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Specialist Classes MK2


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#1 ElricOfMelnibone

ElricOfMelnibone

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Posted 03 July 2012 - 05:10 AM

Ok, as I stated somewhere else, I've made several "variations" of the original classes for Anima. Some of those I'm not posting because they are based on Elan (much Like Champions and Clerics) with entities and pantheons I'm using in my campaign, and since I'm not posting my Elans because I don't feel very confident about those, I won't post the corresponding specialist classes either, but I've actually made 4 Specialist Classes for each class, granting my players an actual choice of 100 Classes. The list includes Invoker and Warrior Invoker which are actually classes from Arcana Exxet.

Anyway, here we go!

 

BARBARIAN (WARRIOR):
A Warrior may choose to “specialize” as a Barbarian. This can be done either at character’s creation, when switching class to Warrior or at any level-up if the character is already a Warrior.
A Barbarian applies no Wear Armor Class Innate Bonus and applies only 20MK per Level, but has an extra +15 bonus to Life Points per Level and double his Feats of Strength Class Innate Bonus. Also, either at Character Creation or when switching to the Barbarian Class, a character may choose to apply the Block Class Innate Bonus to Dodge instead of Block.
While using the Berserker Magnus, the Barbarian has a bonus to Attack equal to 1/10 (round down at multiples of 5) of his Feats of Strength Ability value.
BREAKDOWN:
PENALTIES: +20MK/Level. No +5Wear Armor/Level.
BONUS: +30Life Points/Level. +10Feats of Strength/Level. May trade Class Block Bonus to equal Dodge Bonus. Berserk Attack bonus equal to 1/10 Feats of Strength.

INTELLIGENCE (WARRIOR):
A Warrior may choose to “specialize” as an Intelligence. This can be done either at character’s creation, when switching class to Warrior or at any level-up if the character is already a Warrior, by spending 40DPs.
An Intelligence spends 2DPs per point on Feats of Strength, but only spends 2DPs per point on Intellectual Secondary Abilities. An Intelligence applies no Class Innate Bonus to Feats of Strength and Wear Armor, and applies only +10 Life Points and +20MK per Level, but applies a Class Innate Bonus of +10 to three Secondary Abilities of choice per Level.
An Intelligence is considered a Fighter-Novel Archetype and not a Fighter Archetype.
BREAKDOWN:
PENALTIES: No Fighter Archetype. +10Life Points/Level. +20MK/Level. No +5Feats of Strength/Level. No +5Wear Armor/Level. Cost of Feats of Strength: 2.
BONUS: Figher-Novel Archetype. 3X+10Secondary Ability of Choice/Level.

SOLDIER (WARRIOR):
A Warrior may choose to “specialize” as a Soldier. This can be done either at character’s creation, when switching class to Warrior or at any level-up if the character is already a Warrior.
A Soldier spends 2DPs per point in Feats of Strength, applies no Class Innate Bonus to Feats of Strength, and applies only 20MK per Level, but doubles his Class Innate Bonus to Wear Armor, and applies a Class Innate Bonus of +5 to History (Tactics Specialization) per Level and only spends 2DPs for point of History (Tactics Specialization).
While fighting side by side with an ally, the Soldier can apply each turn a bonus to either Attack or Block equal to 1/10 (round down at multiples of 5) of his History (Tactics Specialization) Ability value.
BREAKDOWN:
PENALTIES: +20MK/Level. No +5Feats of Strength/Level. Cost of Feats of Strength: 2.
BONUS: Cost of History (Tactics): 2. +10Wear Armor/Level. +5History (Tactics)/Level. Side by side with ally Attack or Block bonus equal to 1/10 History (Tactics).

 

PIRATE (ACROBATIC WARRIOR):
An Acrobatic Warrior may choose to “specialize” as a Pirate. This can be done either at character’s creation, when switching class to Acrobatic Warrior or at any level-up if the character is already an Acrobatic Warrior.
A Pirate applies no Athleticism Class Innate Bonus and only applies 20MK per Level, but he applies a +10 Class Innate Bonus to Swim and Navigation Secondary Abilities per Level. Also, a Pirate can each turn apply a bonus equal to 1/10 (round down at multiples of 5) of his Navigation to either his Attack or Dodge, while on a ship.
BREAKDOWN:
PENALTIES: +20MK/Level. No +10Athleticism/Level.
BONUS: +10Swim/Level. +10Navigation/Level. On ship Attack or Dodge bonus equal to 1/10 Navigation.

SWORD DANCER (ACROBATIC WARRIOR):
An Acrobatic Warrior may choose to “specialize” as a Sword Dancer. This can be done either at character’s creation, when switching class to Acrobatic Warrior or at any level-up if the character is already an Acrobatic Warrior.
A Sword Dancer applies no Class Innate Bonus to Sleight of Hand, but applies a Class Innate Bonus of +10 to Dance per Level.
A Sword Dancer spends 3DPs per point of Wear Armor.
A Sword Dancer doubles penalties to Initiative and halves Defense bonuses of Shields, but applies no Initiative penalty for wielding two weapons of the same size and while dual wielding may choose to apply a Dodge bonus equal to 1/10(round down at multiples of 5) of his Dance value.
BREAKDOWN:
PENALTIES: No +10Sleight of Hand/Level. Cost of Wear Armor: 3. Shields have double penalties and half bonus.
BONUS: +10Dance/Level. No penalty from dual wielding same sized weapons. Dual wielding Dodge bonus equal to 1/10 Dance.

TRUE BLADE (ACROBATIC WARRIOR):
An Acrobatic Warrior may choose to “specialize” as a True Blade. This can be done either at character’s creation, when switching class to Acrobatic Warrior or at any level-up if the character is already an Acrobatic Warrior.
A True Blade gains no Class Innate Bonus to Athleticism, and Jump. A True Blade must choose a single melee weapon. For every Even Level, the True Blade reduces by 1 the roll required to score an Open Roll on Attack and Defense rolls, while fighting wielding the chosen weapon.
BREAKDOWN:
PENALTIES: No +10Athleticism/Level. No +10Jump/Level.
BONUS: +1%Open Roll/2Levels with chosen weapon.
 

BANISHER (PALADIN):
A Paladin may choose to “specialize” as a Banisher. This can be done either at character’s creation, when switching class to Paladin or at any level-up if the character is already a Paladin.
A Banisher cannot trade his/her Class Innate Bonus to Zeon and Banish for a Class Innate Bonus to Composure and does not apply any Class Innate Bonus to Withstand Pain. A Banisher reduces by 5 his/her Class Bonus to Life Points and halves his/her Class Innate Bonus to Wear Armor.
A Banisher applies an extra +50Zeon per Level and reduces time-dependant penalties to Banish Rituals by -5 per Level. Upon reacing Level 15 the Banisher becomes able to Banish Gnosis40 entities as if he/she had Gnosis 40. Upon reacing Level 18 the Banisher becomes able to Banish Gnosis45 entities as if he/she had Gnosis 45.
BREAKDOWN:
PENALTIES: Cannot trade +20Zeon and +10Banish for +10Composure. No +10Withstand Pain/Level. +10Life Points/Level. +5Wear Armor/Level.
BONUS: +70Zeon/Level. -5Banish Time Penalties/Level. Gnosis40/45 for Banish at Level15/18.

CHAMPION (PALADIN):
A Paladin may choose to “specialize” as a Champion. This can be done either at character’s creation, when switching class to Paladin or at any level-up if the character is already a Paladin.
A character must have at least 25 points of Elan with anyone Beril, in order to be or become a Champion.
A Champion cannot change his class. A Champion can have Elan only with a single Beril and should his Elan Level ever fall below 25, it automatically becomes a Paladin of the same Level. Whenever the Champion does something that goes against the creed of his patron Beril, he loses twice the usual amount of Elan points.
A Champion spends 2DP per point in Social Secondary Abilities, but applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.
BREAKDOWN:
PENALTIES: Cost of Social Secondary Abilities: 2. Limited to Chosen Beryl Elan. Cannot change class. Loses class if Elan drops below 25.
BONUS: +5Elan Level/Level.

DEFENDER (PALADIN):
A Paladin may choose to “specialize” as a Defender. This can be done either at character’s creation, when switching class to Paladin or at any level-up if the character is already a Paladin.
A Defender must always trade his/her Class Innate Bonus to Zeon and Banish for a Class Innate Bonus to Withstand Pain. A Defender spends 2DPs per point on Social Secondary Abilities, but applies an additional +10Life Points per Level and +5Wear Armor per Level.
BREAKDOWN:
PENALTIES: Must trade +20Zeon and +10Banish for +10Composure. Cost of Socials: 2.
BONUS: +25Life Points/Level. +15Wear Armor/Level.

HOLY HUNTER (PALADIN):
A Paladin may choose to “specialize” as a Holy Hunter. This can be done either at character’s creation, when switching class to Paladin or at any level-up if the character is already a Paladin.
A Holy Hunter spends 2DPs per point on Withstand Pain. A Holy Hunter applies no Class Innate Bonus to Leadership.
A Holy Hunter applies a bonus of +5 to the Base Damage of Attacks against creatures from a chosen category per Level, and a bonus of +5 to all Resistance checks caused by creatures of the same category per Level. Humanoid Races cannot be chosen as a category.
BREAKDOWN:
PENALTIES: No +10Leadership/Level. Cost of Withstand Pain: 2.
BONUS: +5Base Damage/Level VS Chosen Category. +5Resistances/Level VS Chosen Category.
 

DARK CHAMPION (DARK PALADIN):
A Dark Paladin may choose to “specialize” as a Dark Champion. This can be done either at character’s creation, when switching class to Dark Paladin or at any level-up if the character is already a Dark Paladin.
A character must have at least 25 points of Elan with anyone Shajad, in order to be or become a Dark Champion.
A Dark Champion cannot change his class. A Dark Champion can have Elan only with a single Shajad and should his Elan Level ever fall below 25, it automatically becomes a Dark Paladin of the same Level. Whenever the Dark Champion does something that goes against the creed of his patron Shajad, he loses twice the usual amount of Elan points.
A Dark Champion spends 2DP per point in Social Secondary Abilities, but applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.
BREAKDOWN:
PENALTIES: Cost of Social Secondary Abilities: 2. Limited to Chosen Shajad Elan. Cannot change class. Loses class if Elan drops below 25.
BONUS: +5Elan Level/Level.

DARK MASTER (DARK PALADIN):
A Dark Paladin may choose to “specialize” as a Dark Master. This can be done either at character’s creation, when switching class to Dark Paladin or at any level-up if the character is already a Dark Paladin.
A Dark Master does not apply any Persuasion or Style Class Innate Bonus, but applies a bonus of +25 Zeon per Level and increases his Magic Regeneration by 1/4.
BREAKDOWN:
PENALTIES: No +5Style/Level. No +5Persuasion/Level.
BONUS: +45Zeon/Level. +1/4Magic Regeneration.

DARK OVERLORD (DARK PALADIN):
A Dark Paladin may choose to “specialize” as a Dark Overlord. This can be done either at character’s creation, when switching class to Dark Paladin or at any level-up if the character is already a Dark Paladin.
A Dark Overlord applies no Innate Class Bonus to Attack, but doubles his/her Innate Class Bonus to Wear Armor, Persuasion, and Style, and applies a Class Innate Bonus of +10 to Leadership per Level.
BREAKDOWN:
PENALTIES: No +5Attack/Level.
BONUS: +10Wear Armor/Level. +10Persuasion/Level. +10Style/Level. +10Leadership/Level.

DOOMBRINGER (DARK PALADIN):
A Dark Paladin may choose to “specialize” as a Doombringer. This can be done either at character’s creation, when switching class to Dark Paladin or at any level-up if the character is already a Dark Paladin.
A Doombringer applies no Class Innate Bonus to Persuasion, and Style, but applies an extra bonus of +5 to his MK per Level. A Doombringer spends 2DPs per point on Composure.
BREAKDOWN:
PENALTIES: No +5Persuasion/Level. No +5Style/Level. Cost of Composure: 2.
BONUS: +25MK/Level.
 

GUARDIAN (WEAPON MASTER):
A Weapon Master may choose to “specialize” as a Guardian. This can be done either at character’s creation, when switching class to Weapon Master or at any level-up if the character is already a Weapon Master.
A Guardian applies no Class Innate Bonus to Feats of Strength, and only applies the Class Innate Bonus to Attack each Even Level, but applies a Class Innate Bonus of +10 to Notice per Level. A Guardian spends 2DPs per point on Feats of Strength, but only spends 1DP per point on Notice. A Guardian can cover others as a Passive Action, instead of an Active Action.
BREAKDOWN:
PENALTIES: Cost of Feats of Strength: 2. No +5Feats of Strength/Level. +5Attack/2Levels.
BONUS: Cost of Notice: 1. +10Notice/Level. Cover Others as a Passive Action.

KNIGHT (WEAPON MASTER):
A Weapon Master may choose to “specialize” as a Knight. This can be done either at character’s creation, when switching class to Weapon Master or at any level-up if the character is already a Weapon Master.
A Knight does not apply the Feats of Strength Class Innate Bonus, but applies a +10 Class Innate Bonus to Ride per Level. A Knight won’t benefit from any Style Module, unless he’s fighting using weapons from the Knight Archetype Module. While mounted, the Knight can apply a bonus each turn either to his Attack or Block Abilities equal to 1/10 (round down at multiples of 5) of his Ride Secondary Ability.
BREAKDOWN:
PENALTIES: No +5Feats of Strength/Level. Can use Style Modules only with Knight Archetype Module weapons.
BONUS: +10Ride/Level. Mounted Attack or Block bonus equal to 1/10 Ride.

SLAYER (WEAPON MASTER):
A Weapon Master may choose to “specialize” as a Slayer. This can be done either at character’s creation, when switching class to Weapon Master or at any level-up if the character is already a Weapon Master.
A Slayer cannot wear any Armor nor carry any Shield and hence applies no Class Innate Bonus to Wear Armor, but applies a Class Innate Bonus of +10 to Composure and Withstand Pain per Level.
Whenever a Slayer is targeted by an attack, he/she can make a Withstand Pain and a Composure check, gaining a point of Unmodified Physical (Cut, Impact, Thrust, Heat, Electricity, Cold) AT, for each 50 points obtained on the Withstand Pain check and a point of Unmodified Energy AT for each 50 points obtained on the Composure check. When making an Attack with a melee weapon held Two-Handed, a Slayer cannot apply his/her Strength bonus to reduce the Initiative Penalty, but gains a bonus of +10 to his/her Base Damage for each 50 points obtained on a Feats of Strength check.
BREAKDOWN:
PENALTIES: No Shield. No Armor. No +10Wear Armor/Level. Cannot reduce Initiative Penalty of Two-Handed weapons with Strength.
BONUS: +10Withstand Pain/Level. +10Composure/Level. Unmodified Physical AT based on Withstand Pain. Unmodified Mystical AT based on Composure. Two-Handed weapons Base Damage Bonus based on Feats of Strength.
 

DETERMINIST (TECHNICIAN):
A Technician may choose to “specialize” as a Determinist. This can be done either at character’s creation, when switching class to Technician or at any level-up if the character is already a Technician.
A Determinist applies no Class Innate Bonus to Attack and spends 3DPs for each point on Attack, Block, and Dodge. While Accumulating Ki, a Determinist cannot perform any Active Action except for Attack Techniques and Additional Actions granted by Techniques.
A Determinist cannot apply any Nemesis Ability.
A Determinist applies a bonus of +12Ki points (distributed as desired) per Level and +1Ki Accumulation (on any chosen characteristic) per Level.
When using Force Techniques on a Maintained or Sustained Technique, a Determinist applies the Forced bonus as long as the Technique is Maintained or Sustained.
BREAKDOWN:
PENALTIES: Cost of Attack: 3. Cost of Block: 3. Cost of Dodge: 3. No +5Attack/Level. No Non-Technique Active Actions while Accumulating.
BONUS: +12Ki/Level. +1Ki Accumulation Multiple/Level. Maintained or Sustained Forced Techniques.

MAGNUS FIGHTER (TECHNICIAN):
A Technician may choose to “specialize” as a Magnus Fighter. This can be done either at character’s creation, when switching class to Technician or at any level-up if the character is already a Technician.
A Magnus Fighter cannot use Nemesis Abilities or Techniques. The Magnus Fighter a +5 Block Class Innate Bonus per Level, while fighting employing an Impossible Weapon and/or a Magnus.
A Magnus Fighter halves all ki costs for using Ars Magnus and Impossible Weapons. When using a Magnus and/or Impossible Weapon, a Magnus Fighter applies an extra +5Attack and Block bonus (which is in addition to Class Innate Bonus) for each 40DPs spent on Ars Magnus and/or Impossible Weapons.
BREAKDOWN:
PENALTIES: No Nemesis Abilities. No Techniques.
BONUS: +5Block/Level with Impossible Weapons/Magnus. Half Ki cost for Impossible Weapons and Magnus. Impossible Weapons/Magnus Attack/Block bonus of +5/30DP spent on Magnus/Impossible Weapons.

NEMESICIAN (TECHNICIAN):
A Technician may choose to “specialize” as a Nemesician. This can be done either at character’s creation, when switching class to Technician or at any level-up if the character is already a Technician.
A Nemesician cannot use Ki Abilities or Techniques.
A Nemesiscian can use Nemesis Abilities as prerequisites for Magnus and Martial Arts with the following correspondence.
Use of Nemesis corresponds to Use of Ki and Ki Control.
Void Armor corresponds to Energy Armor, Energy Absorption, and Physical Shield.
Noht corresponds to Major Energy Armor and Arcane Energy Armor.
Void Extrusion corresponds to Ki Transmission, Ki Abilities Depending from it, Presence Extrusion, Ki Destruction, Aura Extension, Incremented Damage, Incremented Speed, Incremented Reach, Elemental Attack. Also Void Extrusion affects as well weapons held by this character.
Void Body corresponds to Physical Dominion.
No Necessities corresponds to Use of Necessary Energy, Elimination of Penalties and all Ki Abilities depending from it.
Void Movement corresponds to Weight Elimination and all Ki Abilities depending from it.
Void Shape corresponds to Body Moltiplication and all Ki Abilities depending from it.
Void Essence corresponds to Elimination of Penalties and Ki Abilities depending from it.
One With Noting corresponds to Age Control, Physical Change. and Major Physical Change.
Void Aura corresponds to Combat Aura.
Undetectable corresponds to Ki Occultation and Ki Detection and Ki Abilities depending from them.
Effects (not costs or requirements) of Nemesis Abilities are incremented by 5% per Level of the Nemesician.
BREAKDOWN:
PENALTIES: No Ki Abilities. No Techniques.
BONUS: Void Extrusion affects user’s Weapons. Nemesis Abilities as prerequisites. +5%Nemesis Effect/Level.
 

KENSAI (TAO):
A Tao may choose to “specialize” as a Kensai. This can be done either at character’s creation, when switching class to Tao or at any level-up if the character is already a Tao.
A Kensai must choose a single melee weapon and can apply all bonus and rules it gains from Martial Arts to that weapon, but the Kensai can only combine the bonus of a Martial Art for each 60 points of Attack/Defense.
BREAKDOWN:
PENALTIES: Combines max 1Martial Art/60Attack+Defense.
BONUS: Applies Martial Arts to single chosen melee weapon.

MEDIATOR (TAO):
A Tao may choose to “specialize” as a Mediator. This can be done either at character’s creation, when switching class to Tao or at any level-up if the character is already a Tao.
A Mediator can only apply Martial Arts granting Bonus to Block and/or Dodge, Kung Fu, Tai Chi, Tae Kuan Do, and Grappling. A Mediator applies bonuses, master bonuses, and advantages from Martial Arts only when using Maneuvers that are not meant to kill the target. A Mediator can never use the Offensive Position or Total Attack Maneuvers.
A Mediator completely removes the Block/Dodge Defense Penalty, applying any Martial Art Bonus to Block to Dodge as well, and vice versa.
A Mediator applies an extra bonus of +5Defense, for each +10Defense Bonus he/she gains from a Martial Art on top of the maximum +50Defense Class Innate Bonus.
BREAKDOWN:
PENALTIES: Limited Martial Arts Choice. No Martial Arts Bonus and Advantages when killing. No Offensive Position. No Total Attack
BONUS: No Block/Dodge Defense Penalty. Bonuses to Block/Dodge apply to Dodge/Block as well. +5Defense/+10Surplus Defense Bonus.

STREET FIGHTER (TAO):
A Tao may choose to “specialize” as a Street Fighter. This can be done either at character’s creation, when switching class to Tao or at any level-up if the character is already a Tao.
A Street Fighter only applies half Bonus to Attack and Defense from Martial Arts (this does not apply to Master Bonus), and applies no Class Innate Bonus to Style, but spends only 10DPs per Ki Accumulation Multiple and applies an extra bonus of +5 to Initiative and Life Points per Level.
BREAKDOWN:
PENALTIES: No +5Style/Level. 1/2 Martial Arts Bonus to Attack and Defense.
BONUS: +15Life Points/Level. +10Initiative/Level. Cost of Ki Accumulation: 10.

 

ARCHER (RANGER):
A Ranger may choose to “specialize” as an Archer. This can be done either at character’s creation, when switching class to Ranger or at any level-up if the character is already a Ranger.
An Archer spends 2DPs per point on Animals. An Archer applies no Class Innate Bonus to Animals and Herbal Lore.
An Archer applies an extra bonus of +5Base Damage to all Attacks with Projectile Weapons per Level, and reduces by -5 the Penalties for Aimed Attacks with Projectile Weapons per Even Level.
An Archer doubles the Aiming Bonus to attacks with Projectile Weapons.
BREAKDOWN:
PENALTIES: No +5Animals/Level. +5Herbal Lore/Level. Cost of Animals: 2.
BONUS: +5Damage/Level with Projectile Weapons. -5Aimed Attack Penalty/Level with Projectile Weapons. 2XAiming Bonus with Projectile Weapons.

BOUNTY HUNTER (RANGER):
A Ranger may choose to “specialize” as a Bounty Hunter. This can be done either at character’s creation, when switching class to Ranger or at any level-up if the character is already a Ranger.
The Bounty Hunter does not apply the Animals and Herbal Lore Class Innate Bonus, but he doubles the Trap Lore Class Innate Bonus. Also, while in urban territories, a Bounty Hunter applies twice his Natural Bonus the Trap Lore Secondary Ability.
BREAKDOWN:
PENALTIES: No +5Animals/Level. No +5Herbal Lore/Level.
BONUS: +10Trap Lore/Level. In urban territories doubles Natural Bonus to Trap Lore.

EXHALTED (RANGER):
A Ranger may choose to “specialize” as a Exhalted. This can be done either at character’s creation, when switching class to Ranger or at any level-up if the character is already a Ranger, by spending 40DPs.
An Exhalted spends 3DPs per point on all Intellectual and all Subterfuge Secondary Abilities, but spends only 2DPs per point on Vigor Secondary Abilities, spends only 1DP per Ki Point and spends only 15DPs per Ki Accumulation Point.
An Exhalted applies no Class Innate Bonus to Notice, Search, Track, Animals, Herbal Lore, and Trap Lore Secondary Abilities, but he/she applies +10 extra MK per Level, +5 extra Initiative per Level, and a Class Innate Bonus of +5 to Style per Level.
An Exhalted is considered a Fighter-Domine Archetype, and not a Fighter-Prowler Archetype.
BREAKDOWN:
PENALTIES: No Fighter-Prowler Archetype. Cost of Intellectuals: 3. Cost of Subterfuge: 3. No +10Notice/Level. No +10Search/Level. No +10Track/Level. No +5Trap Lore/Level. No +5Herbal Lore/Level. No +5Animals/Level.
BONUS: Fighter-Domine Archetype. +5Style/Level. +30MK/Level. +10Initiative/Level. Cost of Vigor: 2. Cost of Ki: 1. Cost of Ki Accumulation Multiples: 15.

 

COMMANDO (SHADOW):
A Shadow may choose to “specialize” as a Commando. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow.
A Commando only spends 2DPs per point on History (Tactics Specialization). A Commando applies 5 less MK and Initiative points per Level, and applies no Class Innate Bonus to Ki Occultation Ability, but applies an extra bonus of +5Life Points per Level, and a Class Innate Bonus of +10 to Athleticism, History (Tactics Specialization), and Trap Lore per Level.
BREAKDOWN:
PENALTIES: +5Initiative/Level. +20MK/Level. No +5Ki Occultation/Level.
BONUS: +10Life Points/Level. +10Athleticism/Level. +10History (Tactics)/Level. +10Trap Lore/Level. Cost of History (Tactics): 2.

NINJA (SHADOW):
A Shadow may choose to “specialize” as a Ninja. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow, by spending 40DPs.
A Ninja spends 3DPs per point in Wear Armor and Social Secondary Abilities, but gains 30MK per Level and spends only 15DPs per Ki Accumulation Multiple.
A Ninja is not considered a Fighter-Prowler Archetype, but a Domine-Prowler Archetype.
BREAKDOWN:
PENALTIES: No Fighter-Prowler Archetype. Cost of Social: 3. Cost of Wear Armor: 3.
BONUS: Domine-Prowler Archetype. +30MK/Level. Cost of Ki Accumulation Multiple: 15.

PANTHER (SHADOW):
A Shadow may choose to “specialize” as a Panther. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow.
A Panther does not apply any Class Innate Bonus to Secondary Abilities while in urban territory, but while in wilderness territories applies a +10Class Innate Bonus per Level to Track, Animals, Herbal Lore and Trap Lore.
BREAKDOWN:
PENALTIES: In urban territories: No +10Notice/Level. No +10Search/Level. No +10Hide/Level. No +10Stealth/Level.
BONUS: In wilderness territories: +10Track/Level, +10Animals/Level, +10Herbal Lore/Level, +10Trap Lore/Level.

STALKER (SHADOW):
A Shadow may choose to “specialize” as a Stalker. This can be done either at character’s creation, when switching class to Shadow or at any level-up if the character is already a Shadow.
A Stalker spends 3DPs per point on Wear Armor. A Stalker applies no Class Innate Bonus to Search.
A Stalker spends only 1DP per point on Hide and Stealth.
BREAKDOWN:
PENALTIES: No +10Search/Level. Cost of Wear Armor: 3.
BONUS: Cost of Hide: 1. Cost of Stealth: 1.

 

GADGETEER (THIEF):
A Thief may choose to “specialize” as an Gadgeteer. This can be done either at character’s creation, when switching class to Thief or at any level-up if the character is already a Thief.
A Gadgeteer spends 2DPs per point on Athletics and Subterfuge Secondary Abilities, except for Lock Picking and Trap Lore, but spends only 1DP per point in Intellectual Secondary Abilities.
A Gadgeteer applies no Sleight of Hand, Theft, Notice, Hide, Stealth, and Ki Concealment Class Innate Bonus, but doubles his Trap Lore Class Innate Bonus and applies a +10 Class Innate Bonus to Lock Picking and a +5 Class Innate Bonus to Science and Forge.
BREAKDOWN:
PENALTIES: Cost of Athletics: 2. Cost of Subterfuge: 2. No +5Sleight of Hand/Level. No +10Theft/Level. No +5Notice/Level. No +5Hide/Level. No +5Stealth/Level. No +5Ki Concealment/Level.
BONUS: Cost of Intellectual: 1. Cost of Lock Picking: 1. Cost of Trap Lore: 1. +10Trap Lore/Level. +10Lock Picking/Level. +5Science/Level. +5Forge/Level.

JESTER (THIEF):
A Thief may choose to “specialize” as a Jester. This can be done either at character’s creation, when switching class to Thief or at any level-up if the character is already a Thief.
A Jester spends 3DPs per point on Appraisal. A Jester applies no Class Innate Bonus to Notice, Search, and Trap Lore and halves the Class Innate Bonus to Theft, but applies a Class Innate Bonus of +10 to Acrobatics and Sleight of Hand per Level and an extra bonus of +5Life Points per Level. A Jester may always add 1/10 of his Acrobatics value (round down at multiples of 5) to his/her Dodge value.
BREAKDOWN:
PENALTIES: No +5Notice/Level. No +5Search/Level. No +5Trap Lore/Level. +5Theft/Level. Cost of Appraisal: 3.
BONUS: +10Acrobatics/Level. +10Sleight of Hand/Level. +10Life Points/Level. Bonus to Dodge equal to 1/10 of Acrobatics.

PERFORMER (THIEF):
A Thief may choose to “specialize” as a Performer. This can be done either at character’s creation, when switching class to Thief or at any level-up if the character is already a Thief.
A Performer spends 2DPs per point on Subterfuge Secondary Abilities, but only spends 1DP per point on Creative Secondary Abilities.
A Performer applies no Class Innate Bonus to Notice, Search, Hide, Stealth, Trap Lore, Theft, and Ki Occultation Abilities, but doubles the Class Innate Bonus to Sleight of Hand, and applies a Class Innate Bonus of +10 to Acrobatics, and Style per Level, and a Class Innate Bonus of +5 to Jump, Music, Art, and Dance per Level.
BREAKDOWN:
PENALTIES: Cost of Subterfuge: 2. No +5Notice/Level. No +5Search/Level. No +5Hide/Level. No +5Stealth/Level. No +5Trap Lore/Level. No +10Theft/Level. No +5Ki Occultation/Level.
BONUS: Cost of Creative: 1. +10Acrobatics/Level. +10Style/Level. +5Jump/Level. +5Music/Level. +5Art/Level. +5Dance/Level.

TRICKSTER (THIEF):
A Thief may choose to “specialize” as a Trickster. This can be done either at character’s creation, when switching class to Thief or at any level-up if the character is already a Thief.
The Trickster spends 2DPs per point on Athletics Secondary Abilities, but spends only 1DP per point on Social Abilities.
Also a Trickster applies no Class Innate Bonus to Trap Lore, Ki Concealment, and Theft, but he applies a Class Innate Bonus of +10 to the Persuasion and Disguise Secondary Abilities.
BREAKDOWN:
PENALTIES: Cost of Athletics: 2. No +5Trap Lore/Level. No +5Ki Concealment/Level. No +10Theft/Level.
BONUS: Cost of Social: 1. +10Disguise/Level. +10Persuasion/Level.

 

BANE (ASSASSIN):
An Assassin may choose to “specialize” as a Bane. This can be done either at character’s creation, when switching class to Assassin or at any level-up if the character is already an Assassin.
A Bane spends 3DPs per point on Memorize, and 2DPs per point on Perception Secondary Abilities, but only spends 2DPs per point on Magic Appraisal, which he/she can develop regardless of having The Gift or See Supernatural.
A Bane applies no Class Innate Bonus to Poison and Trap Lore, and halves the Class Innate Bonus to Composure, but applies a Class Innate Bonus of +10 to Magic Appraisal per Level, +5 to Ki Occultation Ability per Level, and a special Bonus of +5 to all Resistance Checks against Mystical Detections and Illusion Effects per Level.
A Bane reduces the Blind penalty for defending against Mystical Powers by a quantity equal to a quarter (rounding up at multiples of 5) of his/her Magic Appraisal value.
A Bane inflicts extra Damage to Supernatural Shields equal to a quarter (rounding up at multiples of 5) of his/her Magic Appraisal value.
BREAKDOWN:
PENALTIES: Cost of Perception: 2. Cost of Memorize: 3. +5Composure/Level. No +10Poison/Level. No +10Trap Lore/Level.
BONUS: Can always use Magic Appraisal. Cost of Magic Appraisal: 2. +10Magic Appraisal/Level. +5Ki Occultation/Level. +5Resistances VS Detection and Illusions/Level. Blind VS Mystical Powers Penalty reduction equal to Magic Appraisal/4. Base Damage VS Supernatural Shields Bonus equal to Magic Appraisal/4.

INSPECTOR (ASSASSIN):
An Assassin may choose to “specialize” as an Inspector. This can be done either at character’s creation, when switching class to Assassin or at any level-up if the character is already an Assassin.
The Inspector halves Class Innate Bonus to Hide and Stealth, and applies no Class Innate Bonus to Attack, and spends 2DPs per point in Stealth Secondary Ability, but applies a +10 Class Innate Bonus to Track, Disguise and all Intellectual Secondary Abilities per Level.
BREAKDOWN:
PENALTIES: Cost of Stealth: 2. +5Hide/Level. +5Stealth/Level. No +5Attack/Level.
BONUS: +10Track/Level. +10Disguise/Level. +10Intellectuals/Level.

SNIPER (ASSASSIN):
An Assassin may choose to “specialize” as a Sniper. This can be done either at character’s creation, when switching class to Assassin or at any level-up if the character is already an Assassin.
The Sniper only applies his Attack Innate Bonus to Ranged Attacks. The Sniper spends 2DP per point in Stealth Secondary Ability, but only spends 1DP per point in Hide Secondary Ability. The Sniper gains a Class Innate Bonus of +5 to the Disguise Secondary Ability per Level. Finally, a Sniper may add 1/10 of his Notice value (round down at multiples of 5) to his Attack Ability, when making Ranged Attacks.
BREAKDOWN:
PENALTIES: Cost of Stealth: 2. No +5Attack/Level on Melee.
BONUS: Cost of Hide: 1. +5Disguise/Level. Ranged Attack bonus equal to 1/10 Notice.

WHISPER (ASSASSIN):
An Assassin may choose to “specialize” as a Whisper. This can be done either at character’s creation, when switching class to Assassin or at any level-up if the character is already an Assassin, by spending 40DPs.
A Whisper spends 3DPs per point on Composure and Memorize, and 2DPs per point on Stealth. A Whisper applies a Class Innate Bonus of +10 to three Secondary Abilities of choice per Level.
A Whisper is not considered a Prowler Archetype, but a Prowler-Novel Archetype.
BREAKDOWN:
PENALTIES: No Prowler Archetype. Cost of Stealth: 2. Cost of Composure: 3. Cost of Memorize: 3.
BONUS: Prowler-Novel Archetype. 3X+10Secondary Ability of Choice/Level.

 

MORPHER (WIZARD):
A Wizard may choose to “specialize” as a Morpher. This can be done either at character’s creation, when switching class to Wizard or at any level-up if the character is already a Wizard.
Halve the Intelligence value of a Morpher (round down) for calculating his Maximum Casting Level. Also, a Morpher only applies 1/2 of his actual ML. A Morpher cannot use Natural Magic Theorem.
A Morpher rolls, in addition to his normal character sheet, a second character sheet, called Morphed Form, which is that of a supernatural creature, using the rules for Creatures Creation, with the following exceptions.
1- The Morpher cannot buy The Gift or Access to Psychic Disciplines as Essential Abilities for his Morphed Form.
2- The Morpher can buy Abilities and Powers for his Morphed Form as a Creature with Gnosis 30, but he gets no other bonuses from its Gnosis, except from using this Gnosis to determine what it can affect with its attacks. The Gnosis increases by 5 each 10Level the Morpher has, but the same rules apply.
3- The Morphed Form has Attack and Defense (choose between Dodge and Block, unless it uses Damage Accumulation) equal to Morpher’s Magic Projection, but the DPs spent by the Morpher on Magic Projection (half of them if the Morphed Form has Damage Accumulation), are deducted from those allocated to the Morphed Form. Also, the Morphed Form has the same Zeon value of the Morpher and DPs spent by the Morpher on Zeon points are deducted from those allocated to the Morphed Form.
4- The Morphed Form has the same Advantages and Disadvantages of the Morpher.
5- The Morphed Form cannot be an Elemental, Undead, or Spiritual creature.
Whenever the Morpher gets a Level, so does its Morphed Form. The Morpher can turn into its Morphed Form as a Passive Action by spending a number of Zeon Points equal to triple character’s Presence. Maintaining the Morphed Form in following turns has a cost in Zeon points equal to half the character’s Presence (round up at multiples of 5). Lost Life Points and effects of Criticals are transferred from a form to the other, but in case of creatures with Damage Accumulation, lost life points are multiplied by the Accumulation Multiple when turning into the Morphed Form and divided by it when reverting to the original form.
BREAKDOWN:
PENALTIES: 1/2 Intelligence for Casting Level. 1/2 ML. No Natural Magic.
BONUS: Can Morph in same Level Creature with 30+ Gnosis.

SAGE (WIZARD):
A Wizard may choose to “specialize” as a Sage. This can be done either at character’s creation, when switching class to Wizard or at any level-up if the character is already a Wizard.
A Sage can only cast spells from a single chosen Magic Path and cannot use Natural Magic Theorem. If the chosen Path is a Lower Path, he/she can also cast spells from a single chosen compatible Subpath. The Sage cannot unbalance Offensive and Defensive Magic Projection, except as a consequence of his special bonus.
Whenever a Sage acquires a Sphere from the Arcana Sephira, he/she can allocate one of the following bonus to his/her magic abilities: +5Defensive Magic Projection (Max+15), +5Offensive Magic Projection (Max+15), +5MR Difficulty (Max+20), +5Damage (Max+30) +5Final MA (Max+100), +25Zeon (Max+600), +5Max Zeon Value of Innate Spells (Max+40).
The Sage can also apply to spells cast with Predetermined Magic Projection the aforementioned Magic Projection Bonuses and bonuses from Offensive Erudition and Defensive Erudition metamagic Spheres.
BREAKDOWN:
PENALTIES: Can only cast spells from a single Higher Path/Lower Path+Subpath. Cannot unbalance Magic Projection. No Natural Magic.
BONUS: Magic Abilities Bonuses from Arcana Sephira Spheres. Magic Projection Bonus to Predetermined Magic Projection.

SPELLCRUSHER (WIZARD):
A Wizard may choose to “specialize” as a Spellcrusher. This can be done either at character’s creation, when switching class to Wizard or at any level-up if the character is already a Wizard.
A Spellcrusher applies only half the ML and cannot use the Natural Magic Theorem.
As a Passive Action, a Spellcrusher can dispel any spell cast, whether it’s being cast in that same moment or it’s being maintained. Dispelling a spell requires the Spellcrusher to have sufficient Intelligence to cast that spell at the same Casting Level it’s been cast, and spend the same Zeon spent in its casting. Finally, in order to dispel a spell, a Spellcrusher must pass a Magic Appraisal check against one Difficulty Level for each 10Levels (rounding up at multiples of 10) of the Spell.
BREAKDOWN:
PENALTIES: 1/2 ML. No Natural Magic.
BONUS: Can Dispel.
 

ACROBATIC WARLOCK (WARLOCK):
A Warlock may choose to “specialize” as an Acrobatic Warlock. This can be done either at character’s creation, when switching class to Warlock or at any level-up if the character is already a Warlock.
An Acrobatic Warlock halves the Class Life Points bonus, but doubles the Class Initiative Bonus. An Acrobatic Warlock does not apply the Class Block Bonus, but applies a Class Innate Bonus of +5 to Acrobatics, Style, and Sleight of Hand Secondary Abilities.
BREAKDOWN:
PENALTIES: +5Life Points/Level. No +5Block/Level.
BONUS: +10Initiative/Level. +5Acrobatics/Level. +5Style/Level. +5Sleight of Hand/Level.

CLERIC (WARLOCK):
A Warlock may choose to “specialize” as a Cleric. This can be done either at character’s creation, when switching class to Warlock or at any level-up if the character is already a Warlock.
A character must have at least 25 points of Elan with anyone Beril, Shajad, or Grey One in order to be or become a Cleric.
A Cleric cannot change his class. A Cleric can have Elan only with a single Beril/Shajad/Grey One and should his Elan Level ever fall below 25, it automatically becomes a Warlock of the same Level. Whenever the Cleric does something that goes against the creed of his patron Beril/Shajad/Grey One, he loses twice the usual amount of Elan points.
A Cleric applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.
Also, each Cleric has different characteristics depending on the Beril/Shajad/Grey One he’s aligned with, hence follows a description of each of them. No Cleric can use Natural Magic Theorem. A Cleric ignores the Forbidden Bond rule of Subpaths.

A Michael Cleric does not apply the +5 Dodge Class Innate Bonus, but a Class Innate Bonus of +10 to the Wear Armor and Medicine Abilities per Level. A Michael Cleric can only use Spells from the Light, Creation, Water, and Essence Paths, as well as Letters Subpath. A Michael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum and can never apply Spheres of Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Light, Creation, Water, Essence, Letters spells. Must have Sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Michael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Wear Armor/Level. +10Medicine/Level. +5Elan Level/Level.

A Zemial Cleric does not apply the +5 Block or Dodge Class Innate Bonus, but applies a Class Innate Bonus of +10 to Feats of Strength, Withstand Pain, and Athleticism per Level. A Zemial Cleric also applies an extra +10Life Points per Level and +5MK per Level. A Zemial Cleric can only use Spells from the Darkness, Destruction, Fire, Necromancy Paths, as well as the Blood Subpath. A Zemial Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply spheres of Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Block/Level. Use only Darkness, Destruction, Fire, Necromancy, Blood spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Zemial Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +25MK/Level. +20Life Points/Level. +10Withstand Pain/Level. +10Feats of Strength/Level. +10Athleticism/Level. +5Elan Level/Level.

An Uriel Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Acrobatics, Jump, and Ki Concealment Abilities, and a Class Innate Bonus of +5 to Hide and Stealth Abilities per Level. An Uriel Cleric also applies an extra +5 Initiative per Level. An Uriel Cleric can only use Spells from the Light, Air, Water, and Illusion, as well as the Music Subpath. An Uriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Attack/Level. No +5Block/Level. Use only Light, Air, Water, Illusion, Music spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Uriel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Initiative/Level. +5Hide/Level. +5Stealth/Level. +10Acrobatics/Level. +10Jump/Level. +10Ki Concealment/Level. +5Elan Level/Level.

A Jedah Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor, and all Social Secondary Abilities per Level. A Jedah Cleric can only use Spells from the Darkness, Creation, Illusion, and Necromancy Paths, as well as the Umbral Subpath. A Jedah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Darkness, Creation, Illusion, Necromancy, Umbral spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Jedah Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +5Socials/Level. +5Elan Level/Level.

A Gabriel Cleric does not apply the +5 Attack Class Innate Bonus, but applies a Class Innate Bonus of +10 to Art, Music, and Persuasion Secondary Abilities per Level. A Gabriel Cleric can only use Spells from the Light, Creation, Air, and Essence Paths, as well as the Peace Subpath. A Gabriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.
BREAKDOWN:
PENALTIES: No +5Attack/Level. Use only Light, Creation, Air, Essence, Peace spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Gabriel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Art/Level. +10Music/Level. +10Persuasion/Level. +5Elan Level/Level.

A Noah Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies a Class Innate bonus of +10 to Wear Armor, and a Class Innate Bonus of +5 to Withstand Pain, and Feats of Strength Secondary Abilities per Level. A Noah Cleric also applies an extra +5Life Points per Level. A Noah Cleric can only use Spells from the Darkness, Destruction, Fire, and Earth Paths, as well as the War Subpath. A Noah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Use only Darkness, Destruction, Fire, Earth, War spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Noah Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Wear Armor/Level. +5Withstand Pain/Level. +5Feats of Strengh/Level. +15Life Points/Level. +5Elan Level/Level.

A Raphael Cleric does not apply the +5 Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Animals, Herbal Lore, and Medicine Secondary Abilities per Level. A Raphael Cleric can only use Spells from the Light, Water, Earth, and Essence paths, as well as the Time Subpath. A Raphael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.
BREAKDOWN:
PENALTIES: No +5Block/Level. Use only Light, Water, Earth, Essence, Time spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Raphael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Animals/Level. +10Herbal Lore/Level. +10Medicine/Level. +5Elan Level/Level.

An Erebus Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a +10 Class Innate Bonus to Occult per Level. An Erebus Cleric also applies a bonud of +5ML per Level. They can only use Spells from the Darkness, Creation, Essence, and Illusion Paths, as well as the Dreams Subpath. An Erebus Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Darkness, Creation, Essence, Illusion, Dreams spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Erebus Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5ML/Level. +10Occult/Level. +5Elan Level/Level.

An Azrael Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies an Innate Class Bonus of +5 to Wear Armor, and Leadership per Level. An Azrael Cleric also applies an extra +5MK per Level. An Azrael Cleric can only use Spells from the Light, Destruction, Fire, and Air Paths, as well as the Knowledge Subpath. An Azrael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Use only Light, Destruction, Fire, Air, Knowledge spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Azrael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +25MK/Level. +5Wear Armor/Level. +5Elan Level/Level.

An Abaddon Cleric does not apply the +5 Block Class Innate Bonus, but applies a Class Innate bonus of +5 to Wear Armor, and a +10 Class Innate Bonus to Persuasion and Occult per Level. An Abaddon Cleric can only use Spells from the Darkness, Fire, Essence, and Necromancy paths, as well as the Sin Subpath. An Abaddon Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.
BREAKDOWN:
PENALTIES: No +5Block/Level. Use only Darkness, Fire, Essence, Necromancy, Sin spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Abaddon Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +10Persuasion/Level. +10Occult/Level. +5Elan Level/Level.

A Barakiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor per Level, and a Class Innate Bonus of +10 to Style, and Science per Level. A Barakiel Cleric can only use Spells from the Light, Creation, Essence, Necromancy Paths, as well as the Nobility Subpath. A Barakiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Light, Creation, Essence, Necromancy, Nobility spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Barakiel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +10Science/Level. +10Style/Level. +5Elan Level/Level.

An Eriol Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Hide, Stealth, and Ki Concealment Abilities per Level, and a Class Innate Bonus of +5 to Acrobatics, and Jump per Level. An Eriol Cleric also applies an extra +5 Initiative per Level. An Eriol Cleric can only use Spells from the Darkness, Air, Fire, and Illusion Paths, as well as the Chaos Subpath. An Eriol Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Attack/Level. No +5Block/Level. Use only Darkness, Air, Fire, Illusion, Chaos spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Eriol Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Initiative/Level. +10Hide/Level. +10Stealth/Level. +5Acrobatics/Level. +10Ki Concealment/Level. +5Jump/Level. +5Elan Level/Level.

An Edamiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor per Level, and a Class Innate Bonus of +10 to Persuasion, and Composure per Level. An Edamiel Cleric can only use Spells from the Light, Destruction, Water, and Necromancy Paths, as well as the Void Subpath. An Edamiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Light, Destruction, Water, Necromancy, Void spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Edamiel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +10Composure/Level. +10Persuasion/Level. +5Elan Level/Level.

A Meseguis Cleric does not have the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Withstand Pain and Composure Secondary Abilities per Level. A Meseguis Cleric also applies an extra +5MK per Level. A Meseguis Cleric can only use Spells from the Darkness, Destruction, Earth, and Necromancy Paths, as well as the Death Subpath. A Meseguis Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Darkness, Destruction, Earth, Necromancy, Death spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Meseguis Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +25MK/Level. +5Composure/Level. +5Withstand Pain/Level. +5Elan Level/Level.

WARCASTER (WARLOCK):
A Warlock may choose to “specialize” as a Warcaster. This can be done either at character’s creation, when switching class to Warlock or at any level-up if the character is already a Warlock.
A Warcaster applies no Class Innate Bonus to Dodge or Magic Appraisal, but applies a Class Innate Bonus of +10 to Wear Armor per Level and an extra bonus of +5Life Points per Level. A Warcaster cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, but spends half ML to acquire Spheres from the Bellum Domini Archanum (round up at multiples of 5).
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Must have sphere from Bellum Domini Archanum to use Archana Sephira.
BONUS: +10Wear Armor/Level. +5Life Points/Level. 1/2 Cost of Bellum Domini Archanum.

 

BARD (ILLUSIONIST):
An Illusionist may choose to “specialize” as a Bard. This can be done either at character’s creation, when switching class to Illusionist or at any level-up if the character is already an Illusionist.
A Bard only applies half his Hide and Stealth Innate Class Bonus, and applies no Class Innate Bonus to Disguise and Theft, but applies a Class Innate Bonus of +10 to Acrobatics and Music per Level.
A Bard cannot use Spells from the Destruction, Fire, Earth, and Necromancy Paths, nor apply any Sphere from the Bellum Domini Archanum branch of the Arcana Sephira, but can use a free spell from the Music Subpath for each 10 points of Magic Level, applying the normal Gnosis Limits for High and Divine Magic. A Bard cannot use Natural Magic Theorem.
A Bard can use Offensive Magic Projection 140+, instead of Attack140+, as a prerequisite for using the Virgo Impossible Weapon and can choose to fight with it using their Magic Projection, instead of their normal Attack/Defense values. A Bard spends half the required Zeon cost for casting Music Subpath Spells.
BREAKDOWN:
PENALTIES: +5Hide/Level. +5Stealth/Level. No +5Theft/Level. No +5Disguise/Level. No Darkness, Fire, Earth, Necromancy spells. No Bellum Domini Archanum. No Natural Magic.
BONUS: +10Acrobatics/Level. +10Music/Level. 1Music Spell/10ML. Half Zeon cost for Music spells. Can use Magic Projection as Prerequisite and Attack/Defense for Virgo Impossible Weapon.

FREECASTER (ILLUSIONIST):
An Illusionist may choose to “specialize” as a Freecaster. This can be done either at character’s creation, when switching class to Illusionist or at any level-up if the character is already an Illusionist, by spending 40DPs.
A Freecaster only applies no Class Innate Bonus to Hide, Stealth, Magic Appraisal, Disguise, Theft, Sleight of Hand, and Persuasion, and spends 2DPs per point in Persuasion and Sleight of Hand.
A Freecaster applies a Class Innate Bonus of +10 to 5 chosen Secondary Abilities per Level.
A Freecaster may always use an additional Free Access Spell for each Free Access Spell he/she possesses, which must be the same Level.
The Freecaster is considered a Mystic-Novel Archetype, instead of Mystic-Prowler Archetype.
BREAKDOWN:
PENALTIES: Cost of Persuasion: 2. Cost of Sleight of Hand: 2. No Mystic-Prowler Archetype. No +10Hide/Level. No +10Stealth/Level. No +5Disguise/Level. No +5Persuasion/Level. No +10Sleight of Hand/Level. No +5Theft/Level. No +5Magic Appraisal/Level.
BONUS: Mystic-Novel Archetype. 5X+10Secondary Ability of Choice/Level. 1Free Access Spell for each Free Access Spell.

PUPPETEER (ILLUSIONIST):
An Illusionist may choose to “specialize” as a Puppeteer. This can be done either at character’s creation, when switching class to Illusionist or at any level-up if the character is already an Illusionist.
A Puppeteer only applies no Class Innate Bonus to Magic Appraisal and Theft, but applies a Class Innate Bonus of +5 to Science and Forge per Level.
A Puppeteer cannot use Spells from the Light, Destruction, Fire, and Essence Paths, nor apply any Sphere from the Esoteros Archanum branch of the Arcana Sephira, but can use a free spell from the Umbral Subpath for each 10 points of Magic Level, applying the normal Gnosis Limits for High and Divine Magic. A Puppeteer cannot use Natural Magic Therem.
A Puppeteer can use Magic Projection instead of normal Attack/Defense value, when fighting using the Gemini Impossible Weapon. A Puppeteer spends half the required Zeon cost for casting Umbral Subpath Spells.
BREAKDOWN:
PENALTIES: No +5Theft/Level. No +5Magic Appraisal/Level. No Light, Destruction, Fire, Essence spells. No Esoteros Archanum. No Natural Magic.
BONUS: +5Science/Level. +5Forge/Level. 1Umbral Spell/10ML. Half Zeon cost for Umbral spells. Can use Magic Projection as Attack/Defense for Gemini Impossible Weapon.

QUICKDRAWER (ILLUSIONIST):
An Illusionist may choose to “specialize” as a Quickdrawer. This can be done either at character’s creation, when switching class to Illusionist or at any level-up if the character is already an Illusionist.
A Quickdrawer only applies no Class Innate Bonus to Hide, Stealth, Disguise and Theft, but applies a Class Innate Bonus of +10 to Art (Ritual Calligraphy Specialization) per Level and an extra bonus of +5Initiative per Level.
A Quickdrawer cannot use Spells from the Destruction, Water, Essence, and Necromancy Paths, but can use a free spell from the Letters Subpath for each 10 points of Magic Level, applying the normal Gnosis Limits for High and Divine Magic. A Quickdrawer must use the Onmyodo Magic Theorem.
A Quickdrawer can use Offensive Magic Projection 140+, instead of Attack140+, as a prerequisite for using the Gou Impossible Weapon and can choose to fight with it using their Magic Projection, instead of their normal Attack/Defense values. Finally, a Quickdrawer spends half the required Zeon cost for casting Letters Subpath Spells.
BREAKDOWN:
PENALTIES: No +10Hide/Level. No +10Stealth/Level. No +5Theft/Level. No +5Disguise/Level. No Darkness, Water, Essence, Necromancy spells. Onmyodo only.
BONUS: +10Initiative/Level. +10Art(Ritual Calligraphy)/Level. 1Letters Spell/10ML. Half Zeon cost for Letters spells. Can use Magic Projection as Prerequisite and Attack/Defense for Gou Impossible Weapon.

 

ELEMENTALIST (WIZARD MENTALIST):
A Wizard Mentalist may choose to “specialize” as an Elementalist. This can be done either at character’s creation, when switching class to Wizard Mentalist or at any level-up if the character is already a Wizard Mentalist.
An Elementalist must choose and specialize on a single element among: Light, Darkness, Fire, Earth, Water, Air.
A Light Elementalist can only cast spells from the Light Path or Light Elementalist Specialization, and use Psychic Powers from the Sentience and Light Discipline.
A Darkness Elementalist can only cast spells from the Darkness Path or Darkness Elementalist Specialization, and use Psychic Powers from the Telepathy and Energy Discipline.
A Fire Elementalist can only cast spells from the Fire Path or Fire Elementalist Specialization, and use Psychic Powers from the Pyrokinesis and Hypersensitivity Discipline.
An Earth Elementalist can only cast spells from the Earth Path or Earth Elementalist Specialization, and use Psychic Powers from the Physical Increase and Telemetry Discipline.
A Water Elementalist can only cast spells from the Water Path or Water Elementalist Specialization, and use Psychic Powers from one Discipline chosen between either Cryokinesis and Matrix Powers.
An Air Elementalist can only cast spells from the Air Path or Air Elementalist Specialization, and use Psychic Powers from one Discipline chosen between either Psychokinesis and Electromagnetism.
An Elementalist has an extra +10 Bonus per Level to the maximum Zeon Value of his Innate Spells and to the Base Psychic Potential value used to calculate the difficulty at which his/her Innate Psychic Powers are maintained.
BREAKDOWN:
PENALTIES: Limited access to Paths and Disciplines.
BONUS: +10Innate Spell Zeon/Level. +10Innate Psychic Power Potential/Level.

PSYMMONER (MAGE MENTALIST):
A Wizard Mentalist may choose to “specialize” as an Psymmoner. This can be done either at character’s creation, when switching class to Wizard Mentalist or at any level-up if the character is already a Wizard Mentalist.
A Psymmoner halves the Class Innate Bonus to Zeon Points and applies no Magic Appraisal Class Innate Bonus, but applies a Class Innate Bonus of +10 to all Summoning Abilities. A Psymmoner spends 3DPs per point on Magic Projection and 60DPs per Magic Accumulation Multiple, but spends only 1DP per point on all Summoning Abilities.
BREAKDOWN:
PENALTIES: Cost of MA Multiple: 60DP. Cost of Magic Projection: 3. No +10Magic Appraisal/Level. +50Zeon/Level.
BONUS: Cost of Summoning Abilities: 1. +10Summoning Abilities/Level.

SEER (WIZARD MENTALIST):
A Wizard Mentalist may choose to “specialize” as a Seer. This can be done either at character’s creation, when switching class to Wizard Mentalist or at any level-up if the character is already a Wizard Mentalist.
A Seer only applies half the Class Innate Bonus to Zeon Points and applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +5 to Notice per Level and a Class Innate Bonus of +10 to Search per Level.
A Seer applies an extra bonus of +5 to the Difficulty of Resistance Checks to resist his/her Detection Spells and Psychic Powers per Even Level.
BREAKDOWN:
PENALTIES: +50Zeon/Level. No +5Occult/Level.
BONUS: +5Notice/Level. +10Search/Level. +5Resistance Difficulty/2Levels for Detections.
 

INVOKER (SUMMONER):
A Summoner may choose to “specialize” as an Invoker. This can be done either at character’s creation, when switching class to Summoner or at any level-up if the character is already a Summoner.
An Invoker can use his Summon Primary Ability only for Invocations, Incarnations, and Alchemy, but he pays only half the required Zeon cost for Invocations and Incarnations. An Invoker can still Control, Bind, and Banish creatures as normal.
BREAKDOWN:
PENALTIES: Can use Summon only for Invocations, Incarnations, and Alchemy.
BONUS: 1/2 Zeon cost for Invocations and Incarnations.

OWNER (SUMMONER):
A Summoner may choose to “specialize” as an Owner. This can be done either at character’s creation, when switching class to Summoner or at any level-up if the character is already a Summoner.
An Owner can only Bind creatures as his own Familiars, and use the Control on his own Familiars or for Mystic Empowering of his Sheele, but halves the Zeon cost for performing Familiar Binding rituals and Sheele Binding Rituals, as well as the Zeon cost of all Sheele abilities requiring a Zeon cost, except for Spells they cast.
BREAKDOWN:
PENALTIES: Can only Bind and Control his own Familiars and Sheele Mystic Empowering.
BONUS: 1/2 Zeon cost for Binding Familiars and Sheele, and using Sheele Abilities.

VARIANT MASTER (SUMMONER):
A Summoner may choose to “specialize” as a Variant Master. This can be done either at character’s creation, when switching class to Summoner or at any level-up if the character is already a Summoner.
A Variant Master cannot use his Summoning Abilities on normal Being Between Worlds just like other Summoners, but becomes able to use his Summoning Abilities on a specific category of creatures that Summoners are not normally allowed to affect with their Summoning Abilities. There are three types of Variant Masters: Beast Masters, Undead Masters, and Golem Masters.
A Beast Master can use the Summoning Abilities on all non-humanoid Natural Beings. A Beast Master applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +10 to Animals per Level.
A Golem Master can use the Summoning Abilities on all non-undead Constructs. A Golem Master applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +5 to Science and Forge per Level.
An Undead Master can use the Summoning Abilities on all Undeads. An Undead Master applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +10 to Medicine per Level.
BREAKDOWN:
PENALTIES: Cannot use Summoning Abilities on normal Beings Between Worlds. No +10Occult/Level.
BONUS: Can use Summoning Abilities on either non-humanoid Natural Beings, Undeads, or non-undead Constructs. +10Animals/Level (Beast Master). +5Science/Level (Golem Master). +5Forge/Level (Golem Master). +10Medicine/Level (Undead Master).

 

SAMSARA GUARDIAN (WARRIOR SUMMONER):
A Warrior Summoner may choose to “specialize” as a Samsara Guardian. This can be done either at character’s creation, when switching class to Warrior Summoner or at any level-up if the character is already a Warrior Summoner, by spending 40DPs.
A Samsara Guardian applies no Class Innate Bonus to Attack, and Dodge, but applies an extra +10MK per Level. A Samsara Guardian spends 15DPs per Ki Accumulation Multiple. A Samsara Guardian needs to accumulate half the required Ki points to open Invocation Seals.
A Samsara Guardian is considered a Domine-Mystic Archetype and not a Fighter-Mystic Archetype.
BREAKDOWN:
PENALTIES: No Fighter-Mystic Archetype. No +5Attack/Level. No +5Dodge/Level.
BONUS: Domine-Mystic Archetype. +30MK/Level. Cost of Ki Accumulation Multiple: 15. 1/2 Ki cost for Invocation Seals.

SHADOW INVOKER (WARRIOR SUMMONER):
A Warrior Summoner may choose to “specialize” as a Shadow Invoker. This can be done either at character’s creation, when switching class to Warrior Summoner or at any level-up if the character is already a Warrior Summoner.
A Shadow Invoker can use his Summon Primary Ability only for Invocations, Incarnations, and Alchemy, but he pays only half the required Zeon cost for Invocations and Incarnations. A Shadow Invoker can still Control, Bind, and Banish creatures as normal.
A Shadow Invoker halves the Class Life Points bonus, but applies an extra +5 Initiative Bonus per Level. A Shadow Invoker does not apply the Class Innate Block Bonus, but applies a Class Innate Bonus of +5 to Hide, Stealth, and Ki Occultation Abilities per Level.
BREAKDOWN:
PENALTIES: +5Life Points/Level. No +5Block/Level. Can use Summon only for Invocations, Incarnations, and Alchemy.
BONUS: +10Initiative/Level. +5Hide/Level. +5Stealth/Level. +5Ki Occultation/Level. 1/2 Zeon cost for Invocations and Incarnations.

VARIANT WARMASTER (WARRIOR SUMMONER):
A Warrior Summoner may choose to “specialize” as a Variant Warmaster. This can be done either at character’s creation, when switching class to Warrior Summoner or at any level-up if the character is already a Warrior Summoner.
A Variant Warmaster cannot use his Summoning Abilities on normal Being Between Worlds just like other Warrior Summoners, but becomes able to use his Summoning Abilities on a specific category of creatures that Warrior Summoners are not normally allowed to affect with their Summoning Abilities. There are three types of Variant Warmasters: Beast Warmasters, Undead Warmasters, and Golem Warmasters.
A Beast Warmaster can use the Summoning Abilities on all non-humanoid Natural Beings. A Beast Warmaster applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +5 to Animals per Level.
A Golem Warmaster can use the Summoning Abilities on all non-undead Constructs. A Golem Master applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +5 to Science per Level.
An Undead Warmaster can use the Summoning Abilities on all Undeads. An Undead Warmaster applies no Class Innate Bonus to Occult, but applies a Class Innate Bonus of +5 to Medicine per Level.
BREAKDOWN:
PENALTIES: Cannot use Summoning Abilities on normal Beings Between Worlds. No +5Occult/Level.
BONUS: Can use Summoning Abilities on either non-humanoid Natural Beings, Undeads, or non-undead Constructs. +5Animals/Level (Beast Warmaster). +5Science/Level (Golem Warmaster). +5Medicine/Level (Undead Warmaster).

WARRIOR INVOKER (WARRIOR SUMMONER):
A Warrior Summoner may choose to “specialize” as a Warrior Invoker. This can be done either at character’s creation, when switching class to Warrior Summoner or at any level-up if the character is already a Warrior Summoner.
A Warrior Invoker can use his Summon Primary Ability only for Invocations, Incarnations, and Alchemy, but he pays only half the required Zeon cost for Invocations and Incarnations. A Warrior Invoker can still Control, Bind, and Banish creatures as normal.
BREAKDOWN:
PENALTIES: Can use Summon only for Invocations, Incarnations, and Alchemy.
BONUS: 1/2 Zeon cost for Invocations and Incarnations.

 

ACADEMIC (MENTALIST):
A Mentalist may choose to “specialize” as an Academic. This can be done either at character’s creation, when switching class to Mentalist or at any level-up if the character is already a Mentalist, by spending 40DPs.
An Academic can never use Free Psychic Points.
An Academic can apply a Class Innate bonus of +10 to three chosen Secondary Abilities per Level.
An Academic is considered a Psychic-Novel Archetype and not a Psychic Archetype.
BREAKDOWN:
PENALTIES: No Psychic Archetype. No Free Psychic Points.
BONUS: Psychic-Novel Archetype. 3X+10Secondary Ability of Choice/Level.

FOCUSER (MENTALIST):
A Mentalist may choose to “specialize” as a Focuser. This can be done either at character’s creation, when switching class to Mentalist or at any level-up if the character is already a Mentalist.
A Focuser can only make use of a single Psychic Discipline and a single Mind Set. Whenever a Focuser spends Free Psychic Points to increase Psychic Potential, increase Psychic Projection, or Strengthen an Innate Psychic Power, he gains an extra +5 per Free Psychic Point spent. A Focuser doubles the bonuses as well as penalties from any chosen Mind Set.
BREAKDOWN:
PENALTIES: Only 1 Psychic Discipline. Only 1 Mind Set. Double Penalties from Mind Set.
BONUS: Double Bonus from Mind Set. +5 to Bonus from Free Psychic Points to Psychic Potential, Psychic Projection, Innate Psychic Powers.

MADMAN (MENTALIST):
A Mentalist may choose to “specialize” as a Madman. This can be done either at character’s creation, when switching class to Mentalist or at any level-up if the character is already a Mentalist.
A Madman automatically gets the Madness Mind Set for free which it cannot erase. A Madman adds +1 to its rolls on the Madness Table (up to a maximum of 10) and applies the result also to Psychic Projection rolls for those Powers that use it.
BREAKDOWN:
PENALTIES: Always have Madness Mind Set which cannot be erased.
BONUS: +1Rolls on Madness Table (Max10). Apply result of Madness Table to Psychic Projection.

PSYPOCALYPSE (MENTALIST):
A Mentalist may choose to “specialize” as a Psypocalypse. This can be done either at character’s creation, when switching class to Mentalist or at any level-up if the character is already a Mentalist.
A Psypocalypse can never use Psychic Points for: Affinity to a Psychic Discipline, Dominate a Power, Strengthen a Power.
A Psypocalypse can acquire Temporal Access to a Power even if he/she has not Affinity to the required Discipline, by spending 2 Free Psychic Points per Power Level. A Psypocalypse can use Innate slots for Temporarily Accessed Powers, but only for a number of turns equal to his/her Willpower value, and can strengthen them as normal.
A Psypocalypse benefits from an extra bonus of +5 to the Psychic Potential per Level and doubles the Bonuses and Penalties of Mind Sets.
BREAKDOWN:
PENALTIES: No Affinity to Psychic Disciplines. No Dominate a Power. No Strengthen a Power. 2XMind Set Penalties.
BONUS: Temporary Access to any Power by spending 2PP/Power Level. Can Maintain Temporarily Accessed Psychic Powers for number of turns equal to Willpower. +5Psychic Potential/Level. 2XMind Set Bonuses.

 

ASSASSIN MENTALIST (WARRIOR MENTALIST):
A Warrior Mentalist may choose to “specialize” as an Assassin Mentalist. This can be done either at character’s creation, when switching class to Warrior Mentalist or at any level-up if the character is already a Warrior Mentalist, by spending 40DPs.
An Assassin Mentalist does not apply any Block or Dodge Class Innate Bonus, but applies an extra bonus of +5Initiative per Level, and a Class Innate Bonus of +10 to Hide, Stealth, Poison, and Composure per Level.
A Perfectionist is considered a Prowler-Psychic Archetype and not a Figher-Psychic Archetype.
BREAKDOWN:
PENALTIES: No Fighter-Psychic Archetype. No +5Block/Level. No +5Dodge/Level.
BONUS: Prowler-Psychic Archetype. +10Initiative/Level. +10Hide/Level. +10Stealth/Level. +10Poison/Level. +10Composure/Level.

MENTAL BENDER (WARRIOR MENTALIST):
A Warrior Mentalist may choose to “specialize” as a Mental Bender. This can be done either at character’s creation, when switching class to Warrior Mentalist or at any level-up if the character is already a Warrior Mentalist, by spending 40DPs.
A character must have either the Elemental Bending or the Elemental Avatar Advatage in order to become a Mental Bender.
A Mental Bender does not apply any Class Innate Bonus to Attack and Block, but applies an extra +10MK per Level and only spends 15DP per Ki Accumulation Multiple.
A Mental Bender has access only to restricted Psychic Disciplines depending on his Elemental Bending Abilities, but halves the Ki cost for using Bending Powers.
A Mental Waterbender has access to Cryokinesis and Matrix Powers.
A Mental Earthbender has access to Physical Increase and Telemetry.
A Mental Firebender has access to Pyrokinesis and Electromagnetism.
A Mental Airbender has access to Psychokinesis and Teleport.
A Mental Avatar has access to Energy and Chance.
A Mental Bender is considered a Domine-Psychic Archetype, and not a Fighter-Psychic Archetype.
BREAKDOWN:
PENALTIES: No Fighter-Psychic Archetype. No +5Attack/Level. No +5Block/Level. Restricted Disciplines Access.
BONUS: Domine-Psychic Archetype. +30MK/Level. Cost of Ki Accumulation Multiple: 15. Half Ki cost for Elemental Bending.

PERFECTIONIST (WARRIOR MENTALIST):
A Warrior Mentalist may choose to “specialize” as a Perfectionist. This can be done either at character’s creation, when switching class to Warrior Mentalist or at any level-up if the character is already a Warrior Mentalist, by spending 40DPs.
A Perfectionist does not apply any Block or Dodge Class Innate Bonus, but applies an extra +10MK per Level, and only spends 10DPs per Ki Accumulation Multiple.
A Perfectionist is considered a Domine-Psychic Archetype and not a Figher-Psychic Archetype.
BREAKDOWN:
PENALTIES: No Fighter-Psychic Archetype. No +5Block/Level. No +5Dodge/Level.
BONUS: Domine-Psychic Archetype. +30MK/Level. Cost of Ki Accumulation Multiples: 10.

WARRIOR MADMAN (WARRIOR MENTALIST):
A Warrior Mentalist may choose to “specialize” as a Warrior Madman. This can be done either at character’s creation, when switching class to Warrior Mentalist or at any level-up if the character is already a Warrior Mentalist.
A Warrior Madman automatically gets the Madness Mind Set for free which it cannot erase. A Warrior Madman adds +1 to its rolls on the Madness Table (up to a maximum of 10) and applies the result also to Psychic Projection rolls for those Powers that use it.
BREAKDOWN:
PENALTIES: Always have Madness Mind Set which cannot be erased.
BONUS: +1Rolls on Madness Table (Max10). Apply result of Madness Table to Psychic Projection.

 

ALCHEMIST (FREELANCER):
A Freelancer may choose to “specialize” as an Alchemist. This can be done either at character’s creation, when switching class to Freelancer or at any level-up if the character is already a Freelancer.
Switching to an Alchemist Specialization Class has a cost of 20DP for a Freelancer and 40DP for characters from other Classes, and the same goes for Alchemists to switch to other classes.
An Alchemist only spends 1DP per Summon point and per 5Zeon points. An Alchemist applies a Class Innate Bonus of +10 to Summon and Science. An Alchemist can use the Summon Primary ability, as well as his Zeon Points, only for Alchemy Rituals (not for Summoning creatures or using Invocations or Incarnations), but spends only half the required Zeon Points for Alchemy Rituals.
An Alchemist only applies a Class Innate Bonus of +10 to 2 Secondary Abilities of Choice per Level.
BREAKDOWN:
PENALTIES: Cost for switching class: 40DP. Zeon usable only for Alchemy. 2X+10Secondary Ability of Choice/Level.
BONUS: Cost of Summon: 1. Cost of 5Zeon Points: 1. 1/2 Zeon cost of Alchemy. +10Science/Level. +10Summon/Level.

IMITATOR (FREELANCER):
A Freelancer may choose to “specialize” as an Imitator. This can be done either at character’s creation, when switching class to Freelancer or at any level-up if the character is already a Freelancer.
Switching to an Imitator Specialization Class has a cost of 20DP for a Freelancer and 40DP for characters from other Classes.
An Imitator does not apply any Class Innate Bonus to Secondary Abilities, but applies an extra bonus of +5MK, and +5ML per Level. An Imitator gains 1 Psychic Point each Level.
An Imitator spends double the required MK, ML, and PPs to learn Techniques, Spells, and Psychic Powers normally, but can imitate Techniques, Spells, and Psychic Powers he’s witnessed for no additional cost, using the following rules. When an Imitator has enough MK, ML, or PPs, he/she can spend them permanently to copy any appropriate supernatural Power witnessed in the past, regardless of any requisite not related to Gnosis or Blood Bonds, except he/she must have Use of Ki in order to be able to imitate Techniques, the Gift (no Incomplete Gift) in order to imitate Spells, and Free Access to Psychic Disciplines in order to imitate Psychic Powers. If an Imitator has the Technique Imitation Ki Ability, he/she applies the MK cost reduction to imitated Techniques.
BREAKDOWN:
PENALTIES: Cost for switching class: 40DP. No 5X+10Secondary Ability of Choice/Level. Double MK/ML/PP cost for learning Techniques/Spells/Psychic Powers.
BONUS: +25MK/Level. +5ML/Level. +1Psychic Point/Level. Can imitate witnessed Techniques/Spells/Psychic Powers.

IMPROVISER (FREELANCER):
A Freelancer may choose to “specialize” as an Improviser. This can be done either at character’s creation, when switching class to Freelancer or at any level-up if the character is already a Freelancer.
Switching to an Improviser Specialization Class has a cost of 20DP for a Freelancer and 40DP for characters from other Classes.
An Improviser does not apply any Class Innate Bonus to Secondary Abilities and Zeon Points, but applies an extra bonus of +5MK per Level.
An Improviser does not apply the -30 penalty for using untrained Secondary Abilities (which base is hence considered as 0). An Improviser spends only 15DPs per Ki Accumulation Multiple and 25DPs to buy the Improvised Weapons module.
If the Improvised Techniques Ki Ability has been developed, an Improviser can use as many Improvised Techniques as his Ki Accumulations and Ki Points allow each turn. An Improviser only spends the Primary Effect cost for using Improvised Techniques and can distribute the cost among optional characteristics. An Improviser can use Level 2 Effects and optional Advantages for Improvised Techniques.
An Improviser is considered a Domine-Novel Archetype, and not a Novel Archetype.
BREAKDOWN:
PENALTIES: Cost for switching class: 40DP. No 5X+10Secondary Ability of Choice/Level. No +10Zeon/Level.
BONUS: +25MK/Level. Cost of Ki Accumulation Multiple: 15. Cost of Improvised Weapons Module: 25. Untrained Secondary Abilities have Base 0. Bonus on Improvised Techniques.

 



#2 Rii Nagaja

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Posted 03 July 2012 - 02:45 PM

This is an amazing list. Most of them fill in alot of gaps or solve problems that existet with the creation system before.

Aside from little individual fixes (I would never go with a +damage bonus per level for example), this is going straight to my standard rule library.



#3 ElricOfMelnibone

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Posted 03 July 2012 - 06:52 PM

 Thanks for the feedback…your comment about damage might be right. I believe the only class getting such bonus is the Archer (correct me if there's anyone else which I'm missing) and I would say that a +5Critical Level/Level might actually be better representing the class!

Here goes the fixed version:

ARCHER (RANGER):
A Ranger may choose to “specialize” as an Archer. This can be done either at character’s creation, when switching class to Ranger or at any level-up if the character is already a Ranger.
An Archer spends 2DPs per point on Animals. An Archer applies no Class Innate Bonus to Animals and Herbal Lore.
An Archer applies an extra bonus of +5 to the Critical Level of all Attacks with Projectile Weapons per Level, and reduces by -5 the Penalties for Aimed Attacks with Projectile Weapons per Even Level.
An Archer doubles the Aiming Bonus to attacks with Projectile Weapons.
BREAKDOWN:
PENALTIES: No +5Animals/Level. No +5Herbal Lore/Level. Cost of Animals: 2.
BONUS: +5Critical/Level with Projectile Weapons. -5Aimed Attack Penalty/2Levels with Projectile Weapons. 2XAiming Bonus with Projectile Weapons.
 



#4 Heart of the Tiger

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Posted 10 July 2012 - 08:17 PM

Those Specialist classes really look interesting. However, there are some issues I'd like to point out.

Classes that can spend secondary DP to gain direct bonuses on primary abilities, for example the Sword Dancer, may need some limit on how much of that secondary ability can be converted to a primary ability. If you just stick with 1/10 of dance = dodge if dual wielding, then someone will just spend 1CP, and  buy lots and lots of dance. Perhaps the bonus should be limited to 1/10 of DP invested in Dance, or 1/5 of the class bonus or something, after all that bonus can become really huge and is in exchange for something most Acrobatic Warriors rarely specialize in, Sleight of Hand aside.



#5 Raybras

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Posted 11 July 2012 - 01:52 AM

Heart of the Tiger said:

Those Specialist classes really look interesting. However, there are some issues I'd like to point out.

Classes that can spend secondary DP to gain direct bonuses on primary abilities, for example the Sword Dancer, may need some limit on how much of that secondary ability can be converted to a primary ability. If you just stick with 1/10 of dance = dodge if dual wielding, then someone will just spend 1CP, and  buy lots and lots of dance. Perhaps the bonus should be limited to 1/10 of DP invested in Dance, or 1/5 of the class bonus or something, after all that bonus can become really huge and is in exchange for something most Acrobatic Warriors rarely specialize in, Sleight of Hand aside.

Maybe so, but dont forget the imbalance limitation of final combat abilities being 50



#6 F3nr1s

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Posted 11 July 2012 - 02:14 AM

 I thought this imbalance limitation was for the base values and not the final values (also becasue some classes only get a inniate class bonus to attack or defense but not both).

So long,



#7 Beadle

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Posted 11 July 2012 - 02:40 AM

 I've always worked on the basis that it's after all Characteristic Modifiers, Innate/Class bonuses, Martial Arts bonuses etc have been incorporated.  The rule doesn't cap the DP-investment balance - it caps the balance between Attack and Defend.

Clearly it doesn't include quality bonuses from weapons though.



#8 F3nr1s

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Posted 11 July 2012 - 09:01 PM

 But in the basis book is written, that a difference of the base values of greater than 50 isn't allowed. And in the character sheet, the base value of attack and defense is without characteristic bonus, inniate class bonus and so on. It is only the value you get because of your spend DP. So, I don't understand, why you use the final value.

So long,



#9 Beadle

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Posted 11 July 2012 - 09:39 PM

F3nr1s said:

 But in the basis book is written, that a difference of the base values of greater than 50 isn't allowed. And in the character sheet, the base value of attack and defense is without characteristic bonus, inniate class bonus and so on. It is only the value you get because of your spend DP. So, I don't understand, why you use the final value.

My apologies - you're absolutely right!  I must have misread the wording before.

Well, that changes things for at least one of my characters. Thanks.



#10 Arikail

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Posted 11 July 2012 - 09:50 PM

I believe his decision in this comes from the Official Forums, where Anima Studios answered this question.

Discussion to follow, but there are posts in between these, and some bit of time. The entire thread is here:

http://cipher-studio...php?topic=576.0

It's got some interesting stuff. The relevant post numbers are called out below, and they start about page 28 and carry over to page 29. Hope that helps.

 

Exarkfr: (post 418)

True_Yuuki confirmed several times that :
- one is supposed to use final Attack and Defence for martial arts (and not base)
- the limit of 50 points between Attack and Defence was with final values, and not base

 

 

It doesn't bother me much for martial arts (that won't make a huge difference, and they still have to be paid).

Yet for the 50 points limit, it could become imbalanced for some classes who get a bonus in either Attack or Defence (but not both).
A Thief only gets a Dodge bonus, so he would be "forced", after a few levels, to invest more points into Attack (even if his base scores are within 50 points). At level 10 (when the class bonus caps), if his AGI is higher than his DEX, even if his base values are equal, he would have a final Dodge more than 50 points higher than his Attack

 

Exarkfr: (post 425)

how about the previous question ? Base, or Final ?

 

Anima Studio: (post 426)

Final

 

Edit: Of course, you can use whichever ruling you want. As long as your players and you are happy with it. And it's entirely possible that AS's intent changed between writing of the book and answering said question.



#11 Heart of the Tiger

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Posted 11 July 2012 - 10:52 PM

I think the imbalance doesn't really matter, after all, the Sword Dancer only gets this bonus if dual wielding, which seems to hint that this bonus is not a permanent one like class bonuses or invested DP, but rather something like a ki technique bonus and those are by definition not affected by the "max 50 points difference rule", I could be wrong though.

The real question is how high should that bonus go? With the right advantages I can see it skyrocketing to 60+ points, at high level of course. That seems a bit much.



#12 ElricOfMelnibone

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Posted 12 July 2012 - 05:21 AM

You all made EXTREMELY good points and I thank you all for the always very useful feedback!

First of all, no class can apply any of the "secondary based" bonuses to both Attack and Defence AT THE SAME TIME (or at least, I hope I've corrected all of them so that it's so…but if some classes still get bonus to both at the same time, please point out the typo, since that would be AMAZING help!)

The "secondary based bonus" should not be counted in the "50 difference limit" since it's a circumstance bonus, much like having +10Attack for higher ground positioning. I'm very aware of the danger of having secondary abilities influence primary abilities, and I must admit that at higher level the thing may become very dangerous for balance (I've rolled high level characters with more than 1000 on a single secondary, actually…). I guess that having a "limit" to such bonuses to Attack/Defense might be the best Idea. How about setting the limit to 50 (a classical number)? Reaching 500+ in a secondary ability is still some kind of feat for a character (he's either investing tons of DPs and/or tons of CPs on it), and classes gaining such bonuses are still renouncing to something else from the original class. I'm open to any other proposal, by the way.



#13 Heart of the Tiger

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Posted 12 July 2012 - 06:36 AM

I'd say 25 (half of the maximum class conus to a single primary ability aside from Wear Armor) is more than enough. If you really want a class to have a higher bonus, I suggest to give it a greater malus. For example the Sword Dancer could get +50 max instead of +25, BUT if he uses dodge to block (normally -60), he instead gets a malus of 60 +1,5 times the bonus he gets from dancing, or in other words, if he is forced to block, he doesn't get the dancing bonus, and applies half his dancing bonus as an additional penalty.

On a sidenote, with your current rule the maximum bonus one can get is +150 at level 15, if he spends 40% of his DP to not hurt his primaries:

[150 (class) + 800 (DP +1CP) + 100 (natural bonus) + 450 (3CP)]/10= 150

Of course, no sane player would do that and no sane GM would allow that, but it shows exploiting possibilities.

There are additional things to say, but I certainly don't want go go down the static bonuses vs. scaling bonuses vs. probability bonuses discussion route again. At least not today.



#14 Heart of the Tiger

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Posted 12 July 2012 - 08:19 PM

Good morning.

Now please excuse my horrible attemt to do some mathematic calculations. The following calculations do not include ones inability to roll a 90 on an open roll and also do not include fumble chances.

So, let's take a look at the True Blade:

The average result of a d100 roll is 50,5. The chances of any character to get an open roll is 11% (90-100) and then 1% less each time (91-100, 92-100…)

So the average open roll would be ~56.61… . (50,5+(50,5*0,11)+(51*0,01)+ (51*0,00091)…)

If you now look at a level 15 True Blade, his chances to achieve an open roll on attack and defense are increased by 7. The True Blade's average open roll would be ~60,53… . That's an average bonus of approximately 3,9 points to attack and defense if I'm not miscalculating.

I suggest giving the true blade an additional bonus, or increase the open roll chance to +1 at every level. This would increase his average roll to ~65,01… at level 15, but that may be too much, as the chances to achieve skyscraping rolls damatically increase. All in all I suggest an additional bonus of some sort, as the increase of chances to achieve open rolls on attack and defense by 7 alone seems  weak in comparision to +25 or +50 on attack, or defense.

 



#15 Rii Nagaja

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Posted 12 July 2012 - 10:04 PM

You are in the wrong thread, but concerning the problem: Don't forget that the standard deviation increases alongside with 'just the average score'. The increased chance of open rolls makes the dices alot more chaotical with tendencies of more extreme results.

If you are only looking for the average bonus, you will have a bad time with every effect that increases open rolls, because that value is never affected so much until very high levels (probably open roll from 70 to 100 or so [a +20 open roll bonus!]- and even then 'just around +15'). But hidden in this mediocre average bonus lies the probability of great luck and the chance to overcome much tougher opponents than you could reach with a simple +25 attack bonus. A bonus of average + 4 could mean 10% chance of +40 or 2% chance of skybreaking +200.
Of course the distribution is much more complicated, but this is in essence what makes this skill worth its costs.

 

But again, wrong thread. Better repost it in a new one.



#16 Beadle

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Posted 12 July 2012 - 10:21 PM

How is that the wrong thread?  He's posting about Elric's True Blade class (Acrobatic Warrior variant), which is described in the opening post of this thread.



#17 Heart of the Tiger

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Posted 12 July 2012 - 10:30 PM

As I said, I'm really bad at math, but I also stated that the probability to achieve very high results might be over the top. Perhaps it would be best do give the True Blade a different bonus, one that can be calculated a little better. If I can just calculate the average bonus on a probability roll it becomes problematic, but maybe someone can post more acurate calculations.



#18 ElricOfMelnibone

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Posted 13 July 2012 - 05:01 AM

I'd like very much to thank Heart of a Tiger for his strong in-depth reviews of my work.

First I'll answer about the True Blade. Personally I'm not changing it. Granting it a bonus of +1% Open Roll per level would be definitely broken. A level15 True Blade would open roll 1/4 times he rolls the dice…which is definitely too much…besides, each +1% open roll greatly increases the chances of MULTIPLE open rolling. My calculation of +1%/2Levels compared to 2CPs (hence the two +10 Secondary/Level bonuses removed) is mostly based on playtest (with characters having similar powers due to elan or artifacts). The class tends to be extremely dangerous at high levels, yet a bit unpredictable and still missing the stamina of the acrobatic warrior (high levels of athletics are very interesting and jump still allows very interesting feats in game). More than anything else, the True Blade is a DPS. Part of the balancing is his total loss of flexibility, though, since it has to specialize in the use of a single weapon, although that might not seem a problem for most players, losing flexibility may still always come to hurt.

Well, now about the seconary-based primary abilities…I'd like to retain a certain uncapped system, still I can see the limits of such system. My idea is that the character might obtain a +5 (to attack/defense depending on class) for each 50 points he/she has on the seconary up to 250, after which the following +5 bonus requires a value in the secondary which is increased by a cumulative +50 compared to the previous.

Hence:

+30 -> 350

+35 -> 500

+40 -> 700

+45 -> 950

+50 -> 1250

+55 -> 1600

And so on…Sincerely I believe all characters have better ways of improving their fighting skills than dropping tons of dps and cps on a single secondary ability (becoming useless in all non-combat related situations, on top of that!). Besides, I have to remember that all such bonuses are somewhat circumstantial since they all have some requirement to apply.



#19 Heart of the Tiger

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Posted 13 July 2012 - 05:43 AM

That idea could work. There is one thing I still have to say about the Sword Dancer and the True Blade.

As you said, both Jump and Athletics are very useful secondary abilities. To take those bonuses away certailly hurts the True Blade, as those secondary abilities are essencial abilities of the Arcrobatic Warrior(Athleticism improves the time at which you can run at full speed, and Jump is obvious).

Now, the Sword Dancer on the other hand, only gets maluses in areas that do not hurt him at all.

1: He is a dual wielder, so could not use Sleight of Hand in combat anyway.

2: Most Acrobatic Warriors only Wear very light armor (long coat) so that their Wear Armor requirement would be effectifely 0(because of strength or quality armor).

3: He would not use shields because he is dual wielding.

All in all I think the Sword Dancer is too effective, considering his, in normal situations nonexistant maluses, he gets +10 to dance eyery level, no penalties for dual wielding equal sized weapons, and the dodge bonus. All those things make him extremely powerful, and I personally see the dance bonus allone approximately as powerful as the True Blade's only bonus.

 

 



#20 ElricOfMelnibone

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Posted 13 July 2012 - 08:24 PM

I think you're not considering rightly the maluses of the Sword Dancer. A high cost for Wear Armor is relevant, since NOTHING in the system requires an Acrobatic Warrior to go around in light armor, as far as his Wear Armor value is sufficiently high as to allow him to wear heavy armor without penalties, and a jumping/running ARMORED fighter is always better than a jumping/running NAKED one. Besides, the huge limits on shields are there for two very important reasons: first a character could choose to dual wield AND wear two bucklers, second a character could choose to dual wield WITH two shields or two full shields! Now, a character fighting with two full shields +15 (very doable with an expense of just 4CP or 3CP plus tons of luck when rolling for social position using Gaia tables and depending on origins) and a Shield Dodge Module would benefit from a total +90Bonus to defense…at LEVEL1! There are tons of very "munchkin" builds out there, and the shield limitation is there for that. As absurd as it might seem, you might make an acrobatic warrior dual wielding shields and wearing heavy armor, who would definitely benefit from a much higher initiative than a warrior with the same combo!

 

Besides, dual wielding usually means carrying weapons with relatively low Base Damage. Anyway…let's see what we can do.

SWORD DANCER (ACROBATIC WARRIOR):
An Acrobatic Warrior may choose to “specialize” as a Sword Dancer. This can be done either at character’s creation, when switching class to Acrobatic Warrior or at any level-up if the character is already an Acrobatic Warrior.
A Sword Dancer only applies a Class Innate Bonus of +5 to Life Points and Athletics per Level, but applies a Class Innate Bonus of +10 to Dance per Level. A Sword Dancer spends 3DPs per point of Wear Armor.
A Sword Dancer doubles penalties to Initiative and halves Defense bonuses of Shields, but applies no Initiative penalty for wielding two weapons of the same size and while dual wielding may choose to apply a Dodge bonus equal to 1/10(round down at multiples of 5) of his Dance value.
BREAKDOWN:
PENALTIES: No +10Sleight of Hand/Level. +5Life Points/Level, +5Athletics/Level. Shields have double penalties and half bonus.
BONUS: +10Dance/Level. No penalty from dual wielding same sized weapons. Dual wielding Dodge bonus equal to 1/10 Dance.
 

I reworked a bit the penalites. Now the sword dancer gains his sleight of hand bonus as normal, BUT he's got halved Athletics Bonus and halved Life Points Bonus. These two together should hurt just enough, since they reduce his moving capabilities (and potentially his stamina), and overall endurance, especially considering the very unconvenient use of shields and the high cost of armor allowance.

 






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