Classes

From ULTRALarp Wiki
Jump to: navigation, search

Contents

Classes

Special Note It is highly suggested to remember that these are not the only classes that exist in ULTRA, but are the most common.

Class Information Table located on this page at the bottom includes information not contained in the Main Class Chart located on a seperate page. It's a good suggestion to go over all information on both charts.

Base Classes

Fighter – The fighter is the most common class in Antithesis. They rely on strength and their prowess with their weapons to survive. All races except for the pixie and the sprite are capable of being a fighter. They excel in all weapon skills far better than any other class and generally have more body points as well. They are also capable of wearing any type of armor. Magic use is difficult for the fighter and they don’t make very good thieves either.

The fighter is a base class and does not require any special role-playing requirements. Although character histories are encouraged for any class to round out your character for a better role-playing experience, they are not required for this class.

The maximum armor for a fighter is forty (40) points.

Magic User – The magic user is everything that the fighter is not. Where fighters use strength, the magic user employs spells to do their bidding. The magic user is far weaker in body points starting with only four (4) and they are also restricted to the types of armor they can wear up to ten (10) points maximum. The magic user has a mixture of spells from every realm of magic and they can be any race.

The magic user is a base class and has no specific direction in their role-playing, thus allowing players to span the spectrum of the system. No character history is required, although (as always) are encouraged.

Magic Users start with four (4) body points and their maximum armor is ten (10) points.

Thief – The thief is the third and final base class in the ULTRA system. The thief survives through his or her use of stealth, but they also have moderate abilities to make use of both weapons and magic. These skills are more difficult for a thief to master than a warrior and a magic user respectively, but not as difficult as say… a magic user learning to use a sword or a fighter learning to cast a spell by any means.

Thieves can be any race and have no role-playing direction (but we do like those character histories anyway, remember!)

Thieves may wear up to twenty-five (25) points in armor and begin with 6 (six) body points.

Specialty Classes

Archer – The archer is the fighter of choice for those who don’t like wailing away in the fray of the battle. They are not helpless when it comes to melee combat, but they are definitely more lethal at a range. Archers also have a better understanding of missile weapons besides just their arrows and bolts.

Archers gain +1 for every year spent surviving off of their skill (1 year real time) additional to any other damage bonuses already on their ranged weapon. Archers are not committed to weapons or armor, although they must take some sort of missile weapon skill. Archers can be any race and, though a character history is recommended as always, one is not required.

Archers start with (eight) 8 body points and can wear thirty (30) points of armor.

Artisan – An Artisan is the master of producing items of almost any type. There is no production capability that is beyond the scope of an artisan.

Unfortunately, this comes at a price. The Artisan has a very difficult time learning any combative skills, offensive or defensive. They tend to perform best as a merchant of types, although their true devotion is in building and creating.

An Artisan starts with ten (10) body points and ten (10) maximum armor points.

Assassin – The assassin is a close relation to the thief in terms of being a specialist in stealth and treachery, but they almost always use these skills to kill rather than pilfer. The assassin’s ability to use stealth-based skills is a little more difficult than a thief’s, but in a combat scenario the assassin definitely has the upper hand. Any race may be an assassin and their weapon and armor restrictions are identical to thieves.

Assassins are not traditionally trusted or treated with much respect… that is if they are a known assassin. Of course the mark of a good assassin is the fact that nobody knows s/he is one. Most assassins will have detailed secondary persona that make a good cover for their day job and keep it under wraps. An assassin is not required to have a character history, but one is recommended. Assassins start with six (6) body points and can wear up to twenty (20) points of armor.

Battle Mage – The mage is most well known for using magic in battle. A mage’s spells are his/her defense and offense as well. It is very difficult for the mage to use a weapon or wear any armor due to their bonus restrictions. Their skills in combat magic and selection of spells make up for this lack in physical prowess, making them one of the deadliest classes to face in combat.

Any race may be a mage and it is strongly suggested that a player have a character history, but one is not required.

A mage starts with four (4) body points and can wear ten (10) points of armor.

Buccaneer – The buccaneer is basically a flamboyant thief. One of those that prefer the limelight to the shadows, they’d rather get caught stealing in order to engage the target in a duel than get away with it. Their skills in weapons and armor rival those of ordinary thieves. Character histories are greatly encouraged but not required to play a buccaneer.

Any race can be a buccaneer. They start out with six (6) body points and can wear up to thirty (30) points of armor. A buccaneer can also mend up to ten (10) points of armor to any suit. They can only do this one time per suit of armor per day. If the armor has been broken (reduced to 0) they can only repair the armor up to 5 points of what it was before the breakage.

Chronomancer – Among the magical world it has been said that good and bad does not exist, but it is frequently said that there are chronomancers and the rest of us. There is a story that the first chonomancer went back in time and killed his father before his own birth, This introduced paradox into the world and drove the chronomancer total insane. This has followed every chonomancer since. Chronomancy is the only forbidden art in the magical realms and is most likely to be met with death from any other practitioner of another school. This situation is what has lead to the time wars that no one knows if the effects will ever be over.

Chronomancer can be any race. They start with 3 (three) body points and can only wear ten (10) points of armor.

Elementalist – The elementalist wields the magic of the planes and from their movements. Where other magic using folk fear to tread because their magic works funny there is where the elementalist calls home. A lthough the selections of spells may be weaker than mages of this world when you step out of this world you can have no better friend (or enemy) then an elementalist.

Their restrictions for race body and armor are the same as an ordinary mage.

Gladiator – A gladiator is the showmen of the fighter world. Fighting and the crowd are two things that excite the gladiator. They prefer the shiniest armor and a flamboyant manner. Gladiator also thrive on competition and rarely resist a good challenge. Gladiators despise certain types of magic Protective and things that go flash are good but anything that kills to quickly without a chance for recognized is just no fun. When a gladiator isn't fighting he is practicing fighting and building himself up. Due to this reason a gladiator can purchase strength factor no matter what race he/she may be. They do pay double for this if they are not a race that is naturally predisposed to extra strength.

Guardsman – The guardsmen is closely related to the mercenary, but specialize in watching over someone or something else. Guardsmen traditionally are adapt at pole-arm or pike than most other classes and archery or crossbow comes easy to them as well. Guards men are typically anti-thieving and rarely employ any stealth capabilities if they have the option. Guardsmen LOVE, and I am Love, their shields. Guardsmen get 1 extra point of armor up and above their maximum for every level of shield they possess.

Any race can be a guardsmen. The start with 10 body and can wear up to 25 armor points.

Harmonist – Harmonists have mastery of magic through song. They have a great many verses and ballads that do a great many different things, all through the power of the spoken word. Their weapons and armor use are restricted the same as most other magic users, but their magic works quite differently. Their songs create magic that spans all those in the area who can hear it.

Any race can be a harmonist. They start with four (4) body points and can only wear up to ten (10) points of armor. Although character histories would definitely increase the depth of these characters, they are not required.

Healer – The healer is the fighter's best friend in the magic user community. The healer aids not just in body, but also in mind and spirit through their spells. The healer’s spells may also be used as an offense, but they are much more limited than a mage’s attacks. The restrictions on armor and weapons are the same for healers as they are for mages.

Any race can be a healer. The healer starts with four (4) body points and can only wear ten (10) points of armor. Character histories, as always, are suggested but not mandatory.

Herbalist – The herbalist is a specialist magic user, specializing in plant-life and natural forces in magic. An herbalist is more at home out of doors than within the confines of city life. They share the same restrictions as a magic user for both weapons and armor and prefer to use wooden weapons and armor.

An Herbalist starts with four (4) body points and can wear up to ten (10) points in armor. There are no race restrictions, but wood elves and dwarfs make the best herbalists as they receive a bonus by losing no body points. Character histories are suggested but not required for this class.

Illusionist – The illusionist has a special ability in making others believe whatever it is they want them to. An illusionist’s spells are tailor made for creating misdirection and illusions for use in combat and other venues as well. They have the same armor and weapon penalties as other magic using specialty groups.

Illusionists can be any race. They start with 3 (three) body points and can only wear ten (10) points of armor.

Mercenary – The mercenary is a special kind of fighter. Mercenaries live and die by the sword (and other weapons of course) and have a special berzerking ability that they can employ better than anyone else. The mercenary’s armor and weapon usage is closer to that of the fighter's than anything else.

Any race may be a mercenary. They start with 11 body points and can wear up to thirty (30) points of armor. A mercenary may also repair anyone’s armor with one minute of uninterrupted concentration. If the armor has been broken (reduced to 0) then it can only be only repaired up to 5 points of what it was before the breakage.

Monk – The monk is probably the most difficult class to characterize into any one character type. They have the same armor and weapon restrictions as most magic users, but have the body points of a thief and the magic capability of a fighter.

What sets the monk apart from the rest is their skill in weaponless combat and their special abilities that go above and beyond just smacking folks around. Monks are very devotes in training in a great number of disciplines and constantly exercising body and mind. A monk doesn’t use weapons… a monk IS a weapon.

Monks can be of any race and it is highly advised that they have a character history, but not required. Monks start with four (4) body points and are not allowed to wear any armor.

Neanderthal – The Neanderthal is the fighter that time forgot. In the Time Wars, the pure strength and brutality of the Neanderthal was used to attack the Scourge’s magical fortresses. The Neanderthals were transported through time by the thousands and the Scourge consummately slaughtered nearly the lot of them. The few survivors were unable to return to their lives in the past due to the defeat of Time by the stargazers and were forced to stay in the future.

That was many eons ago, and the Neanderthals, uneducated as they are wont to be, have long forgotten where they came from and how they got here… that is if they even knew what was going on to begin with. They are far too concerned with the here an now, providing themselves with daily needs like food and shelter, to be so consumed by their past or future.

Neanderthals are not allowed to train in literacy, which then turns around and eliminates them from the use of any magic. At maturity (18 years old) their ancestral strength begins to emerge and they automatically gain +2 points in strength. Neanderthals also gain +1 point of strength for every year they spend adventuring (real time) and can wear up to thirty (30) points of armor.

They can use any weapon and any armor that they can get their hands on, but prefer using clubs… the more massive and ugly with sharp pointy things the better. They are uncivilized, but not necessarily stupid, just slow and methodical in their thinking. Of courser like anyone, there are a few dumb ones out there, but it’s not required.

Neanderthals start with fifteen (15) body points. It is suggested that they have a character history, but None is required.

Necromancer – The necromancer draws his/her power from the dead and the dying. Due to this original way of gathering their power, the necromancer’s spell list reflects this grisly practice in both form and function. They have the same armor and weapon restrictions as the rest of the magic classes. A necromancer is drawn to the undead like no other class.

Necromancers can be any race. They start with four (4) body points and can only wear ten (10) points of armor.

Paladin – The paladin is a special kind of fighter. A paladin’s life is dedicated to the service of his or her liege, lord or other symbol of authority. They are usually fanatically loyal to their duties.

Paladins refuse to use sneak tactics, bludgeoning weapons, or poisons of any type… although elixirs are acceptable. Paladins have a special skill for healing in which they simply lay their hands on the individual needing medical attention. (Section …)

Paladins must have a code of honor. This code of honor is attached to their aura and is decided by the player. Players MUST have a character history in order to play a paladin.

The paladin starts with ten (10) body points and can wear up to thirty (30) points of armor. Paladins are able to repair their own armor with one minute of uninterrupted concentration. If the armor has been broken (reduced to 0) the paladin can only repair the armor up to 5 points of what it was before the breakage.

Pirate – The pirate used to be a sea-going thief, but now they have spread to land in search of rich land-lubbin’ caravans (they’re much easier to board). They have the same abilities to learn magic, wear armor and use weapons as an ordinary thief.

Pirates have colorful appearances and speak with an accent that tends to be thicker the more time that they have spent at sea. A pirate may be any race and it is strongly suggested you have a character history. The pirate starts with six (6) body points and can wear up to twenty (20) points of armor.

Psionist – The Psionist or “Mind Mage” focuses and uses mana to accomplish Extreme mental feats. Although physically weaker than most other classes, the advantage of being a psionist is realized when they are using their skill. Psionic spell are very difficult to block and have few defenses against them. They have the same armor and weapon penalties as other magic using specialty groups.

Psionist can be any race. They start with 3 (three) body points and can only wear ten (10) points of armor.

Romani – The Romani (aka the Rom) are the wandering vagabonds of Antithesis. They float from place to place making the best of what they can and living life day by day. They are comparable to thieves for many skills including armor, weapon and magic restrictions.

Any race can be a rom, everybody wanders after all and the destitute are not restricted to any one society. All races have their rom, but they are not always common.

It is suggested that a romani character have a history, but it is not required. They start off with six (6) body points and can wear up to twenty-five (25) points of armor.

Sage – The sage is a master of lore and magic, but has the hardest time of any magic using class in regard to armor and weapons. The sage’s spell list is also considerably the weakest of all the magic users in terms of combat and healing. But if knowledge is indeed power, then this class must be the most powerful in Antithesis. Investigating mysteries, solving puzzles and musing over dilemmas are what the sage lives for, and s/he does it better than anyone else out there.

A sage character must have a character history detailing their specialization. Sages can be any race. They start with four (4) body points and can only wear five (5) points of armor.

Sorcerer – The sorcerer is the master of ritual magic and must prepare ahead of time by having his/her spells cast before needing them. This can make the sorcerer a tough class to play and it requires a great deal of skill to survive as one. A sorcerer’s ritual list allows for many things as long as the sorcerer is prepared. Their skill with weapons and armor are the same as a magic user.

Any race can be a sorcerer. They start with four (4) body points and can only wear ten (10) points of armor.

Wild Mage – The wild mage is the one class of magic user who doesn’t have a list of spells all their own. A wild mage has the ability to cast magic from every sphere of magic, unfortunately though… they never know which spells they will know.

During re-ups, the logistics department of the hosting chapter will put all 1st level spells from every sphere into one list. They will then randomize the list and give the character the top 20 spells to choose from for their spell list for the day. They will continue this for 2nd, 3rd, 4th, 5th level spells and so on and so forth until they have a complete list. Because of this a wild mage might get a great combination of spells or a list of junk that will force that creative side of the character to come out and deal with the hand s/he was dealt.

A wild mage can be any race. They start with four (4) body points and can wear up to ten (10) points of armor. Although greatly encouraged, a character history is not required.

Wizard – Wizards are the artists of the magic user community. Their magic is released in the creation of scrolls and the drawing of tattoos through symbols and magical imagery. They have as difficult a time with weapons and armor as most magic users do.

Any race can be a wizard. They start with four (4) body points and can only wear ten (10) points of armor.

Dual Classes

Archaic – The philosophy that sometime its a good time to fight and sometimes its a good time to run is only have correct for the archaic. Sometimes its a good time to fight and if that doesn't work change time so it is a good time to fight. Some of the worst villains know to exist in Anthesis where fighters that kept coming back time after time after time.

Archaics start with eight (8) body points and can wear up to twenty-five (25) points of armor. Characters are not required to have a history, but it is always a good idea to have one.

Alchemist – The alchemist is a combination herbalist and assassin. The alchemist believes that the circle of life is indeed a full circle and does include death, thus having no qualms in dealing out said death when the situation arises. And if they get paid for it too, well that just means they enjoy their work. The alchemist is very close to nature as reflected by their magic skills.

Alchemists are far better at stealth than a pure mage would be, but much weaker than an assassin. The same relationship in skills goes for the converse… the alchemist is closer to nature than the assassin but nowhere near the pure herbalist.

An alchemist starts with five (5) body points and can wear up to fifteen (15) points of armor. They can be of any race with dark elves making up the bulk of the class, going so far as to be seen as leaders in the field. Dark elf alchemists do not need a character history, but all other races DO need one describing their secondary persona much like the assassin class.

Bandit – As the old saying goes, “There’s a bandit behind every tree.” And this sentiment is no better expressed than by the bandit class itself, a combination between a fighter and a thief. If you’re waltzing down the road, spying clouds shaped like rabbits and cupcakes when someone leaps from behind a tree, knocks you out and steals all your stuff… well, how’s it feel to have met your very first bandit?

Bandits have the fighting skills of a fighter at a slightly higher cost and have the stealth of a thief, again at a slightly higher cost. Bandits can be any race. They start with eight (8) body points and can wear up to twenty-five (25) points of armor.

Blackhawk – The blackhawk may be the darkest character in the world of Antithesis. The blackhawk makes use of the assassin’s powers almost as well as they do to kill his or her enemy. Not only this, but the blackhawk may then employ the powers of a necromancer to control their helpless rotting corpse after kill them. This has brought about the saying, “Even in death, one cannot escape a blackhawk.”

Blackhawks or assassin necromancers, have five (5) body points to start off with and can wear up to fifteen (15) points of armor. A character history is required describing the secondary persona that a blackhawk uses for cover.

Bowman – The bowman makes up the largest amount of any army’s archer corp. A bowman is more gifted with a bow than a sword, but is not defenseless in a melee battle either.

A bowman, fighter/archer may be any race. They start off with eleven (11) body points and may wear up to thirty (30) armor points. A character history is not required.

Brigand – A lot of people get bandits and brigands confused, most likely because when they are attacked they just see this guy leap from behind a tree with a cudgel and then darkness… not a lot of time to get to know the man with the tree fetish and detect the subtle nuances that make him different from all the rest. The biggest of these being… the brigands have an agenda. Bandits steal anything, including and not limited to candy from babies. Brigands are far more selective and usually have some master plan and/or orders to rob who it is that they do. This makes them far easier to hire on and suits the mercenary/thief combination that they are.

Thieves’ guilds are primarily where you’ll be able to locate yourself a brigand. Bandits are far less organized and couldn’t develop a guild any easier than they could balance the world economy. Brigands and bandits do not get along. All their skills are exactly the same, but since the brigand has goals he feels far superior to the bandit. Brigands, after all, are the best thieves around… those silly bandits are just playing “Fox and Sheep”. Now, bandits hate the brigands because all their marks are usually much more wary due to some brigand working them over, making it harder for them to rob them.

Brigands start with eight (8) body points and can wear up to twenty-five (25) points of armor. The one skill they have that bandits do not is their berzerking ability. Character histories give far better playability to these characters, but are not required.

Burglar – One day a bandit jumped the wrong sorcerer and received quite a few blisters in unmentionable places for his troubles. Now, bandits can be slow at times, but this guy was pure genius. What if we bandits could learn to use magic? This is how the burglar, magic user/thief, was born. The burglar was brought up and trained in the ways of magic in order to steal things from places and people that were protected or only accessible by such forces.

Burglars begin with five (5) body points and may wear up to twenty (20) points of armor.

Cavalier – The cavalier <insert fanfare here> is a combination between a paladin and a buccaneer. They take the honor code of the paladin and sprinkle it with spicy bits of the flamboyant dress and attitude of the buccaneer. So while they may be loud-mouthed braggarts… at least they do it with honor.

A cavalier can be any race. They start with eight (8) body points and can wear up to thirty-five (35) points of armor. The cavalier may repair a suit of broken armor with 1 minute of concentration. If the armor has been reduced to 0 they can repair the suit to its original stats.

Chieftain – The chieftain was at one time a Neanderthal during the Time Wars. They were the leaders and the ones responsible for the tribes beneath them. They were also the first to have relations with other people from this time… girls always go for a Neanderthal in uniform after all. Over the generations they began to learn different ways of the culture they had been thrown into and even went so far as to gain the ability to read and write as well as heal. But at the same time they became soft a weak, so while the other Neanderthals are still strong and stupid, the chieftain gained some wit but lost some strength.

Chieftains, Paladin/Neanderthals, are not as large as Neanderthals, starting with only twelve (12) body points, but they can wear up to thirty-five (35) points of armor. A chieftain character must have a character history detailing his or her clan and loyalties along with their code of honor. The chieftain gains a +2 bonus to strength to start off.

Dreadnaught – The unjust, unrighteous and just plain old vile folks of Antithesis find that the career choice of dreadnaught is one they are very well suited for. To create discord, mayhem and fear are the very mainstays of their lives. Inflicting pain, suffering and misery is their lifeblood. These cruel beings have the same honor code as a paladin and they draw their magical energy from the dead and dying… many of which are dead and dying because… well, because they made them dead and dying.

Dreadnaughts or paladin necromancers, start with eight (8) body points and can wear up to thirty (30) points of armor. Combining this with the ability to train in fighting skills almost as well as a fighter themselves along with the magical ability right up there with a necromancer has earned them the title of the “Dark Ones.” Yes, these are the same Dark Ones your mother said would come and get you if you didn’t wash behind your ears and eat your vegetables.

The paladin’s ability to lay-on-hands has been sickened and twisted by the dreadnaught to inflict damage. Dreadnaughts require character histories detailing their honor code, which will tie into their aura the same way as a paladin’s.

Filtcher – Filtchers would tell everyone I am just a thief, because if any one knew they are also part chronomancer most likely they would be killed. ...But wait a minute Telling people that you are a thief might get you killed as well..hmmm... Well whatever story they come up with let us hope that it is really good, for most likely their lives depend on it.

Filtchers start with eight (8) body points and can wear up to twenty-five (25) points of armor. Characters are not required to have a history, but it is always a good idea to have one.

Henchman – The henchman is a combination fighter and mercenary and because of this, they make up the bulk of most modern day armies. The henchman’s shares abilities that a fighter could not ever reach that a mercenary could, as well as vice versa with fighting skills that go above and beyond what a mercenary would be capable of.

The henchman starts at twelve (12) body points and can wear up to thirty-five (35) points of armor. A henchman can also repair broken armor up to 5 points of its maximum score with 1 minute of uninterrupted concentration.

Magician – The magician’s survival depends on preparation, much like the sorcerer. The magical skills both of these classes possess all take time. A forewarned magician with time to cast is just about the worst thing you could run across in a dark alley. Magicians, wizard/sorcerer, are formidable in both rituals and magic dealing with symbols and drawings.

The magician is physically one of the weakest combination classes in any field. They start with only three (3) body points and can wear up to ten (10) points of armor. Any race may be a magician and although a good character history makes for a good character, one is not required.

Medic – The medic is a combination between a fighter and a healer. As with all combination classes, while the medic isn’t quite as good as a fighter when it comes to fighter skills or the healer when it comes to healing skills they are definitely better healers than fighters are and much better fighters than a healer could ever be.

Any race can be a medic, including pixies and sprites. They start with seven (7) body points and can wear up to twenty-five (25) points of armor. A medic may also repair armor that has been damaged after 5 Minutes of uninterrupted concentration. If the armor has been broken (reduced to 0) they can only repair the armor up to 5 points of what it was before the breakage. Medics are not required to have a character history.

Minstrel – The minstrel, a fighter/harmonist combination, is the entertainer of the fighting world (no, not like a wrestler). They equally enjoy singing in public, in private or in combat and feel that the entire world is their stage for them to do as they please. The magic of the spoken word is a prime facet of the minstrel’s life.

Even though many view the minstrel as just another busker out for quick buck, they also have the abilities of a fighter and are almost as good as one in combat. So be sure you know who you’re heckling the next time you’re in a tavern watching a performance. You might find yourself on the floor in you pick on the wrong performer.

Minstrels may be any race. They start off with seven (7) body points and may wear up to twenty-five (25) points of armor. Character histories are nice, but not required.

Mystic – The mystic is a combination between a magic user and a psionist. Mystics have had a profound effect on Antithesis. Through their combination of magic with the effectiveness of psionics they have proven to be one of the most dangerous combination classes out there. Mystics are well equipped to deal with the unknown in every realm of possibility.

The mystic starts with four (4) body points and can wear up to three (3) points of armor. But don’t worry aspiring mystics! This lack of defense certainly doesn’t mean these folks will be monster food, their other abilities more than make up for the lack of these skills. Any race may be a mystic and a character history would be nice but not required.

Ninja – The ninja is shrouded in mystery and survives by stealth in addition to their secretive use of a monk’s abilities and disciplines. A true ninja doesn’t exist, at least that’s what a ninja will tell you. So if someone tells you they don’t exist, odds are they’re a ninja… or just psycho. They are adept killers and are feared and shunned where monks and samurai are respected and well liked.

Ninjas, monk/assassin, start out with five (5) body points and may not wear any armor with a point value. A ninja may not use any of their ninja abilities while in armor. A character history is required describing the character’s secondary persona.

Phantom – The phantom is the thief that was never there. He uses his power of illusion to hide, conceal or misdirect and individual or group as a way to cover any thieving attempts. Pixies and sprites make incredibly phantoms and lose no body points from the racial disadvantages when choosing this class.

A phantom, illusionist/thief, starts with 5 (five) body points and can wear up to ten (10) points of armor. Any race may be a phantom.

Ranger – The ranger is a combination fighter and herbalist. They are the fighter who just prefers his or her bloodshed under an open sky surrounded by the beauty of nature. Their empathy with nature also grants them limited healing powers while still allowing them to be halfway decent fighters. The ranger prefers using wooden weapons, especially ranged weapons like bows. Wood elves, wood dwarfs, pixies and most werelings all make excellent rangers due to their preoccupation with the outdoors.

Rangers start with eight (8) body points and may wear up two twenty-five (25) points of armor. A ranger may repair damaged armor after 5 Minutes of concentration. If the armor has been reduced to 0 they can only repair it up to 5 points of what it was before the breakage. Rangers do not require a character history, but they’re nice to have.

Reaver – The paladin/assassin combination, called a reaver, makes up the worst of both worlds. These people still have an honor code like a paladin, but this code is usually leaning toward the creation of strife, chaos and discord for some higher purpose. And let me tell you, do these folks just love to kill people.

These characters always have a secondary persona, which is detailed in their required character histories as well as their code of honor. A reaver starts with eight (8) body points and can wear up to thirty (30) points of armor.

Researcher – The researcher, a mage/sage combination, is the information gatherer whom doesn’t need his or her big brother to beat up the bullies at school… they can do it themselves. Where there is knowledge there is power and where there is power there is danger… and where there is all three, well that’s where you’ll likely find a researcher.

They are equally adept on the battlefield as they are in the library, mowing down their foes and deciphering the Dewey decimal system with equal panache. When you want to know something but don’t know how to get hold of it, where to get hold of it, or don’t even know what you really want to know… the researcher is your best friend.

Researchers start with two (2) body points and may wear up to five (5) points of armor. Researchers are required to have a character history that explains what they study.

Samurai – The samurai is the protagonist to the ninja, and although possessing the same of the monk’s skills, the two are as different as night and day. A samurai has an almost identical code of honor to that of the paladin and they pride themselves in the fact that this code is connected to their aura. A samurai would rather face death than lose honor or aura.

The samurai, paladin/monk, can be any race. They start with seven (7) body points and may wear up to twenty-five (25) points of armor. A character history is required detailing their honor code.

Scourge – If you need someone to charge through the open portal to nobody-has-a-clue-where-it-goes-land this class would be your first choice – If you what them to have a better chance of returning, If not send a mercenary they are expendable.

Scourge start with eight (8) body points and can wear up to twenty-five (25) points of armor. Characters are not required to have a history, but it is always a good idea to have one.

Skald – This is what you need to be when the quest for knowledge turns violent. They normally have a great love of adventure Skalds start with eight (8) body points and may wear up two twenty-five (25) points of armor and any race can be a Skald

Slayer – Into every generation, a slayer is bor… wait, scratch that. The slayer, fighter/necromancer, has a tradition of either being a distinctive fighter that uses the power of death and decay to wreak havoc upon his fellow man or as a fighter who uses his knowledge of death and the associated magical powers to destroy the chaotic beings of Antithesis. Either way these guys are way up there on the morbid-o-meter. Just to look at a slayer though, it is impossible to tell the difference between one and the other.

Slayers start with eight (8) body points and can wear up to twenty-five (25) points of armor. Characters are not required to have a history, but it is always a good idea to have one.

Spy – The assassin/psionist combination that is the spy, makes many nobles, guilds and any other large organization (especially government) very nervous. Spies make their living off of stealth and deception… the go in, get what they want, kill the guy they were sent to kill and slip back out before anyone even realizes that they left the front door open. Spies do not fear to get involved in long-term operations that can last for years where your typical assassin would shy away from such an assignment, wanting to be done as quickly as possible.

Spies can be any race. They start with five (5) body points and can wear up to twenty (20) points of armor. Although a known spy is a dead spy, they are required to have character histories detailing their affiliations and secondary persona… we promise we won’t tell!

Swashbuckler – The swashbuckler shares the flare of the romani with the fortitude and fighting prowess of the most devote fighters. Swashbucklers have the fighting skills of a fighter at a slightly higher cost and have the stealth of a thief, again at a slightly higher cost. Swashbucklers can be any race. They start with eight (8) body points and can wear up to twenty-five (25) points of armor.

Triple Classes

Amazonian – Also among the stronger of the Anthesis adventuring crowd is the Amazionian. The are a little more dangerous in group combat settings than some of the other classes due to the can get you up close and personal in combat and they can get you from far away with poisoned missile weapons. Although their stealth skills use leave something to be desired there is no doubt in general combat these people can be great allies or horrible horrible enemies.

They start with nine (9) body points and can wear up to thirty five (35) points of armor. Although greatly encouraged, a character history is not required. Any race can be an amazonian

Bard – A bard, fighter - magic user – thief, is the Anthesis answer to the jack-of-all-trades. They have all skills they are capable of learning in the arts of general magic, fighting skills and enough skills in thieving to round out any character.

Bards are notorious travelers and enjoy life on the road. There greatest joy is to experience new things, no matter what that may be. A Bard can be any race. They start with Six (6) body points and can wear up to ten (10) points of armor. Although greatly encouraged, a character history is not required.

Bounty Hunter – One of the favorite expressions of a bounty hunter is “ If you run you are going to die tired”. This expression is more as a taunt so the bounty hunter can track down his target before he brings them back. These people are the strongest of the stealthy, although typically weak in the magical ability area their strength and stealth make up for it.

They start with eleven (11) body points and can wear up to thirty (30) points of armor. Although greatly encouraged, a character history is not required. Any race can be a bounty hunter.

Djinn – A djinn, Psionist/Illusionist/magic user, can be any race. They start with four (4) body points and can wear up to ten (10) points of armor. Although greatly encouraged, a character history is not required.

The only certainty when dealing with a djinn is uncertainty. Though their combination of abilities a djinn is one of the most unpredictable classes in all of Anthesis. Although in a hand to hand fighting situation the djinn is definitely among the weakest character. The ability of the illusion to affect the mind of a character and the use of Psionics to embellish this effect still makes them deadly in combat. There have been rumors of other types of djinn to be known to exist (wild djinns, dark djinn, ect. ect.)

Gypsy – Gypsies are the most colorful of all the classes of Anthesis. They dress brightly, speak loudly and live in a flamboyant manner. With the combination of being a harmonist, a romani and a buccaneer rolled into one a gypsy can be recognized from a distant for being what he is.

Gypsies like Romani may posses the ability to use a Romani curse. These can have varying effects depending how skilled the gypsy is in their curses. These curses are used when the gypsy feels insulted or slighted in someway and only to cause regret in the person as to insure that the action that deemed for a need to be cursed is never repeated.

A Gypsy can be any race. They start with five (5) body points and can wear up to ten (10) points of armor. Although greatly encouraged, a character history is not required.

Magi – A Magi, Wizard/sorcerer/magic user, can be any race. They start with four (4) body points and can wear up to five (5) points of armor. Although greatly encouraged, a character history is not required.

The magi are everything that the warrior is not, highly gifted in the realms of magic and the weakest of in the combat skills area. There are also rumors that different types of magi exist (dark magi, wild magi, spirit magi, ect. ect…)

Scout – This combination allows for the ultimate hunter. If you have ever feel a cold chill run down your spine because you were alone in the woods , wear a scarf and stay away from scouts. They enjoy hunting down any target and are also well renowned for for being able to use the powers of nature and stealth to sneak up on an enemy force without being detected.

A scout can be any race. They start with six (6) body points and can wear up to ten (15) points of armor. Although greatly encouraged, a character history is not required.

Skulk – The skulk, a thief/illusionist/magic user, is named for a race of individuals that is supposed to never have been seen. Fairy tales exist that say the moment that a skulk would be seen by any creature he would just flicker out of existence. Due to the definition there has never been any proof that these creatures have ever existed out of the fairy tale stories. The class was named with the idea if a skulk were to exist that is the abilities they would probably possess.

A Skulk can be any race. They start with four (4) body points and can wear up to ten (10) points of armor. Although greatly encouraged, a character history is not required.

Valykrie – Valykries are the leading force in any army, mainly because the refuse to be behind anyone else. They live for dealing with any combat, whether magical or non-magical, coming their way. These people also have a code of honor as well, which always have to deal with term of combat. They have a natural fighting attitude which serves them well on and off the field of combat.

They start with nine (9) body points and can wear up to forty (40) points of armor. Although greatly encouraged, a character history is not required.

Warrior – A Warrior, Fighter/mercenary/archer, can be any race. They start with twelve (12) body points and can wear up to forty (40) points of armor. Although greatly encouraged, a character history is not required.

The stories of legend in Anthesis would not be half as interesting without the class of warriors. This class is the representation of the strongest of the strongest. In any combat situation the warrior is a force that deserves respect. Although at a greatest magical disadvantage in relation to the other classes the warrior makes this up in brute strength and constitution.

Class Information Table

Class Symbol Starting
Body
Starting
Max Armor
Disadvantages Skill Restriction Race Restriction Roleplaying Costuming
BASE CLASSES
Fighter F 10 40 High Cost Magic None Pixies and Sprites Player's Discretion Player's Discretion
Magic User MU 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Thief T 6 25 Mid-Cost Weapons and Magic None None Player's Discretion Player's Discretion
SPECIALTY CLASSES
Archer AC 8 30 None None None Player's Discretion Player's Discretion
Artisan AT 10 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Assassin AS 6 20 Mid-Cost Weapons and Magic No Lay On Hands None Should have Secret Persona Player's Discretion
Battle Mage MG 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Buccaneer BR 6 30 Mid-Cost Weapons and Magic None None Player's Discretion Flashy Clothing
Chronomancer CH 3 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Elementalist EL 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Gladiator GL 11 25 High Cost Magic Skills None None Player's Discretion Player's Discretion
Guardsman GA 11 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Harmonist HR 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Healer HE 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Herbalist HR 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Illusionist IL 3 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Mercenary ME 11 30 High Cost Magic Skills None None Player's Discretion Player's Discretion
Monk MK 4 0 High Cost Fighter Skills No Armor None Player's Discretion Player's Discretion
Neanderthal NE 15 30 None No Literacy None Uncivilized Furs
Necromancer NE 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Paladin PA 10 30 No Poisons No Bludgeon
No Sneak Attack
None Dedicated to Other Entity Player's Discretion
Pirate PR 6 20 Mid-Cost Weapons and Magic None None Player's Discretion Flashy Clothing
Psionist PS 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Romani RO 6 25 Mid-Cost Weapons and Magic None None Accent Bright Colors and Jingling Bells
Sage SG 4 5 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Sorcerer SR 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Wild Mage WM 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Wizard WZ 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
DUAL CLASSES
Archaic AR 8 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Alchemist AL 5 15 High Cost Fighter Skills None None Character History Required Player's Discretion
Bandit BN 8 25 High Cost Magic Skills None None Player's Discretion Player's Discretion
Blackhawk BH 5 15 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Bowman BW 11 30 High Cost Magic Skills None None Player's Discretion Player's Discretion
Brigand BG 8 25 High Cost Magic Skills None None Player's Discretion Player's Discretion
Burglar BR 5 20 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Cavalier CV 8 35 High Cost Magic Skills None None Character History Required Player's Discretion
Chieftain CH 12 35 High Cost Magic Skills No Literacy None Character History Required Player's Discretion
Dreadnaught DN 8 30 High Cost Thief Skills None None Player's Discretion Player's Discretion
Filcher FL 8 25 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Henchman HE 12 35 High Cost Magic Skills None None Player's Discretion Player's Discretion
Magician MC 3 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Medic MD 7 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Minstrel MN 7 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Mystic MY 4 3 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Ninja NJ 5 0 High Cost Healing/Magic Skills No Armor None Character History Required Player's Discretion
Phantom PH 5 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Ranger RG 8 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Reaver RV 8 30 High Cost Healing/Magic Skills None None Character History Required Player's Discretion
Researcher RE 2 5 High Cost Fighter Skills None None Character History Required Player's Discretion
Samurai SM 7 25 High Cost Magic/Thief Skills No Bludgeon
No Sneak Attack
None Character History Required Player's Discretion
Scourge SC 8 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Skald SK 8 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Slayer SL 8 25 High Cost Thief Skills None None Player's Discretion Player's Discretion
Spy SP 5 20 High Cost Magic Skills None None Character History Required Player's Discretion
Swashbuckler BN 8 25 High Cost Magic Skills None None Player's Discretion Player's Discretion
TRIPLE CLASSES
Amazonian AZ 9 35 High Cost Thief Skills None None Player's Discretion Player's Discretion
Bard BD 6 10 High Cost Monk Skills None None Player's Discretion Player's Discretion
Bounty Hunter BH 11 30 High Cost Magic Skills None None Player's Discretion Player's Discretion
Djinn DJ 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Gypsy GY 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Magi MI 4 5 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Scout ST 6 15 High Cost Monk Skills None None Player's Discretion Player's Discretion
Skulk SK 4 10 High Cost Fighter Skills None None Player's Discretion Player's Discretion
Valykrie VA 9 40 High Cost Thief Skills None None Player's Discretion Player's Discretion
Warrior WR 12 40 High Cost Magic Skills None None Player's Discretion Player's Discretion