Classes

The point of this universe is to open the doors to creativity and allow you to play the character you want to play. Ultimately everything can be negotiated with the GM so dream big and try to make it work. These Fantasy RPG classes are meant to show how classic classes fit into the cypher system and this world in particular. Each provides a number of options, but only so many abilities can be chosen at each tier. Refer to the Corebook and each class’s parent type for how many abilities may be chosen at each tier.

Battlemage

Adept (Combat Flavor)

Special Rule

*Trained for War: Casting spells from Immediate range increases the damage done by your spell attacks by 1.

Tier 1

*Danger Sense

(1 Speed point): The difficulty of your initiative roll is reduced by one step. Enabler.

*Practiced in Armor:

You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler.

Distortion

(2 Intellect points): You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate.

Erase Memories

(3 Intellect points): You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. Action.

Far Step

(2 Intellect points): You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action.

Hedge Magic

(1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action. Magic Training: You are trained in the basics of magic and can attempt to understand and identify its properties (including the operation of magic artifacts and cyphers). Enabler.

Onslaught

(1 Intellect point): You attack a foe within short range using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a force blast: a ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy into a mindslice that disrupts the creature’s thought processes, inflicting 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots or zombies) might be immune to a mindslice. Action.

Push

(2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this to pull a lever or close a door. Action

Sculpt Flesh

(2 Intellect points): You cause a willing creature’s fingers to lengthen into claws and her teeth to grow into fangs. The effect lasts for ten minutes. The damage dealt by the target’s unarmed strikes increases to 4 points. Action.

Shatter

(2 Intellect points): You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot,a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: for each level of Effort applied in this way, the explosion deals 2 additional points of damage to each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.

Ward:

You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.

*Practiced With Light AND Medium Weapons:

You can use Light and Medium weapons without penalty. If you wield a heavy weapon, increase it by ONE step. You also start with one light or medium weapon of your choice. Enabler.

Cleric

Explorer (Technology Flavor)

Explorer gives the character access to light and medium weapons, armor cost reductions, block, etc. They’re a nice balance between martial and intellectual prowess.
Technology obviously requires some translation, but not too much. Technology grants a lot of abilities which give access to knowledge you couldn’t otherwise possess. For our purposes this will often be granted through prayer or communication with the gods.

Devout:
h3. Tier1

*Divine Insight <datajack>

(1 Intellect point): With proper intercession, you instantly learn a bit more about something you can see. You get an asset on a task involving that person or object. Action.

*Confuse Essence <scramble>

(2 Intellect points): You render one cypher, artifact, or other essence infused object or golem within short range unable to function for one round. Alternatively, you can increase the difficulty of any action by the wielder by one step for one minute. Action

*Healer <made-up>

(1 intellect point) The difficulty of healing another character is reduced by one step. This divine healing does not require the use of bandages or herbs. Enabler.

Physical Skills:

You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.

Practiced in Armor:

You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with armor of your choice. Enabler.

Practiced With All Weapons:

You can use any weapon. Enabler.

Surging Confidence

(1 Might point): When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler.

Extra Edge:

You have a Might Edge of 1 and a Speed Edge of 1.

Knowledge Skills:

You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, paleontology, archeology, religion and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.

Divine Strength

(2 Might points): For the next ten minutes, the difficulty of all Might-based actions other than attack rolls that you attempt is reduced by one step. Enabler.

Priest

Speaker (Magic)

Paladin

Warrior (Magic)

Classes

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