Classes

**Classes** are a number of different playing styles created and introduced in the series Paranormal Order. It was introducted in Paranormal Order: Deconjuration with the name **Archetypes** as building routes of your character’s style and role in both investigation and battle, granting skills and skill bonuses as rewards. In Paranormal Order: Calamity, the definitive name became **Classes**, with the addition of a set of subclasses known as **Trails**, that creatively change the way the player can use their abilities to survive in the universe.

*To the full system, buy the Official Playbook.*

## Deconjuration - Archetypes

The mechanics of Archetypes were related to two elements of the Decojuration system: the Paranormal Exposition and the Transcend ritual. To acquire the Archetypes and their specific abilities, the individual needed to achieve 30% paranormal exposition and then Transcend. Doing this, the Other Side, besides giving more power and strength, would allow it to choose between three Archetypes: **Combatant**, **Investigator** and **Occultist**. Each archetype was related to specific parts of the system:

* Combatant was related to the user's resistence and power skills;
* Investigator was related to the user's expertise skills;
* Occultist was related with occultism skills and the user's sanity.

By transcending with 30% paranormal exposition without a cursed object with a ritual, the individual could choose a skill from iys archetype. By transcending with an object, the individual would choose its archetype and would learn the ritual of the object.

### Combatant

The Combatant archetype granted a 1/4 bonus of its current Constitution as permanent and current Health Points; with each barrier overcome, the basic health gain passed to 1/3 of its Constitution.

#### Skills

##### 30%

* **Advanced Recovery:** By resting for at least 8 hours, the life recovering die raises from 1d3 to 1d6.

* **Quick Draw:** Allows you to withdraw firearms and other items using free actions during combat.

* **Enhanced Initiative:** Ensures advantage in all rounds of initiative.

##### 35%

* **Skilled Fighter:** Allows you to use 2 physical attacks, with one disadvantage each, in the same round.

* **Quick Reflexes:** Reaction to even surprise attacks.

* **Perfect Blocking:** When having a draw on a block, completely reduces the damage that would be received.

##### 40%

* **Resistant:** Grants natural armor, causing all physical damage to be reduced by 3.

* **Draw Attention:** Ensures, if successful in an Intimidate test, that the target attacks the summoner in the next round, preventing a hit that would be performed on an ally.

* **Fighting Technique:** Ensures advantage when keeping a target immobilized.

##### 50%

* **Perfect Combat:** Having a Disaster roll during combat has the same effect as a normal Failure roll.

* **Devastating Blow:** Hitting 2 melee hits on the same target causes the affected, if it doesn't get a Good roll in Constitution, to fall to the ground, losing the round.

* **Invincible:** Even with 0 Life Points and Serious Injury, the character stands up fighting until it fails a Constitution test. When you are in this state and are hit with damage other than Serious Injury, it only results in one more Constitution test.

### Investigator

The Investigator archetype granted 8 extra skill points being possible to put 1 in 8 different skills; With each barrier passed, the basic point gain goes to 2. The skills were specific action tests, as such as Search, Medicine, Shoot, Use Computers, etcetera.

#### Skills

##### 30%

* **Evasion:** Completely reduces damage from attacks that would have their damage halved in Dodge test success.

* **Stats Up:** Increases 1 on any attribute.

* **Specialist:** Choose a non-combatant skill to not fail unless you have a Disaster roll.

##### 35%

* **Quick Reflexes:** Reaction to even surprise attacks.

* **Enhanced Initiative:** Ensures advantage in all rounds of initiative.

* **Strategic Dodge:** Failing a Dodge test reduces damage by half.

##### 40%

* **Breach Analysis:** Analyzes the enemy, finding a breach and ensuring advantage in physical attacks on the target. This ability can only be performed once per target, even if done by another Investigator.

* **Accurate Aim:** Doubles the damage of an Extreme shot if the user is aiming.

* **Epiphany:** Analyzes the site, and can use the environment to your advantage.

##### 50%

* **Motivation:** If an ally has zero Health Points, the Investigator can spend its main action to make a speech and motivate it to stay alive, ensuring that it does not fail the next Constitution test.

* **Investigative Instinct:** Ensures advantage in all Search and Listen tests, advantage in Luck tests regarding the Search skill and advantage in Intelligence tests on the skill "Epiphany".

* **Cautious:** Rolling a Disaster out of a fight has the same effect as a normal Failure roll.

### Occultist

The Occultist archetype granted a 1/4 bonus of its current Power as Occultism Points; With each barrier overcome, the base point gain increased to 1/4 of your maximum Power for Occultism Points. The Occultism Points were used for the execution of rituals, being recovered in the interval of 1 hour.

This archetype possessed unique abilities that were attained from the passage of certain paranormal exposition barriers:

* From **35%**, the occultist could remove 2 points of any attribute and put in other. The point limit in its attributes was 20.
* From **40%**, the occultist could learn a skill and a ritual, or 2 skills at once.
* From **45%**, the occultist could use Health Points to summon a ritual instead of Occultism Points.

#### Skills

##### 30%

* **Macabre Identification:** It is possible to determine whether an object is cursed or not just holding it, without the need for testing or ritual.

* **Accessible Ingredients:** Picking up ritual ingredients becomes more accessible and can be performed as free action during combat.

* **Favorite Ritual:** Set a ritual as your favorite, reducing sanity damage and Occultism Points by 1. This ability cannot be used in rituals that only spend 1.

##### 35%

* **Unshakeable Mind:** Provides advantage in sanity tests when encountering paranormal creatures and when summoning rituals.

* **Enhanced Initiative:** Ensures advantage in all rounds of initiative.

* **Occultist Camouflage:** For 1 hour, the user’s skin is covered by a thin illusory layer, leaving all the tattoos of its body hidden.

##### 40%

* **Unbreakable Focus:** Allows you to use two rituals in the same round, or use a ritual without losing concentration in another.

* **Other Side Affinity:** Recovers 2 Occultism Points per hour instead of 1.

* **Paranormal Defense:** By spending 3 Occultism Points, guarantees a disadvantage to the attacker.

## Calamity - Classes

From Calamity, the Other Side and the rules changed, and consequently, the system also changed. The now called **Classes** are chosen during the character's creation. The three previous Archetypes remains, except for the Investigator, that had the name changed to **Specialist**. Besides that, players can choose a Trail for their Class, and can have unique skills of their Trail, and also use the feature of **Versatility**, being able to acquire abilities of different Trails from the one that the character chose.

### Combatant

> A character trained to fight with melee and fire weapons. It has the ability and courage to face dangers head on, usually preferring direct approaches, such as shooting first and asking questions later.
>
> Official description
>
>

The character starts with 20 HP (+Vigor), 12 SAN and 2 EP (+Presence). At each new Paranormal Exposition Level, you gain 4 HP (+Vigor), 3 SAN and 2 EP (+Presence).

The Combatant trails are:

* **Annihilator;**
* **Field Commander;**
* **Shock Troop;**
* **Special Ops;**
* **Warrior;**

### Specialist

> A character who relies more on its wit and technical skills than on brute force. A specialist uses cunning, knowledge and even a bit of trickery to solve mysteries and face the paranormal.
>
> Official description
>
>

The character starts with 16 HP (+Vigor), 16 SAN and 3 EP (+Presence). At each new Paranormal Exposition Level, you gain 3 HP (+Vigor), 4 SAN and 3 EP (+Presence).

The Specialist trails are:

* **Elite Shooter;**
* **Field Medic;**
* **Infiltrator;**
* **Negotiator;**
* **Technician;**

### Occultist

> A scholar from the Other Side, who seeks to understand and master the paranormal mysteries to use them against the Entities. In addition to a connoisseur of the occult, it has a talent for controlling the Elements.
>
> Official description
>
>

The character starts with 12 HP (+Vigor), 20 SAN and 4 EP (+Presence). At each new Paranormal Exposition Level, you gain 2 HP (+Vigor), 5 SAN and 4 EP (+Presence).

The Occultist trails are:

* **Conduit;**
* **Flagelator;**
* **Graduated;**
* **Intuitive;**
* **Paranormal Blade;**

#### Skills

###### 99%

* **Blade of Fear:** To the "Paranormal Blade" trail, it is granted to learn the Blade of Fear Ritual, that can be used once per scene, making that, when hitting a target in combat, leaves it instantly into the Dying status.

## References

1. ↑ Deconjuration - Episode 12 (*watch on YouTube* at 2h32m24s)
2. ↑ Deconjuration - Episode 12 (*watch on YouTube* at 2h33m51s)
3. ↑ Deconjuration - Episode 15 (*watch on YouTube* at 2h44m21s)
4. ↑ 4.0 4.1 4.2 Deconjuration - Episode 12 (*watch on YouTube* at 2h32m55s)
5. ↑ 5.0 5.1 5.2 Deconjuration - Episode 18 (*watch on YouTube* at 1h28m21s)
6. ↑ 6.0 6.1 6.2 Deconjuration - Episode 18 (*watch on YouTube* at 1h28m58s)
7. ↑ 7.0 7.1 7.2 Deconjuration - Episode 20 (*watch on YouTube* at 10m28s)
8. ↑ Deconjuration - Episode 12 (*watch on YouTube* at 2h56m24s)
9. ↑ 9.0 9.1 9.2 Deconjuration - Episode 18 (*watch on YouTube* at 40m35s)
10. ↑ 10.0 10.1 10.2 Deconjuration - Episode 18 (*watch on YouTube* at 41m01s)
11. ↑ 11.0 11.1 11.2 Deconjuration - Episode 18 (*watch on YouTube* at 41m25s)
12. ↑ Deconjuration - Episode 18 (*watch on YouTube* at 42m56s)
13. ↑ 13.0 13.1 13.2 Deconjuration - Episode 20 (*watch on YouTube* at 17m37s)
14. ↑ Deconjuration - Episode 12 (*watch on YouTube* at 13m51s)
15. ↑ Deconjuration - Episode 15 (*watch on YouTube* at 3h18m31s)
16. ↑ Deconjuration - Episode 20 (*watch on YouTube* at 28m19s)
17. ↑ Deconjuration - Episode 18 (*watch on YouTube* at 59m46s)
18. ↑ Deconjuration - Episode 20 (*watch on YouTube* at 28m26s)
19. ↑ 19.0 19.1 19.2 Deconjuration - Episode 12 (*watch on YouTube* at 3h05m17s)
20. ↑ 20.0 20.1 20.2 Deconjuration - Episode 15 (*watch on YouTube* at 3h20m08s)
21. ↑ Deconjuration - Episode 19 (*watch on YouTube* at 1h01m19s)
22. ↑ 22.0 22.1 22.2 Deconjuration - Episode 18 (*watch on YouTube* at 1h03m29s)
23. ↑ 23.0 23.1 23.2 Twitter. Tweet from OrdemParanormal
24. ↑ Calamity - Episode 12 (*watch on YouTube* at 3h49m12s)