refineries, mills, etc., but also including domestic workers and farmers 	 	 	 	 	
42-52 	4. Tradesmen 	Fitness and Coordination 	4d12 	Skilled jobs with less emphasis on manual labor and more on specific knowledge, but without as strict obligations as professionals, such as higher level agricultural, construction, and transportation workers, as well as electricians, plumbers, mechanics, carpenters, etc.	 	 	 	 	
53-66 	5. Artisans 	Coordination and Intellect 	5d11 	Cobblers, tailors, winemakers, glassblowers, gunsmiths, jewelers, cheesemakers, watchmakers, artists, and other trades where things are made by hand, most often within an apprenticeship-master relationship 	 	 	 	 	
67-75 	6. Professionals 	Intellect and Intuition 	5d13 	Merchants, lawyers, physicians, architects, engineers, bank workers, factory owners, and other licensed or regulated businessmen 	 	 	 	 	
76-81 	7. Academics 	Intellect and Willpower 	5d14 	Scientists, teachers, historians, philosophers, researchers, medical experts, and any other purely intellectual careers that require significant study 	 	 	 	 	
82 	8. Military 	Fitness and Willpower 	5d15 	Historical soldiery families, career officers, peacetime administrative employees, etc. 	 	 	 	 	
- 	9. Lower Nobility 	Fitness and Intuition 	7d13 	Low level aristocrats, untitled nobles, nonsovereign noble families, new money merchant barons, highest-ranking military officers, etc. 	 	 	 	 	
- 	10. Upper Nobility	Fitness and Intellect 	8d14 	Higher level nobles such as members of the royal family and heirs to duchies, principalities, or counties 	 	 	 	 	
83-100 	Region-specific 	Click here to determine Class	Click here to determine Class	Click here to determine Class 	 	 	 	 	
==Next Step==
With your Social Class selected and your Class influences added to your base stats, move on to Arcane Heritage.