Difference between revisions of "Classes"

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| style="white-space: nowrap;" | [[Burning Orison]] || Caster || Strange || style="text-align: center;" | ✔ || style="text-align: center;" | ✔ || style="text-align: center;" | × || style="text-align: center;" | ✔ ||
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| style="white-space: nowrap;" | [[Fifth Orison]] || Caster || Strange || style="text-align: center;" | ✔ || style="text-align: center;" | ✔ || style="text-align: center;" | × || style="text-align: center;" | ✔ ||  
| style="white-space: nowrap;" | [[Fifth Orison]] || Caster || Strange || style="text-align: center;" | ✔ || style="text-align: center;" | ✔ || style="text-align: center;" | × || style="text-align: center;" | ✔ ||  

Revision as of 05:12, 22 May 2022

Template:Apparatus PlayerClasses

There are many paths to power a player can choose for their character: Aberrant, Herald, Mage, Master, Monk, Orison, Sorcerer, and Warrior. They are most easily grouped into two categories: spell casters and combatants.

All Classes

Unified List of All Classes
Class Type Source Mortal Arcadian Genasi Scion Description
Burning Orison Caster Strange ×
Fifth Orison Caster Strange ×
Herald of Autumn Caster Integrum × × You wield a Talisman that grants power over death and decay
Herald of Day Caster Integrum × × You wield a Talisman that grants power over courage and light
Herald of Destiny Caster Integrum × × You wield a Talisman that grants power time and space
Herald of Night Caster Integrum × × You wield a Talisman that grants power over fear and darkness
Herald of Pattern Caster Integrum × × You wield a Talisman that grants power over minds and language
Herald of Spring Caster Integrum × × You wield a Talisman that grants power over life and growth
Herald of Summer Caster Integrum × × You wield a Talisman that grants power over fire, speed, and passion
Herald of Winter Caster Integrum × × You wield a Talisman that grants power over ice, stillness, and apathy
Master of the Hidden Forms Caster Fury × ×
Repose Orison Caster Strange ×
Sorcerer Caster Fury × ×
Twice-Sweet Orison Caster Strange ×
Upper Yesterday Orison Caster Strange ×
White Clad Orison Caster Strange ×
Weeping Orison Caster Strange ×

Spell Casters

Spell casters wield powerful magic, which they use by casting spells. They come in several varieties, depending on where their magical abilities originate.

Herald

Heralds of the Integrum obtain their magic from the, granting them power over one of the Grand Designs of The Apparatus. They are rare and special because the Integral gods do not bestow their power lightly.

A Herald can be granted power over one of the following domains:

Herald of Autumn

Granted power over death, poison, disease, and decay.

Herald of Day

Granted power over light, compassion, truth, and courage.

Herald of Destiny

Granted very limited power over divination, space, and foresight.

Herald of Night

Granted power over darkness, cruelty, deception, and fear.

Herald of Pattern

Granted power over thoughts, language, sleep, and memory.

Herald of Spring

Granted power over life, healing, and growth.

Herald of Summer

Granted power over movement, fire, passion, and joy.

Herald of Winter

Granted power over stasis, ice, apathy, and sorrow.

Herald of Form

There once were Heralds of Form, but this type of Heraldry was lost during The Fall.

Sorcerer

Fury sorcerers do not get their power from any external source; they are just born with it. They are rare and special because only the incredibly rare genasi race are born with these magical powers.

They start with a single elemental mastery but develop additional elemental masteries as they mature and grow into their power.

Master

Masters of the Hidden Form obtain their magic through studying unfathomable mysteries at the Hall of Questions. They are rare and special because very few can study these mysteries with their sanity intact.

They have the most versatile spell list of any spell casting class, but also are the only casters that must prepare which spells they will have available each day.

Orison

Orisons obtain their magic by forming a pact with one of the Strange Vestiges. They are rare and special because the Strange gods do not form pacts lightly.

There are numerous paths to power as an orison, as each of the 28 Vestiges requires a different offering and grants different powers:

Bright Court Orisons

The Bright Courts of Arcadia are mysterious and dangerous. While they are not as sinister as the Bleak Courts, appearances can often be deceiving, and the true motives and nature of the Bright Courts are inscrutible. The Arcadian courts form pacts with mortals to further their own mysterious ends.

Orison of the Twice-Sweet Court

These orisons have formed a pack with Vestiges known as the Candy King and the Cake Queen, by offering an unparalleled work of confectionary art. Their pact grants power over perception, speed, and amplification.

Orison of the Upper Court of Yesterday

These orisons have formed a pact with Vestiges known as the Lotus King and the Concordant Queen by consuming copious amounts of mind-altering drugs and performing Strange alchemy in thick foggy weather. Their pact grants power over wind, mist, and memory.

Orison of the Court of Repose

These orisons have formed a pact a Vestige known as Dodona, the Oak Queen, by consuming copious amounts of soporific drugs and cultivating Strange gardens deep in the wilderness. Her pact grants power over consciousness, bodily movement, and contentment.

Orison of the White Clad Court

These orisons have formed a pact with a Vestige known as Tand Fi, the Giving Queen by executing a complex ritual of Strange gift-giving etiquette. Her pact grants power over kindness, aversion, and questing.

Orison of the Weeping Court

These orisons have formed a pact with a Vestige known as the Thespian by offering truly poignant works of art that usually destroys the life of the artist. Their pact grants power over illusion, emotion, and obsession.

Orison of the Fifth Court

These orisons have formed a pact with a Vestige known as The First by offering new compositions of music performed masterfully in specially timed rituals. Her pact grants power over sequences, time, and causality.

Orison of the Burning Court

These orisons have formed a pact with a Vestige known as The Epiphany King by a Strange ritual of discovering a dangerous secret and ensuring it can never be revealed. His pact grants power over questions, secrets, and true names.

Bleak Court Orisons

The Bleak Courts of Arcadia are steeped in gloom and unsettling cruelty. The Arcadian courts form pacts with mortals to further their own mysterious ends.

Orison of the Court of Half Tomorrows

These orisons have formed a pact with Vestiges known as Queen Morrigan and King Oberon by offering children (especially babies) of mortals with unusual qualities. Their pact grants power over diminishment, foresight, and hunting.

Orison of the Lower Bone Court

These orisons have formed a pact with Vestiges known as the Porcelain Queen and the Crimson King by offering a large number of corpses prepared in Strange rituals. Their pact grants power over decay, the ground, and obscurity.

Orison of the Court of Genuflection

These orisons have formed a pact with a Vestige known as The Lady of the Web by seizing power from someone and offering symbols of that power in a ritual involving rare spiders. Her pact grants power over spiders, fear, and obedience.

Orison of the Gilded Court

These orisons have formed a pact with a Vestige known as Mammon, the King of Greed, by offering rare forms of wealth and precious items. His pact grants power over attraction, wealth, and collections.

Orison of the Laughing Court

These orisons have formed a pact with a Vestige known as Iggwilv the Maeve by way of a Strange ritual involving elaborate pranks and an offering of birds. Her pact grants power over deception, shame, and birds.

Orison of the Court of Three

These orisons have formed a pact with a triplet of Vestiges known as The Crones by way of cannibalistic rituals. Their pact grants power over travel, dreams, and weapons.

Orison of the Bleeding Court

These orisons have formed a pact with a Vestige known as Spider Queen by a ritual that involves inflicting enormous amounts of pain and offering copious amounts of blood. Her pact grants power over pain, blood, and willpower.

Orisons of The Lost

The Lost are the ghosts of archetypes of the forgotten. Orisons cannot usually form pacts with The Lost intentionally, but if their lives resonate strongly enough with a Lost Vestige, a pact may be offered.

Orison of The Last Emperor

Those who are willing to martyr themselves for lost causes are sometimes offered a pact with The Last Emperor. His pact grants power over innocence, rulership, and the wind.

Orison of The Fingersmith

Those who seek something lost or who collect lost items are sometimes offered a pact with The Fingersmith. His pact grants power over rodents, shadows, and clairvoyance.

Orison of The Wandering Star

Hopelessly lost travelers are sometimes offered a pact with The Wandering Star. Her pact grants power over water, light, and fabric.

Orison of The Torn Man

Those who have lost themselves to trauma or revenge are sometimes offered a pact with The Torn Man. His pact grants power over words, metal, and blood.

Orison of The Occupant

Those with no knowledge of who they are sometimes offered a pact with The Occupant. Their pact grants highly specific powers through The Paraphernalia, artifacts of The Occupant.

Orison of The White Tree

Those who have lost their sense of purpose or have been disillusioned from their former beliefs are sometimes offered a pact with The White Tree. Its pact grants power over reptiles, plants, and voices.

Orison of The Peacemaker

Those who are in profoundly contradictory states, such as a woman born into a man's body, a mother who hates her children, or an honorable knight who swore an oath to a dishonorable lord, are sometimes offered a pact with The Peacemaker. His pact grants power over promises, circles, and art.

Eldritch Orisons

Those who would intentionally become eldritch orisons are rarely playable characters, as only the most insane would be tempted by the unfathomable motives of the Horizon Gods. Most playable eldritch orisons receive their pact more like a curse, accidentally attracting the attention of an Obyrith Master and making the best of it.

Orison of Illithon, King of All Tears, Master of Lies

Pacts with this eldritch horror grant power over thoughts, emotions, and tentacles.

Orison of Zanathax, the Oracle of Dust, Mistress of Ends

Pacts with this eldritch horror grant power over awareness, endings, and eyes.

Orison of Dagon, the Nightmare Beast, Master of the Hunt

Pacts with this eldritch horror grant power over sound, fish, and the color.

Orison of Soma, the Hand Dripping Blood, Mistress of Chains

Pacts with this eldritch horror grant power over binding, wounds, and space.

Orison of Ygorl, the Setting Sun, Master of Memories

Pacts with this eldritch horror grant power over smells, fire, and doubt.

Orison of Juiblex, the Conqueror Worm, Mistress of Flesh

Pacts with this eldritch horror grant power over liquids, worms, and flesh.

Orison of Obox Ob, the Wind Which Destroys, Master of Hunger

Pacts with this eldritch horror grant power over teeth, erosion, and absorption.

Cypher (Monk)

Cyphers of The Order of Dreams are monks who obtain their magic through extreme rituals of sensory deprivation and mental torment that drive most insane. They are an offshoot of the orders of monks (see below). They are rare and special because very few survive the initiation rituals.

Their magic gives them power over dreams, thoughts, and memories. They are often feared for their power to control people's beliefs, desires, and actions.

Mage

Shadow mages learn their magic by studying from demonic tutors. They are rare and special because very few people have access to a demon that aren't in its thrall. They usually have to practice their arts in secret, because the source of their magic is so controversial.

Their magic grants power over entirely false illusions but can also conjure semi-real shadow illusions.

Combatants

Combatants are dangerous in battle because of their personal strength, skill, or physical traits. They come in several varieties, depending on where their combat abilities originate.

Aberrant

Aberrants are people who have been physically mutated by some form of magic, usually Fury or Strange magic. They are rare and special because very few people exposed to these forms of magic to a degree that would manifest power survive the corruption.

They gain access a large variety of mutations that enhance their combat ability and other adventuring skills.

Fury Adept

Aberrants who have been mutated by exposure to the Fury energy found in broken pieces of The Apparatus, especially stars (hence the name). Their mutations grant power over elements, such as fire, earth, water, or wind.

Eldritch Horror

Aberrants who have been mutated by exposure to the flesh-twisting corruption of the Obyrith Masters. Their mutations grant eldritch traits, such as tentacles, extra eyes, or terrible claws.

Warrior

Combat masters have developed such a keen understanding of their bodies and the tools of war that their abilities border on the supernatural. They often fill the role of battlefield tanks, front-line damage dealers, ranged archers, or stealthy assassins. They are rare and special because very few people are born with the gift to attain mastery as well as the opportunity to train their ability to its full potential.

They gain access to a wide variety of combat abilities that let them build a customized fighting style.

Monk

Monastic masters are members of organizations who discover power through imposing extreme restrictions on their behavior. There are four orders of monks. Three are listed below, while one, The Order of Dreams, is found above in the spellcaster section. They are rare and special because very few people can survive the initiation process.

Ascetic of the Order of One]]

The original order of monastic masters, Ascetics are able to gain tremendous power over their bodies and their immediate environments through harsh abnegation of basic necessities. They are deadly hand-to-hand fighters and are incredibly resilient to harm.

Ardent of the Quanfei Order

Monks of Tonwei Unchained discovered that they could incorporate powerful elemental energies into their mastery through harsh dedication to the elements, such as burning themselves, freezing themselves, or burying themselves in earth. They combine deadly martial arts with elemental magic.

Sybarite of the Order of Many

A group of monastic masters discovered that they could gain power through obsessive indulgence instead of asceticism. Through compulsive indulgence in urges like gluttony, lust, and pride, they are able to manifest great power in physical combat and mental fortitude.

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