Character Classes
Sept 25, 2017 19:14:55 GMT -5
Post by Adagio on Sept 25, 2017 19:14:55 GMT -5
Character Classes
The life of the mouse is the life of he who toils with his head low - what type of toiler shall you be?
Character Class and Its Roll
There are five basic classes to choose from - scout, forager, scuffler, alchemist, and horticulturist. Your character's class determines your character's starting stats, and is usually (But not always) linked to your character's clan. The class system takes notes from classic RPG structure, but simplified. There is no complicated leveling to deal with and skills are straightforward - everything is determined by a 20 sided die. When choosing a class, focus on what makes sense for your character. Don't focus on "Winning," but instead on what will make the most fun story! If you want to shape your stats, there will be items and events that can help you with that later.
Basic Classes
Class | Description | Strength | Weakness | Associated Clan |
Scout | Clever, independent, and stealthy - they who forge bravely ahead to uncover wonder and danger alike. | DEX | STR | Whitefoot |
Forager | Alert, perceptive, and wise; a forager knows the sound of every leaf in the forest, and every foe. | PER | CON | Woodtail |
Scuffler | Unafraid to get dirty, a scuffler is the one mouse who will run toward a fight rather than away. | STR | INT | Willheart |
Alchemist | The creators, the organizers, the traders. Our alchemists are our creative force. | INT | DEX | Winterwhisker |
Horticulturist | Industrious and gentle, horticulturists nurture plant and mouse alike. | CON | PER | Wheatnose |
Scout
Starting Stats
VIT | STR | INT | DEX | CON | PER |
5 | -1 | 0 | 2 | 0 | 1 |
Scouts are the closest to rogues here on Waterwheel, with high dexterity, decent perception, and crappy strength. They are (usually) born in the Whitefoot clan and (usually) work as scouts for foragers and guard groups, but don't have to. Your typical scout is a bit more independent than the average mouse, sticking to high, hidden perches alone where they might watch in safety. Common tools of the scout are glass daggers, dueling needles, and camouflage cloaks.
Commonly employed as scouts for foraging parties or as lookouts for guard patrols. May be privately employed as spies or thieves, but this is generally under the table and frowned upon.
Starting Gear | 1 Touch or Close Weapon, 1 Pack, 1 Accessory, 1 Common Item (Any) |
Forager
Starting Stats
VIT | STR | INT | DEX | CON | PER |
5 | 0 | 0 | 1 | -1 | 2 |
Foragers are the rangers of Waterwheel, with high perception, decent dexterity, and poor constitution. They are (usually) born in the Woodtail clan and (usually) work foraging food for the clan or specific items for private benefactors. A typical forager is industrious and wise, with a wide knowledge of plants and animals they might encounter in the wild. Common tools of the forager are heavy packs, camouflage cloaks, and spears.
Commonly employed as general foragers to collect food for winter, or privately to find specific seeds or ingredients for individual colony residents.
Starting Gear | 1 Distance Weapon, 1 Pack, 1 Accessory, 1 Common Item (Any) |
Scuffler
Starting Stats
VIT | STR | INT | DEX | CON | PER |
5 | 2 | -1 | 0 | 1 | 0 |
Scufflers are the Waterwheel fighters, with high strength, decent constitution, and low intelligence. They are (usually) born in the Willheart clan and (usually) work as guards for foraging parties or nests. Your typical scuffler is stout, watchful, and protective, naturally watching over and working with the mice around them. Common tools of the scuffler are heavy weapons, large shields, and armor pieces.
Commonly employed as patrol guards or as heavies for foraging parties. May also find pay fighting for entertainment within the colony and exterminating troublesome interlopers.
Starting Gear | 1 Weapon, 1 Shield, 1 Accessory, 1 Common Item (Any) |
Alchemist
Starting Stats
VIT | STR | INT | DEX | CON | PER |
5 | 0 | 2 | -1 | 0 | 1 |
Alchemists are the crafters and magicians of the colony, with high intelligence, decent perception, and low constitution. They are (usually) born in the Winterwhisker clan and (usually) work creating and distributing tools to the rest of the colony. Your typical alchemist is creative, focused, and inquisitive, with a deep-seated thirst to create. Common tools of the alchemist are, well... Tools.
Employed almost exclusively as crafters within the confines of the colony, from bakers to potion makers to arrowsmiths. Adventurous alchemists occasionally charter guided explorations to find specific ingredients.
Starting Gear | 1 Tool, 2 Ingredients, 1 Common Item (Any) |
Horticulturist
Starting Stats
VIT | STR | INT | DEX | CON | PER |
5 | 1 | 0 | 0 | 2 | -1 |
Horticulturists are somewhat akin to clerics, with high constitution, decent strength, and low perception. They are (usually) born in the Wheatnose clan and (usually) work together to raise food and medicinal plants for the colony. Your typical horticulturist is nurturing, patient, and thoughtful, day-by-day working to build a healthier colony. Common tools of the horticulturist are gardening tools, medicinal items, and seed packs.
Nearly all horticulturists work the garden bed growing food for tight winter months, each assigned a specific task such as bug extermination of leaf trimming. Some may find extra work cooking, raising plants for private benefactors, or helping foraging teams get new plants and seeds back to the colony alive.
Starting Gear | 1 Tool, 1 Pack, 1 Healing Meal, 1 Common Item (Any) |