Rules:Classes and Factions

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Revision as of 12:45, 26 March 2006 by Ksterker (talk | contribs) (reformatted)
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Overview

The class and faction systems are closely related to one another. While it is not strictly necessary to join a faction, doing so adds depth to the player's experience.

The basic description of a given class or faction is as follows:

  • Name The Name of the Class, Faction, or Sub-Faction
  • Membership requirements
    • Racial limitations, if any
    • Alignment limitations, if any
    • Class level limitations
    • Skill level limitations, if any
  • Statistic modifications
    • Alignment effects
    • Property bonuses or penalties
    • Standard and special ability modifications
    • Skills modifications
 Example
 
 Ukociv, a second level Human fighter, with alignment 2 and previous membership in a local  militia (The Men of the Mace) 
 decides that he is no longer satisfied with the way of the fighter and decides to join the House of Two Moons, a local 
 priory of the Fellowship of Pythias. In order to do so, he must become a monk by demonstrating his commitment to the 
 path of law and purity.
 
 He accepts the Prioress' charge to defend the House of Two Moons from a band of evil Free Lancers in a manner worthy of 
 a monk. In exchange, they teach him a multiple strike technique and give him a quarterstaff to carry in battle. He is 
 allowed to train at the priory, because he is a Human with an alignment greater than 1. He challenges the band of evil 
 wanderers and bests several of them in single combat using only light armour, the quarterstaff, and the combat techniques 
 he knows. He returns to the monastery, where reporting his success gains him enough experience to gain a new character 
 level. He chooses to use this time of personal growth to become a Monk.
 
 By becoming a member of the Fellowship of Pythias, his alignment shifts to 3. He gains a +5 bonus to dodge and parry, as
 well as being able to level his stats to suit his new class and faction. He also gains access to other Monk skills. His 
 alignment shift keeps in him favor with the local militia and allows him to find a safe haven in other monastic houses of 
 similar alignment.

Specific Faction and Class Implementations

Name Membership Requirements Stat Modifications
Endhelm's Enders
  • Level: 1 in Fighter, 1 in Thief
  • Race: Human
  • Alignment: <= -2 for Human
  • Possession of a 'Marker'
To be Determined
Forestkeepers
  • Level: 1 in Ranger or Fighter (can be learned from a Member of the Order)
  • Race: Human or Half-Elf
  • Alignment: >= 1 for Half-Elf; >= 0 for Human
To be Determined
Free Lancers
  • Level: 1 in Fighter, 1 in Ranger or Thief
  • Race: Human or Half-Elf
  • Alignment: >= -3 for Humans, >= -2 for Half-Elves
To be Determined
Keepers of the Yeti Spirit
  • Level: 1 in Monk (can be learned from a Member of the Order)
  • Race: Human or Half-Elf
  • Alignment >= 1 for Half-Elf; >= 0 for Human
  • Properties: +5 dogde, parry, melee, health
  • Skills: +1 body control
  • +1 bonus at casting time to Songs of the Beasts
Men of the Mace (Wyvern Guard)
  • Level: 1 in Fighter (can be learned from a Member of the Order)
  • Race: Human
  • Alignment: >= 0
To be Determined
Society of the Blade
  • Level: 1 in Thief (can be learned from a Member of the Order)
  • Race: Human
  • Alignment: <= -2
To be Determined