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== Professions == * each class is only a frame set. Player should define a profession rank for each powerlevel, and perks and quirks that come with it. Fighter * Perk: good combat training * quirk: must invest one point per rank into fighting skills or feats. Thief * perk: good in hiding * quirks: must invest one point per rank into subterfuge, stealing or similar feat or skill. Bard * perk: semispell user, charming. * quirk: must invest one point into social skills or feats. Wizard * perk: powerful magic * quirk: must invest a point into magical feats or skills. and so on. '''Magical training''' * Wizard - classic magic power * Illusionist - Illusion * Bard - emotion control * Darkmage - Darkness control * Cleric - power based on Deity's power * Druid - Shapeshifting - limited to animal forms Magic has heavy limitations. (draft) Flaws Wizard magic : Action [Full; -1], Distracting [-1], Fades [-1] = cost 3 ranks / 1p Flaws semi spell: Action [Full; -1], Fades [-1] = 2 ranks/cost 1p Wizard Drawbacks: (draft) Action (Magic, requires 1 hour to change allocation; -4pp), Power Loss (Magic, cannot change allocation or recover without spellbooks; Uncommon, Minor; -1pp), Power Loss (Magic, when unable to cast spells or when without spell components; Uncommon, Minor; -1pp) Sorcerer Drawbacks: (draft) Power Loss (Magic, when unable to cast spells or when without spell components; Uncommon, Minor; -1pp) '''Suggested drawbacks for professions''' Sorcerer Drawbacks Γ’ΒΒ Can only use Quarterstaff, Dagger, Darts, Cannot wear Armor; Rogue Γ’ΒΒ Limited weapons list, can wear only Leather or Chain armor Cleric Γ’ΒΒ Can wear any armor, Limited weapons list; a limited weapons list (no +3 weapons) would be a -1 Drawback no weapons at all would be a -2 Drawback a limited armor list would be a -1 Drawback no armor at all would be a -2 Drawback
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