Classification Outline


Each class is uniquely constructed through a series of choices that reflect the character's personality, background, training, and abilities. These choices build on each other to express an entire spectrum of possibilities that may be vastly different or subtly nuanced from each other.

Archetypes

Classes first choose their primary and secondary attribute categories, which provide a strong foundation for their abilities and skills.

These archetypes mostly provide the underlying passive abilities of the class, and dictate how their other abilities will interact with the card drawing system, in particular, the class deck and the hand size.

One attribute is the primary (row) and the other is the secondary (column), which then points to the archetype that the class will be based on in the following matrix.

maneuver mastery might mind moira manner
maneuver
mastery
might
mind
moira
manner

Combat Roles

These 12 'roles' that a character may perform each have 4 different approaches to fulfill that role. Each class may pick a total of 12 approaches from across all the roles.

Every ability or action a character takes is affected by one or more of these roles and approaches, the combination of which determines the outcome of the action.

Aid
Buff
Debuff
Counter
Attack
Duration
Control
Stealth
Scout
Summon
Transform
Utility

Combat Styles

Each class will choose two styles as part of their class definition, a Primary and Secondary.

Each style may be chosen twice allowing them to specialize in it, or they may choose two separate styles to create a mixed combat style with unique tactical options.

  • a Pimary: Melee, Secondary: Magic is not the same as Primary: Magic, Secondary: Melee

Note that it's still possible for a character to use all three combat styles, but they will be not be as effective by using a non-core style.

Melee
Range
Magic

Ability Sources

Each class will choose three sources of their power as part of their class definition: Primary, Secondary, Tertiary.

Source Description Type
Called from the land, sea, wind, and fire Self
Inherited from what one is born with Self
Prepared from intense physical training or mental study Self
Manifested from a triggering event Self
Providenced from adherence to doctrinal principles Other
Bargained from a relationship with something given Other
Commanded from a dominion over others Other
Crafted from items of a permanent nature Item
Consumed from items of a temporary nature Item
Augmented from abnormal modifications to the body Item

Ability Implements

Each class chooses three implements of their abilities as part of their class definition: Primary, Secondary, Tertiary.

Weapons
Accessories
Focus
Constructs
Materials
Companions
Techniques
Environments