Through some inspiration I decided to make Classes for this role playing system. There was one intention involved when spawning the ideas for the classes that will be listed below. An intention to create a system that is not streamlined. An attempt to bring back a naivety to role playing mechanics where everything does not have to be logical and made up of templates that fit all classes.
Each class uses a different method for resolving the success of combat and their specific class abilities. There are only three classes outlined this far: Thief, Mage and Fighter.
The Thief uses 6d6 in order to determine the outcome of combat. The thief can roll all of the six dices once and the result of the six dice will have an effect as is outlined in the table here below.
|Normal hit||One Pair||1 Endurance reduction|
|Wounding hit||Two Pair||2 Endurance reduction|
|Bleeding hit||Three of a kind||3 Endurance reduction|
|Critical hit||Four of a kind||4 Endurance reduction|
|Severing hit||Five of a kind||5 Endurance reduction|
|Leathal hit||Six of a kind||6 Endurance Reduction|
The Thief also has class abilities that are outlined below.
|Thieving||Four in a row||Stealing and unlocking locks are successful|
|Lay/disarm trap||Five in a row||Arming and disarming traps are successful|
|Sneaking||Six in a row||You move unseen|
|Subdue||Full house||You make people act and talk to your will by influencing them.|
The Mage use poetry in order to cast magic. The power of his magic is depending on three types of rhymes and how many lines he use to cast a spell. The three rhyme types are: Alliteration, End Rhyme and Internal Rhyme.
Alliteration is when two sequential words in the same line starts with the same syllable. End rhyme is when the last word in two lines sound the same. Internal rhyme is when a word in the middle of a line rhymes with the last word in the same line.
The Mage can make up to four lines in total per spell with a minimum of one line.
At least one line of poetry needs to mention the target directly, synonymously or as a metaphor. If the target is a door the following are accepted: Door (directly), Gate (synonymously), the sealed opening (metaphorically).
The next table will show what the effect is, depending on the rhyme type and how many lines.
|Number of lines||Condition||Effect|
|One||Alliteration||One Endurance reduction|
|One||Internal rhyme||One Endurance reduction|
|Two||End rhyme of both lines||Two Endurance reduction|
|Three||End rhyme of all lines||Three Endurance reduction|
Here are some examples to clarify this.
|The threatening gaze of this Dire Dog||“Dire dog” is Alliteration||One Endurance reduction|
|Now merely a sight of a harmless frog||dog’ and ‘frog’ are end rhymes||Two Endurance reduction|
|Total Three Endurance reduction|
|Unlike most I am not scared of this ghost||most’ and ‘ghosts’ are Internal Rhymes||Total One Endurance reduction|
|You filthy lizard||lizard’ and ‘blizzard’ are end rhymes||Two Endurance reduction|
|I coveth you in||in’ and ‘kin’ are end rhymes||Two Endurance reduction|
|And all of your kin|
|A chilling blizzard|
|Total Four Endurance reduction|
The Fighter uses a combination of attacks up to a maximum of 9 combinations per round. An example can be that a Fighter first push, then kick and then slash with a sword. To determine the success of the combination attack the fighter has to roll 1d10 and for each subsequent attack in the combination the difficulty is raised. For the first attack he needs to roll 2 or higher, for the second attack he needs to roll 3 or higher and so on. This is also outlined here below:
|Dice||Number of combinations||Required dice result||Effect|
|1d10||1||2||One Endurance reduction|
|1d10||2||2,3||Two Endurance reduction|
|1d10||3||2,3,4||Three Endurance reduction|
|1d10||4||2,3,4,5||Four Endurance reduction|
|1d10||5||2,3,4,5,6||Five Endurance Reduction|
|1d10||6||2,3,4,5,6,7||Six Endurance Reduction|
|1d10||7||2,3,4,5,6,7,8||Seven Endurance Reduction|
|1d10||8||2,3,4,5,6,7,8,9||Eight Endurance Reduction|
|1d10||9||2,3,4,5,6,7,8,9,10||Nine Endurance Reduction|