Saturday, April 20, 2013

Play Styles and Starter Classes


One of the key features of MaL is that all characters are able to study, learn and improve any available skill in the game, so long as they have the prerequisites necessary for it.  There are, however, common types of skill-set groupings which do help individuals in their character creation decisions.  Each of these groupings is designed as a class on a certain play style, which, while not limiting a character from exploring the range of all abilities or a player from controlling a character that acts completely different from otherwise expected.  The three types of play styles that most players use are Fighter, Caster, and Strategist.  For initial class choosing, each of these play styles holds an three starter classes which will be in the initial release.  Further expansion--both in the pen and paper version and the computer version--will add more skills to the full list available, and also bring other starter classes.  The three initial Fighter starter classes are the Huntsmen, the Burdener, and the Berserker.  The three initial Caster starter classes are the Wizard, the Acolyte, and the Sorcerer.  The three initial Strategist starter classes are the Rogue, the Psion, and the Tinkerer.  Choosing one of these starter classes versus building one from scratch lists bonuses which may also be put into scratch classes.  These are merely to aid in the ease of creating characters.  Below are the different initial starter classes, starting with the Fighters, then the Casters, finishing with the Strategists.  We begin with the Huntsman.

Huntsman:

The Huntsman is a fighter with melee and ranged bonuses. Huntsmen have a bonus on tracking checks, search checks, knowledge of plants and animals of their native lands, and a general respect for nature. Huntsmen tend to live either on the edge of cities or in the wild. Most huntsmen use animal hide and thin metal for armor, as they give a balance between ability and defense. Huntsmen are typically raised by other huntsmen, or are born with an adventurous spirit, exploring their local wilderness and wildlife, learning all they can about it.

Choosing a Hunstman class gives: +1 Bonus on Melee attack, +2 Bonus on Ranged attack, +2 on tracking checks, +2 on search checks, +2 on knowledge of plants and animals of their native lands, and a general respect for nature.
Burdener:

The Burdener is a fighter with endurance and defensive bonuses. Burdeners are generally those who already have strength and endurance, but by training they gain further endurance and skill with blocking and defending, making themselves shields at times for those needing time for their plans. Burdeners have a fair knowledge of different fighting technique defenses, but typically haven't already learned specialty offensive moves, due to most of them requiring more speed and agility. Burdeners generally prefer to avoid fighting, but can take a lot of damage if they have to. Burdeners generally use a shield or other armored equipment, and can carry a decent amount of other player's equipment besides. Most burdeners prefer to live with or near a lot of other people, being softspoken, but an obvious feature of their groups. Burdeners usually are raised by overprotective parents, or adverse conditions in their environment that makes them have to learn how to defend themselves. Sometimes this will come forth in the form of a rival from their youth prior to their heading down the path to this class, rivals they may later encounter.

Choosing a Burdener class gives: +2 EP, +1 Bonus on Defense, +5 STR, +1 knowledge of fighting technique defenses.

Berserker:

The Berserker is a fighter with two melee bonuses. Full of rage and wrath, Berserkers train hard on their attack skills, even damaging harder when enraged. They usually wear moderate armor for flexibility while also being defended. They have slight resistance to poisons, a knowledge of different types of melee weapons and how to use them, as well as improvisation of using other things as weaponry.  Beserkers tend to live alone when they can, or with people that they trust.  So many things irritate them, they generally would prefer to minimize the anger unless it is really needed, like on a foe or rival.  Most berserkers were raised in conditions of their youth that they were unable to change until older, if at all, or raised by other berserkers. Some might think that berserkers might not make the best of parents or lovers, but said people have never felt or seen the love and wrath of a berserker charging down on someone who has harmed, stolen, or killed one of the berserker's loved ones.

Choosing a Berserker class gives: +2 Bonus on Melee Attack, +2 additional Bonus on Melee Attacks when enraged (but being less able to tell friend from foe at that point), +1 resistance to poisons, +1 knowledge of different melee weapons and how to use them, +1 on improvised weapons.

Wizard:

The Wizard is a caster with two Foci Magic bonuses. Wizards aren't very adept at using wild magic, instead studying spells that utilize foci such as crystals, stones, gems, wands, staves and the like. Wizards constantly experiment and write down their results so as to remember how to use good ones later. They also quickly learn how to recharge foci and craft simple ones, as well as being more accurate with ranged spells. Wizards generally wear light armor at lower levels, as the gestures to go with their incantations use broad sweeping motions, though some make due by utilizing smaller spells in quick succession rather than longer ones. Most wizards are either raised in families with magical talent, or were very intelligent and learned of their inclination toward magic at a later point. Wizards love to live in various sorts of buildings that meet their fancy, lairs, towers, castles, caverns and the like, and always are trying to find better locations for absorbing wild magic into their foci.

Choosing a Wizard class gives: +2 Bonus on Foci Magic, +1 on recharge foci checks, +1 on craft foci checks, +2 on Accuracy Checks when using ranged spells, +2 on Learning Checks due to an inquisitive mind for learning new spells.

Acolyte:

The Acolyte is a caster with two Soul Power bonuses. An Acolyte gains their power by focusing on pleasing their chosen higher-power, be it infernal, celestial, ordered or chaotic. They chant and make pleas before their higher-power, then channel the power into a soulspell, or their focus is absorbed by their higher-power in exchange for a more direct response. Acolytes are generally very religious about their particular higher-power, and will fight for them, though they are better at doing so with soul power than other means. They generally also have more sanity due to their greater understanding of the higher-power they serve than those that do no. Acolytes wear what their higher-power permits, generally robes of some kind, with leather or light armor below that. Many acolytes are raised in lineages of acolytes, or in areas of religious fervor, learning of their connection to their higher-power at their rite of passage or other circumstance when their higher-power chooses to contact them. Those outside these areas sometimes find themselves thinking they are mad at first, but quickly find evidence of how much of a blessing their gift is when their higher-power or others trained with soul power teach them.

Choosing an Acolyte class gives: +2 Bonus on Soul Power, +2 on Higher-Power favor, +2 on focus regain rate, +1 Sanity.

Sorcerer:

The Sorcerer is a caster with wild magic and spell resistance bonuses. Sorcerers are born into their magic, being able to pull up wild magic spells with relative ease, though without a lot of training the results can be quite chaotic. They also resist a lot of spells flung their way, as they have been exposed to a lot of magic in their lives even before their first spell is cast. A lot of their spells are greatly altered by their emotional and psychological state at the time of casting. They have the ability to speak to mundane animals and learn one bonus language at start. Sorcerers wear whatever they choose to, but most wear cloaks with hoods, so as to hide their wild magic traits, such as the color of their eyes, magic scars or other obvious signs. Sorcerers tend to be born in families of sorcerers or wizards, but sometimes just in areas of high wild magic, or as the seventh child of the seventh child--or even more powerfully, the thirteenth child of the thirteenth child--or other special circumstances. Sorcerers love company, but worry about accidentally using their abilities, so they generally live a safe distance away, and come into town after lessening the possible overload by casting spells. Even if born in a family of their kind, sorcerers learn of their abilities after accidentally or intentionally using them without foci. Some might even believe themselves to be wizards due to the use of foci, but if they can directly cast a spell without one, or after one is drained, then they are a sorcerer.

Choosing a Sorcerer class gives: +2 Bonus on Wild Magic, +2 Bonus on Spell Resistance Checks, ability to speak to mundane animals and one bonus language at start.

Rogue:

The Rogue is a strategist with stealth and alchemical bonuses. Rogues are strategists who generally prefer to remain unnoticed, letting their work speak louder than boasts. They are stealthy and quite good at mixing together potions, poisons, antidotes and other alchemical creations to better affect both their own performance and those whom they work with. Rogues get an bonus on sneak attacks and a charismatic bonus. Rogues wear clothing that keeps noise to a minimum and provides great stealth opportunities in a range of environments, though not so drastically different as to draw attention to their person. Rogues commonly are born with adventurous spirit, often in families of rogues or criminals, or those wanting to rebel against their upbringing. Rogues usually live with those they trust, or on their own, but deep within the heart of their town, taking on a public profession that is acceptable to their culture, as well as their rogue-class profession in disguise if their culture does not accept that openly.

Choosing a Rogue class gives: +2 Bonus on Stealth Checks, +2 Bonus on Alchemy Checks, +1 Bonus on Sneak Attacks, +1 on Charisma Checks.

Psion:

The Psion is a strategist with two psionic bonuses. Most psions have one or two abilities either triggered at a young age or during a time of great stress. The abilities of a psion are dampened by any toxic metals or other toxic substances worn on their heads, but if the metal is non-toxic and conductive they are better able to use their abilities.  An aluminum hat does not prevent brain-reading, but rather increase the effectiveness. Aside from their heads, psions wear whatever they wish, generally hiding their gifts with clothing more befitting a merchant or other profession where their abilities aren't noticed. Psions are generally born in families of psions, or in areas of mutagenic toxins, wild magic, or radiation. Those with more control over their abilities tend to live on the edge of town, whereas those with less control prefer to live even further away.

Choosing a Psion class gives: +2 Bonus on Psionic Focus, +2 Bonus on focus regain rate, bonus +1 on Psion Ability Check if wearing conductive non-toxic metal on their head, -1 if toxic metal or other toxic substance on their head, and one or two psionic abilities at start.

Tinkerer:

The Tinkerer is a strategist with repair and craft check bonuses. Tinkerers generally create and experiment a lot, making new forms of weaponry, traps, golems and other inventions. They are a bit chaotic at times of inspiration, but once they've worked out how something works they are consistent. They also know how to repair weapons, tools, traps and the like, and have better recognition of mechanical designs such as traps as a result. Tinkerers wear a lot of tools, light armor, and equipment that either they have created or found very useful. Tinkerers are often born into families of tinkerers, or in conditions were their intelligence necessitates an outlet to benefit themselves, their family or the population of their area. Some areas and cities widely accept tinkerers if they are skilled, though most prefer tinkerers live outside of their cities or on the edge, especially if they have more explosive or other disastrous results from experimenting at first.

Choosing a Tinkerer class gives: +2 Bonus Repair Checks, +2 on Craft Checks, +1 on Observation Checks, one weapon or tool advanced beyond commonality to their area, and one simple golem of small to tiny size.

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