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.
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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