Classes

This section will have classes but will only include the mechanical side of classes, lore about the classes can be found either in page for their country of origin, or a specific lore oriented page for the classes.

A decent amount of classes are intrinsically tied to a particular nation, while it is theoretically possible to not be apart of these nations, it is often not plausible to do so.

## Magical Classes

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Most magical classes won't have a very in-depth explanation of mechanics as they largely revolve around a player's creative ability within certain set parameters.

### Curse User

Individuals who for one reason or another have a larger amount of natural curse energy than the average individual and are gifted enough to discover how to utilize this inherently destructive and chaotic energy.

Every curse user is born with one of 6 curse types (listed below) which the player decides on. The starting curse type can be used at 100% efficiency, as per the graph to the right every curse type has two curse types they can use with 50% efficiency, with the others only being at 20% efficiency. the exception to this rule is mutator, who nobody except the mutator can utilize. (lessened efficiency usually means the magic scales less efficiently, costs more, and is less powerful).

(text version of graph)

Conduit -> Fabricator+Mystic

Conjurer -> Fabricator+Augmenter

Mystic -> Conduit+Augmenter

Fabricator -> Conduit+Conjurer

Augmenter -> Mystic+Conjurer

#### Conjurer

Creates objects or even creatures of varying degrees of autonomy and strength with their curse energy.

The more complex or intelligent a conjured creature is the more Magical Power is required to create them, and the more reserves used as upkeep.

#### Augmenter

Specialized primarily in strengthening aspects of themselves or objects used by them with curse energy.

#### Mystic

Derives power from bringing abstract concepts and imagination into reality through the usage of curse energy.

Has dominance over the blood, soul, and mind fields of curse magic. These fields still require being taught.

#### Fabricator

Brings about powerful magical phenomena through complicated pieces and rules dependent on their field of expertise. Outside of specialized fields a fabricator’s general magic is unable to be used offensively.

Every spell has 3 primary components: a magic shape created (determines speed and power), symbol (decides effect) and a field component which is dependent on the field of curse magic used.

Shape Examples :

Circle -

average cast time (2 actions)

1 low to moderate symbol slot

10 component slots

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Square

Short cast time (1 action & can be minor reaction)

1 low symbol slot

4 component slots

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10 pointed star

Long cast time (takes a full 6 seconds to cast)

1 low/moderate/high symbol slot

10 component slots

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While symbols have tiers their main purpose is to decide the intrinsic effect, the examples shown are regarding general use.

Shield Symbol (low) Defines a magical skill as a defensive shield

Knockback Symbol (medium) Defines a magical skill as oriented around knockback

Restraint Symbol (High) Defines a magical skill as possibly restraining an enemy

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Fields a fabricator may specialize in :

(note all but general use must be learned)

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General use magic -

Connectors (numbers of connectors, how many each connector is connected to, relation to shape)

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Permanence -

A vessel that has to be carefully and specifically imbued with curse energy

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Poison -

The component for poison is an alchemical code which requires alchemy knowledge and the math skill to turn into a form of curse based formulae.

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Control -

Focus points with effects increasing the more spread out and larger number of focus points throughout a set area.

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Trap -

Requires a specific set of triggers of which the magic cannot be activated without.

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EXAMPLE OF FULLY CREATING A SKILL

So let's say the user desired to create a dome shield as a prepared action to protect themselves and potentially their allies from any direction the process would be as follows :

1. The user chooses the Circle shape giving them 10 connectors to use.

2. The user chooses the shield symbol as they desire the effect to be a shield

3. For connectors, the magic must flow clockwise, starting from the very beginning of the magic to the end, additionally, any positive effect gives a “overload” point and any negative effect gives a “underload” point, these points must be equivalent for the technique to be usable. Every connector gives either an overload or underload, with only one exception.

4. For the first connector you establish the attribute modifier and scaling, if the attribute modifier is 1.0 the end result is neutral, this is the exception, the scaling doesn’t matter but obviously can be denied if it is too strong by GM. If the modifier is beyond 1.0, it gives an underload as this is a downside for costing more, if the modifier is below 1.0 it gives an overload as this is an upside for costing less and scaling easier. We will just say that the modifier is magic 1.0, the magic scaling is defensive power, and the tier is the size of the dome with a minimum of a 1 meter radius and gaining 0.25 meters per tier.

5. Next we establish any action oriented restrictions outside of what the shape requires, we want this to be a prepared action which would fit the bill, giving us 2 underload points.

6. Next we create the magic itself, by default a shield would only cover 1 90 degree angle, you could decrease the size for another underload but we want a large dome, so for connector 3,4, and 5 we add 3 shield sides each giving us 1 overload point.

7. Next would simply be every add on or specific effect of the shield itself, you could add an ability or just give several slight bonuses, for this example we will use 3 connectors to give a small bonus to the defensive power of the shield.

8. Currently, we have 6 overload and 2 underload points, which means we have to use our last two connector slots on restrictive effects to equalize the points. The first approach we can take is making the shield specified against a certain damage type, the more specific the more underload points we would get. For general specifications such as melee/ranged or magic/physical it will give 2 underload points, we will specify this shield for working against magic.

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low symbol (can have a max of +2/-2 on a component)

medium symbol (can have a max of +3/-3 on a component)

high symbol (can have a max of +4/-4 on a component)

At the expense of doubling the cost a Fabricator can spend a fate point to fabricate a new arrangement of the components available to them that they had not previously created and practiced the usage of. Doing so however, will also elicit double the reserve cost and the arrangement will only have 1 tier due to not having properly studied the arrangement.

#### Mutator

Alters the very building blocks of living creatures through intense usage of curse energy, with enough skill, they can even alter their own soul to temporarily mimic another curse type. No curse types can use curse energy akin to mutators except for mutators.

The mutator revolves around using curse energy to change the very anatomy of biological existences around it, albeit temporarily for the most part. The degree of mutation, weather it can be done at range instead of touching the intended target, and the duration are tied to the skill and proficiency of the caster. In reality, the mutator can very easily have his magic be permanent as the duration is due to him carefully controlling the extent of his power, should his power be allowed to chaotically rampage and mutate his target, while the resulting effect would be permanent, it would also be unpredictable and potentially dangerous to even the caster.

Mutator has one unique ability, and this is to "Mimic" their primary curse type to another type other than mutator by changing in the internal structure of their body and soul. This effect can be quite powerful, however, it is limited and does not grant the mutator true 100% proficiency, instead they are at 80% proficiency. Using Mimic, will take 3 actions and 20% of their total reserves, the duration will be equivalent to half of their MP and half of their Soul added together (aka every 2 points of those stats will give 6 seconds), although the mutator can choose to end it early.

#### Conduit

Uses curse energy that overloads itself and destroys the user/item? Has a max reserves but never starts with any reserves, can obtain reserves by being attacked by curse energy or being in areas that naturally flows with curse energy. Other curse types can use curse energy akin to conduit's but at a massively downgraded power compared to the conduit.

The conduit starts with zero reserves, however, the soul still determines their maximum magical power, although similar to spirit contractors they double their soul to calculate their maximum.

A conduit can double the reserve cost of any of their abilities passively, doing so will increase the power of the conduit's magic by 1.5 times.

Uniquely, the conduit is unable to make their magic have scaling between 0.25 and 1.75, they can only make their magical abilities between 2 and 3. In terms of power a conduit surpasses the average curse user by registering as 100% power similar to a normal spirit contractor.

A conduit cannot create techniques that have a duration in any way, their techniques cannot be movement or defense oriented, lastly, their techniques cannot be stable due to their intrinsically chaotic nature.

A conduit’s curse energy is almost as chaotic as trying to utilize any curse energy, often they simply appear as a weak curse user, due to not storing any energy within themselves, however, at times they can have far more than a curse user at their level, or even no curse energy at all.

Conduits generate reserves in one of two ways

1.Gathering ambient curse energy in the surrounding area

2.Absorbing curse energy when taking the brunt of a curse related attack

For the first method a conduit can focus on gathering energy from the surrounding area, how effective this is depends on the amount of local curse energy emitted by the surroundings. However, to gather the curse energy from the surroundings the conduit will need to focus on the task, generally taking up one action and not limiting their movement. As mentioned previously, the amount gathered depends on the area and the concentration of curse energy, while this can vary greatly depending on the location, below is a general guide.

Low concentration - Spiritfolk continent :

Cannot gather

Normal Concentration - Zaveron/Kelazhur/Deserts/The Isles :

1% of max per gather

High Concentration - Stisedo

2% of max per gather

Extreme Concentration Cursed Wastes :

50% of max per gather

As one can observe, gathering curse energy is quite the long and arduous process, that said, the effects are certainly noteworthy. Additionally, A conduit can choose to spend their whole turn, motionless and reactionless, to gather triple the amount in one turn. However, the body of the conduit naturally seeks to leak curse energy so at the end of the turn after gathering curse energy, if the conduit has not used the energy or gathered again on that turn, the energy leaves their body unused.

The second method is Absorption, when a conduit takes a direct hit, their body naturally absorbs a portion of the curse energy used to cast the technique.

Absorbs 50% of cost when hit, can forgo reaction to focus their body and mind on absorbing in order to absorb 75% of the cost instead.

20% magic resist due to their body adapting to the dangerous amount of curse energy surging throughout a body not built to withstand it.

The actual magic of a conduit is focused around concentrating their magic into an item and creating an effect based on the item to lessen the overall load on themselves, however, doing this is guaranteed to destroy the item.

The conduit can not use organic material unless it has been dead for a week, the conduit can only use items they are capable of holding/carrying, and the conduit cannot use items on (or being used) by another creature.

### Spirit Contractor

A Spirit Contractor is a mortal individual who is contacted by a spirit with the request to assist the world in destroying the threat of curse abominations, should they accept the request the individual will be contracted, and thus be given magical powers of which the power and element depends on the spirit in question.

There are 109 total spirits with the distribution across the ranks as follows :

40 minor spirits

30 normal spirits

20 major spirits

10 legendary spirits

9 unique spirits

Compared to what one might expect from a magical class the spirit contractor has two mechanics that differ from the average. The first is a "Sacrifice" this is constant required action demanded by your spirit that the contractor must perform every time they wish to use a spirit's power, this sacrifice can be extremely easy such as clapping one's hands for a minor spirit, or extremely arduous, such as delivering an offering at the peak of a mountain once a month. The second is the bond rank, this is effectively the relationship between the contractor and their spirit, and how willing the spirit is to slowly allow the contractor more of their power and authority. In terms of mechanics the bond rank functions as a third scaling (in addition to tier and attribute scaling), bond rank goes from 1 to 10 so the scaling will often be much slower than the other two, but is more powerful in comparison.

With the exception of unique spirits, there are 5 major elements these being as follows : Fire, Water, Earth, Wind, Light. It should be noted, that the elements cover more than what they may sound like, for example, the water element covers both water and ice. However, a spirit can only inhabit one sub-field of an element, using the previous example, a water spirit would not be able to use any ice magic. Below is a short list of each element and their sub elements.

Fire = Fire/magma/Chemical

Water = Water/Ice/Mire

Earth = Nature/Rock/Metal

Wind = Wind/Sound/Phantom

Light = Light/Lightning/Arcane

With two exceptions, namely legendary and unique spirits, when a player decides to become a spirit contractor they are allowed to customize the spirit's appearance (which only they will know of most of the time), personality, sacrifice, and sub element. It should be noted that since spirits are npcs and that the gm has to roleplay the spirit how the player can customize the spirit and the limits of doing so depend on the gm.

#### Minor Spirit

The lowest rank of spirit, but often these spirits are kind and not picky about their contractor, expect bond rank to rise fairly easily. Due to the low power of minor spirits what they are capable of especially at the higher end can be considered limited, for example most water spirits would at some point be able to manipulate the weather, causing it to rain and the like (granted this would be at the higher end of what's possible for a normal spirit), this would be impossible for minor spirits. However, because they have a low power in comparison to other spirits, their sacrifice can be extremely easy, allowing their contractor to use their power almost naturally and with little interruptions (outside of the needed reserves). Lastly, all minor spirit contractors automatically half the reserve cost (rounded up) of the magical skills they create.

#### Normal Spirit

The average spirit, has magical power that most individuals could never imagine obtaining with a sacrifice that often isn't too time consuming or difficult, but enough to make casting an objective in the midst of combat.

#### Major Spirit

A particularly strong spirit, there aren't many of them but when one is seen on the battlefield, their presence is surely known, the sacrifices of these spirits are usually demanding enough that the contractor may spend entire fights without being able to use their magic. Additionally, the spirits are a bit more cautious or even disdainful of their contractor causing the act of raising bond rank to be a arduous task.

#### Legendary Spirit

The strongest spirits of their represented element, as one could infer, there are two legendary spirits per element. Additionally, compared to most other spirits, legendary spirits are preset in terms of appearance, personality, sacrifice, and sub-element. The reason for this is that it might be difficult for the player to offer a sufficiently challenging sacrifice and to make these spirits more complete and possible even known existences. As per what was mentioned previously, legendary spirits are the height of the element almost anything that the player can imagine within the sub-element, would likely be possible with the spirit. The user will often have an extremely difficult time raising the bond rank of these spirits but the rewards for doing some are surely equivalent to the difficulty.

#### Unique Spirit

Spirits represent parts of the world, each of the primary elements represent one of the core aspects of the world, the unique spirits represent a stranger part of the world that is contained within one instance. While the unique spirits aren't stronger than legendary spirits, due to their existence being naturally more abstract and difficult to quantify they have two sacrifices compared to any other rank of spirit. Similar to Legendary spirits, unique spirits are set existences and can't be customized by the player, only chosen. The common person has a limited understanding of unique spirits but at the very least most are aware of what the 9 existences of spirits are which is shown below :

Spirit of Time

Spirit of Void

Spirit of Creation

Spirit of Law

Spirit of Luck

Spirit of Darkness

Spirit of Life

Spirit of Death

Primordial Spirit of Fire

## Martial Classes

Martials have a weapon empowerment, however the empowerment starts at 100% thus the weakest empowerment is still better than a normal person, on occasion empowerment can shift between sub-classes of a class and certain abilities but the list makes notes of the most often cases, they go as follows :

Villain = 110%

Commander = 130%

Dytos = 140%

Deshi = 150%

Sworn Ally = 150%

Makos = 160%

Knight House with 2-3 weapons = 170%

Knight House with 1 weapon = 200%

### Knight

For the Lore section of Knight and the Knight houses visit the Knight Page (WIP).

A loyal servant of the glorious nation Zaveron, you exist to defend the innocent civilians of your country and rid the world of the most vile of evils known as Cursed Abominations. Most knight houses reach superhuman levels in part with spending their lives face to face with the curses that can rip through a horde of normal soldiers with ease, however, the trump card they hold, is highly specialized training concerning an extremely small selection of weapons, becoming a master of the weapon before ever stepping foot on the battlefield as centuries of tactics and knight arts are passed down.

Mechanically, like other martial classes, Knights have a passive and active empowerment, however, Knights are highly specialized in certain weapons with as the empowerment chart mentions, knights with 1 weapon have 200%, while 2-3 weapons have 170%. A knight can use a weapon outside of his weapon group at a decrease of empowerment, however, the weapon still needs to be a weapon used within Zaveron for killing curses, and the weapon cannot be a shift from melee to ranged or vice versa. As noted on the Skill Library page, different weapons have different attribute based proficiencies, for knight empowerment a weapon outside their damage type (aka slashing instead of piercing) immediately gives a 30% empowerment reduction, additionally, a weapon with a proficiency difference of 0.25 reduces their proficiency by 20% (to a minimum of 100%), a multi-attribute proficiency does this twice. For example if I am using a piercing weapon with 1.25 physical power and 0.25 dex at 200% empowerment, a different slashing weapon with 1 physical power and 0.5 dex would have 130% proficiency, however, the slashing weapon was instead 1 physical power and 0.25 dex it would have 150% proficiency. If a player is from a 200% house (aka specializes in one weapon) they get an automatic 30% decrease from switching to any weapon other than their specialized weapon. If a player is of a house that specializes in multiple weapons they must select one as their primary weapon for the empowerment scaling of weapons outside of their specialization.

In order to play a knight the player must first select a knight house, knight houses are noble houses which take in promising talents and train them in their specialized weapon(s). Each house primarily revolves around a specialized weapon(s) and an overarching tactic for combat against their opponent's. With but only one exception, every Knight house has the common factor that they revolve their training around the inevitable combat of Cursed Abominations, thus, all of these houses have been built on weapons and tactics that thrive against such an opponent. Once a player has selected a knight house, the house name then becomes the player's last name (further explanation on lore page), and the player will be privy to a large degree of the secrets and knowledge known to the house.

##### Knight Arts

Through over a century of non-stop combat with cursed abominations knights have developed specialized martial techniques made specifically to help fight off these horrors. However, despite their immense power, they are heavily taxing on a knight's body, and overuse could lead the knight to fall in combat even without a substantial amount of wounds. Utilizing Knight arts costs stamina, the amount of stamina a character has is decided by the amount of Vitality they have, and is automatically calculated by the sheet, the exception to this is the rare few houses that classify as a Dexterity Knight house, they use a mixture of Vitality and Dexterity. Similar to the magic classes the amount of stamina used by a knight art can be calculated by using the skill calculator on the second page of the sheet. It should be noted for those using different weapons then their original specialization, that knight arts which focus on weapon usage (the majority of them do) can't be used with a different weapon damage type (aka if the original weapon is slashing its knight arts are incompatible with a piercing weapon) or if the weapon has lower than 50% efficiency.

While a character can develop knight arts of their own, every knight house has a collection of knight arts passed over decades of constant improvement and usage. However, there are two types of knight arts a character cannot develop on their own, that is their secret knight arts, and their ultimate knight art. Every knight house has three secret knight arts which are often more powerful and represent a pillar of the house's combat style, however, these knight art require a fate point alongside the usual stamina cost. Ultimate knight arts, are intrinsically different from both secret and normal knight arts, first of all, they have zero scaling and are put into the aspect section of a character's sheet. This is due to the immense might and often even utility of these techniques which surpass anything they are normally capable of. Secondly, using an ultimate knight art costs no stamina, however, it costs burning a fate point.

### Commander

The knight are radiant lights gleaming upon the battlefield, champions which sit at the forefront of the battlefield confronting the hated foe. But while the knights are the heroes that slay curses in small elite squads the rest of the armies of Zaveron do not sit idly, no, they are led and instructed by the most veteran strategists of the nation. Every spear, every plate of armor, every curse, all accounted for in their battle plan to maximize the enemies destroyed and minimize the lives lost, the Commanders of Zaveron.

Similar to knights, Commanders are often trained in areas with veteran members specializing in different aspects; these areas are referred to as regiments. They are called such not to particularly refer to the size of each group, but rather noting of the hierarchy, which is known to be much stricter compared to that of the knights. The special skills of a Commander are referred to as Stratagems, this represents the advanced preparation and tactical insight required of a Commander to turn around even the most desperate of battles.

Commander's are focused into three primary categories; these categories represent the overarching subset of skills that a Commander is capable of. These categories are as follows below:

#### Captain

The standard and most original form of the purpose of the Commander. The Captain revolves around being able to lead an ever increasing number of soldiers that follow him, the captain's abilities revolve around utilizing his troops and has very little combat abilities himself. The troops the captain receives will be able to be easily found and recruited at any Zaveron town or city, as the power and influence of the Captain grows, the skills of those willing to follow him will increase as well, alongside the gear they may potentially carry, however, buy and large the captain will have to equip his soldiers himself.

The Stratagems of the Captain often are displayed as formations having his troops assembled in a way giving them a significant advantage in the situation, or orders utilizing advanced teamwork between all his troops.

Shield wall Formation -(can be used as a reaction) the Commander's soldiers who are equipped with a shield rush to the front, forming a night impenetrable defense as larger attacks will have the force dispersed through the number of shields, and the sheer number of shields will cover enough of an area to counter even area based magic attacks.

Order : Inescapable Barrage - the Commander's troops all attack the enemy but delay each attack with just a few milliseconds in order to make it impossible for the opponent to dodge every attack or overwhelm their defenses.

The Captain revolves around mind and soul for their primary attributes. Compared to most other classes this means that the Stratagems of the Captain primarily revolve around mind and soul, although like most classes, can include other attributes.

#### Leader

An awe inspiring presence who arrives on the battlefield and raises the morale and skills of all around him through his masterful usage of stratagems focused around buffing and giving new options mid combat.

The Stratagems of the Leader are split between Offensive Maneuvers and Defensive Maneuvers. These maneuvers are limited by only being able to be deployed once a certain scenario is met (which are set when the stratagem is created), alongside for maneuvers with durations only 1 can be ongoing at a time.

Examples are as follow:

Offensive Maneuver Momentous Advance

Requires All party members to have successfully attacked an opponent within a single round. All of the leader’s allies gain +1 PP and Dex for 3 turns, this can be dismissed early if the Leader wishes this effect to be replaced with another Maneuver.

Defensive Maneuver Scatter

Requires the Leader to be within 5 meters of all his allies. Used freely upon an enemy's attack to give all of his allies a full reaction, however, part of their full reaction must include getting more than 5 meters away from the leader.

revolves around mind and physical abilities

#### Sworn Ally

The sworn ally commander is the least support focused version of the class where they have a single non-humanoid companion (as in it cannot be a creature of any of the three races).

The actual stratagems of the Sworn Ally can vary greatly depending on the companion, but by and large it revolves either skills in the form of commands to your companion, or skills in the form of combination skills of both the Commander and his companion.

However, the Sworn Ally does have one skill as a must have, which is guardian. Guardian is a skill that costs 1 fate to use, when the companion is under attack the Commander can move up to their movement speed to their companion, and if they can reach them, they can block their companion from taking any damage regardless of the attack (aoe or not). This also functions in the opposite scenario where the Commander can give their companion a command to do the same for them, either way it uses a fate and depends on the movement speed of the Commander or companion.

revolves around soul and physical abilities.

The number of Stratagems a commander can use depends on their sub-class and can be completely different depending on which the commander is.

-For Captains every point of mind & soul they gain a stratagem per day (aka at 5 mind and 5 soul they have 10 stratagems).

-For Leaders they have unlimited Stratagems as their Stratagems are already restricted by needing to fulfill particular scenarios.

-For Sworn Allies they function similar to Knight Stamina but the Commander and companion have a shared Stamina pool. However, the pool only resets upon fatigue loss if both lost a fatigue (or alternatively one of them lost 2 fatigue). Hence, if the pool reaches zero they both gain a fatigue point, to compensate their Stamina is 75% of both of their Vit combined.

Lastly, it should be noted that a player could make a Sworn ally commander without being directly affiliated with Zaveron, it is "possible" but not plausible for a leader to be unaffiliated with Zaveron.

### Villain

A criminal, wrongdoer, crook, pirate, bandit, highwayman, and a true villain to society. **You** give nothing to society and take all **you** desire, whoever had it before didn't deserve it because they aren't **you**, and of course **you** are the **only** thing that matters, and **you** will do anything to take what's **yours**.

Villain has empowered light armor, normally, light armor gives +1 vit while only using light weapons(0.5 dex or more). For pirates this becomes +2 vit that is in effect with light weapons OR any weapon without a physical power in the proficiency.

Villain revolves around 3 primary mechanics Trickery, Despoil. and Torment, other than Torment, all of Villain's abilities are completely unlimited with no cost.

##### Trickery

Trickery summed up are specifically dirty fighting techniques, however, unlike most martial classes these techniques are barely empowered, as a Villain does not care for the efficacy of his tactics only that they work towards his victory in the end. Trickery should primarily be used to surprise their opponents with odd and unusual techniques to open up the opponent for lethal strikes, it should however be noted, that the smarter and more experienced the opponent is, the less likely trickery is to succeed.

##### Despoil

Despoil is a Villain’s endless greed and his desire to do anything to take it, however, due to the nature of stealing, this ability holds certain restrictions.

- you can not steal anything that your opponent has firmly grasped or attached to themselves (aka armor or a weapon they are holding).

- the Despoil ability is difficult to pull off, think of it akin to a slow skill that would require a stun, restraint, or catching the enemy off guard.

These two restrictions would serve two purposes, first, while the user could not steal a weapon or armor, they could for example steal :

- a bundle of arrows in somebody's quiver

- a backup weapon

- flasks, poisons, or other tools off somebody (would likely need keen eye or sight ranks in order to detect these if they are not hidden)

- a bag of dreons

- a key item that you are ordered to take so that you could potentially avoid a fight with a powerful enemy

- in certain circumstances the player could even steal looser magical items such as a loosely hanging necklace

The second restriction is to enforce a gameplay ideal that you should be creating opportunities through your dirty fighting or at minimum that you will need to work with your allies to pull it off.

Additionally, Despoil could work akin to a sleight of hand between allies so to say,

for example if one player had a bomb or flask that could be useful to use mid-combat but that player is occupied or unable to use the item, the Villain could then "steal" the item from said player and use it on the opponent.

Other examples would be akin to "stealing" a potion so that your ally doesn't need to hand it to you in case of emergency situations. Or "stealing" an item/object from your surroundings without the enemy noticing.

Lastly, I would note while it would be quite hard to detect Despoiling an ally unless an enemy has a very very high sense which could give them a chance at detecting the act. If you Despoil an enemy it would depend on a mixture of your opponent's Dexterity and senses, but generally they would have a much higher chance of noticing, the exception to this being if they do not know you exist yet, thus their guard towards you is lowered.

##### Torment

Villains are often known for their cruel and sadistic nature, even going as far as considering their associates to be nothing but expendable meat shields. In this line of vein, as a Villain gains momentum in combat through their use of contemptible trickery they start to play the real cards of their hands with techniques to debilitate and disfigure their opponent, allowing them to take their time killing their opponent.

Torment techniques are skills that focus on debilitating and disfiguring, various examples of these would be:

- bleeding/poisoning an opponent

- purposefully breaking a bone

- attacking in a way to cause much more pain than damage

- attacking in a way to deprived an enemy of one of their senses (aiming for the ears/eyes)

While Torment is significantly empowered compared to the rest of the Villain's abilities, they are not guaranteed.

Torment abilities can be used once after a Villain has used Despoil on an enemy or a Trickery technique 3 times (the Despoil or Trickery has to be successful in order to count).

### Makos Warrior

Brutish warriors with monstrous strength and savage determination rivaling that of the true monsters they are forced to fight for survival within the deserts. When one thinks of the fierce deserts, the most classic description is that of a barbarian, while this is a fairly derogatory term, it can be argued that this fits the Makos warrior well, as they are the largest and most well known tribe within the deserts.

##### Desert Gear

The Makos warriors spend their lives after becoming adults hunting desert demons, huge and deadly monsters which are plentiful everywhere throughout the deserts, most feature a variety of natural weaponry and armor such as an impossibly thick hide/carapace/scales. The Makos however, after decades or perhaps even centuries of fighting these beasts have figured out how to craft armor and weaponry of these monsters. In terms of armor the medium armor made from the average monster gives +3 Vitality but decreases dexterity by 1, the heavy armor made from the average monster gives +7 vitality but decreases dexterity by 5. Lastly it should be noted that no normal blacksmith can make armor out of monsters similar to the smiths of the deserts.

##### Fury

Martial techniques honed through bloodshed and trials of combat against their monstrous foes, fury is the culmination of what it means to be a Makos warrior.

Makos barbarians are required to attack with a two handed weapon to gain fury. When taking damage fury is only gained upon gaining fatigue, with the user gaining 2 fury at 1 fatigue and 3 fury at 2 fatigue. When fighting an opponent roughly equivalent to yourself (in terms of event points) every 3 successful attacks will have the user gain a fury, when fighting an opponent roughly stronger than yourself every 2 successful attack will have the user gain a fury, and the user will not be able to gain fury from attacking opponents weaker than themselves. A damaging combat fury technique that costs 2 or more fury will count as 2 successful attacks as long as the attack fully hits (aka not a glancing blow or blocked).

How much fury a technique is mostly up to the player and can be any number from 1 and up (although a player cannot use a decimal value such as 1.25).

### Dytos Warrior

Nomadic warrior priests of the deserts, with the simple goal of helping those within the deserts to hopefully survive just one more day against the ever impending threat of desert demons.

This mechanical entry will be short, as their mechanics are simple and can be explained concisely, without further ado.

The Dytos may make martial techniques with any weapon they please, it should however be noted, that the most well known fighting styles of the Dytos, are an unarmed bestial fighting style and fighting with thick and heavy metal chains wrapped around the arms of the Dytos member. Additionally using their techniques cost no resources, the downside of these two factors are twofold, the first is that the power of the Dytos techniques are one of the weakest of the martial classes, the second, is that once a technique is used during a fight it goes onto a cooldown. There are only two scenarios in which a technique leaves cooldown, the first is that all of their other techniques have been used, witch resets the cooldown for all their techniques, the second is the fight ends, which similarly resets all cooldowns.

This leads to two primary trains of thought for creating a Dytos character, tall and wide. A tall Dytos, focuses on a small number of select skill to rapidly use during combat and have little time which they are on cooldown due to their small number. A wide Dytos on the other hand, had a large number of skills which can be used in a variety of situations, but expects to only be able to reset their cooldowns maybe once.

## Miscellaneous Classes

### **Ryū no Deshi**

Often simply refered to as the deshi, these are warriors who have been passed on training and teachings by the legendary guardian dragon of kelazhur. While the dragon is no longer alive due to the emperor, the teachings that birthed the first deshi has expanded to a couple hundred of these warriors all across Kelazhur. The deshi are primarily trained martial warriors, however, due to the mystical trainings of the guardian dragon, they are able to unleash magical prowess for a very short period of time towards cursed abominations and curse users.

##### Hakari

This is the martial side of the deshi and the maximum number that can be used per day are refered to as charges. Hakari are techniques taught to mortals by the great guardian dragon, as humanoid mortals do not have a form akin to a dragon, they must mimic the essence of the dragon's techniques with their form, this lead the Deshi to mimic a dragon's claws and teeth with bladed weapons, and to mimic the form of the techniques through a calmed bestial expression. Hakari differs from knight arts by having their techniques intrinsically more savage and bestial, while still retaining their calm and composure, opposed to the unrelenting fury of the warriors of the desert.

Every point of Soul gives the Deshi 1 charge of Hakari. A Hakari must use a minimum of 1 charge, and cannot use any decimal of a number (such as 1.5) how many charges a Hakari uses is decided upon the creation of a skill, the more charges, the more powerful the skill. Similar to reserves, Hakari charges are gained every day and once expended are not regained (although you can use 1 fate point to regain 1 charge). Lastly as stated previously the Hakari are purely martial.

##### Jiyūna

The magical side of the class, Jiyūna, is a technique created by the great guardian dragon to be used by mortals. However, since the Jiyūna attempts to grant the user a power in a similar fashion to how the dragons themselves use their power, it is limited in usage and can gravely harm the users body. As Jiyūna was taught from the great guardian dragon, it takes the form of fire magic, however, if the player discusses it beforehand with the GM their is a chance of being allowed to use another element for Jiyuna.

At 4 soul the user can activate Jiyūna for 6 seconds (aka until the start of your next turn), every 4 soul afterwards gives an extra 6 seconds. The user will take some amount of damage (which harms your body and is not just fatigue) while this is active, this is a relatively low amount of damage unless the user desires to extend the amount of time they are in Jiyūna for. At the end of their allotted time for Jiyūna, the user may extend their time for another 6 seconds at the cost of a whole fatigue (the cost is taken at the end of the 6 seconds).

While Jiyuna is active, all of the users' Hakari are enhanced with a magical effect of some kind, alongside the user gaining a +2 of their choice to a physical stat (this +2 is decided upon reaching 4 soul and can not be changed).

### Inventor

Vutterra a city of technology and innovation heralded for the master craftsman who bring wonders to the city every year, these craftsmen are known in Vuttera and Stisedo as Inventors. While a majority of these inventors live like hermits within their workshop whether by themselves or part as a group of inventors, there are still some oddities, inventors who seek more than just improving the daily life of others, they seek to save the lives of others. These Inventors use their intellect to create some of the most terrifying weapons their world has ever seen, such weapons and tools being so advanced that only similarly minded inventors could understand their tools. Many curse users and curse abominations alike have found themselves regretting underestimating the determined craftsman.

For an inventor, they must take blacksmithing as their crafting skill.

Additionally, For an inventor the Engineering skill is Mind 0,5 instead of Mind 1, however, an inventor takes twice as long to create regular “archaic” tools and weapons such as swords/shields/ect.

Due to the inventor being a naturally prodigious individual an inventor passively gains 2 extra skill points per event point.

An inventor may overwork himself beyond his own bodily limit to create 2 items at the same time, however, these items take 25% longer than usual and every 4 hours the Inventor spends dual crafting they gain a fatigue. (as a note only 2 hours doesn’t mean you gain zero fatigue but just you would get half of a fatigue, so if you are 1% away from your 2nd fatigue spending just a couple minutes would get you to your 2nd fatigue and spending 4 hours would get you 1% away from your 3rd fatigue).

##### Inspiration

These are skills in the form of extremely specific unique items that you can craft, all of these skills should have a Mind modifier that represents your superior crafting skill. However, as one could logically conclude, if you create an item with 5 mind, but later have 10 mind, the item would function as if you still only have 5 mind for its scaling.

If you choose to create a very limited consumable item, you can use inspiration to create this unique consumable in a matter of turns, even in combat if you so wish. This consumable can be made out of scrap and random objects the inventor can easily find for the most part, however, complex, or particularly powerful consumables may require specific materials.

The other type of item you can make is a gear item, aka an item which you could theoretically use indefinitely like a special weapon or tool, which takes a normal period of often hours to days to build. This specialized gear can be quite strong even if it has relative similarity to a normal tool due to the scaling it would receive from being an inventor’s skill. Additionally, while a piece of gear would be at the scaling at which it was made (as per the mind 5 then 10 comparison) the user could spend a certain amount of time (depending on how long the weapon took to be made) to “upgrade” the weapon, updating its scaling. Both consumables and gear have limits, as once an Inventor gets complacent with his achievement he no longer needs inspiration.

These limits will however scale for mind, furthermore If a piece of gear is very powerful or useful, it could potentially take up multiple slots (you start with 1 slot for both).

For GEAR

You gain 1 inspiration slot every 4 mind

FOR CONSUMABLES

You gain 1 consumable slot every 2 mind

Minor update/upgrade for other classes at high event points