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A title is given. An identity is earned.
Your Class is not a cage. It is a tradition of training, a starting shape, and a route through the wider skill system. It gives a new character a clear identity at the table, but it does not decide everything that character can become.
You do not declare who you are. You prove it.
What Is a Class?
Identity forged through repetition, story, and skill.
A Class is a structured role that reflects your character's story, skill focus, and earned identity. It grants access to exclusive Class Powers: learned techniques, spells, rites, tricks, practices, or other trained exceptions unlocked through growth and narrative milestones.
Skills remain the mechanical foundation of a character. Classes sit above Skills and give access to specialised expressions of training.
Each Class includes three visible Paths. Each Path is tied to one of the Class's core Skills or to a clearly named Skill focus. Powers are organised into tiers that mark increasing mastery.
Ask yourself:
- What path has my character proven through play?
- Which Powers reflect my role in the story?
- Am I refining a style, or forging a new one?
Classes And Paths
A Path groups Class Powers that support a broad style. Paths help you find the Powers that suit your character; they are not locked progression tracks.
Use this structure when choosing a Power:
Class › Path › Tier › Class Power
Examples:
- Fighter › Warrior › Tier 1 › Guardbreaker.
- Rogue › Phantom › Tier 1 › Ghostwalker.
- Primant › Seer › Tier 1 › Doomsight.
When your Class grants a new Power, you may choose from any of its Paths and any Tier you have unlocked, unless a rule says otherwise.
Available Classes
Five Classes are currently available:
Each Class page lists its core Skills, Paths, starting options, and Class Powers. For the rules shared by every Class, see Class Powers.
Choosing a Class at Creation
During character creation:
- Select 1 Class.
- Gain Level 1 in that Class.
- Distribute 3 Skill Levels across the Class's 3 core Skills.
- At least 2 Skills must receive 1 or more levels.
- These levels may stack with Origin Skill Levels.
- Choose 1 Tier 1 Class Power from any of the Class's Paths.
- Take any basic starting gear granted by your Origin.
- Take 120 Dritch from your Class and use it to purchase starting equipment. See Equipment for options and prices.
- Record your Class, Class Level, core Skill Levels, chosen Power, equipment, and remaining Dritch on your Character Sheet.
Example: Starting Class Choice
Lira selects the Rogue Class during character creation. She gains Rogue Level 1 and distributes 3 Skill Levels across the Rogue's core Skills:
- Stealth 2.
- Finesse 1.
- Acrobatics 0.
She selects Ghostwalker, a Tier 1 Power from the Phantom Path. Her Origin gives her basic starting gear and also grants Finesse 1, which stacks with her Class Skill Level for a total of Finesse 2. Her Class gives her 120 Dritch, which she uses to purchase equipment suited to a stealth-focused infiltrator.
She records her Rogue Level, Skills, Power, equipment, and remaining Dritch on her Character Sheet.
Developing a Class
After character creation, a character may deepen an existing Class, unlock higher Class Power Tiers through its core Skills, or gain Level 1 in a new Class. See Developing a Class for those rules and Class Powers for how selected Powers work.
Summary
- A Class is a structured training tradition that grants access to exclusive Class Powers.
- Skills remain the mechanical foundation of the character.
- At creation, you choose 1 Class and gain Class Level 1, 3 Skill Levels, 1 Tier 1 Power, and 120 Dritch for equipment. Your Origin provides your basic starting gear.
- Each Class has 3 visible Paths tied to core Skills or Skill focuses.
- Character Development governs Class Level increases, Class Power Tier access, and gaining a new Class after creation.