Combat Classes

Ravager:

Often seen as barbaric and savage, their tendency is to think with their muscles and solve problems by beating them into submission. Oftentimes they come from the more remote climates where survival is intrinsically linked to fitness such as the Garshallan peoples, but a few ravagers originate in more civilized settings, as bouncers, thugs, knights, or law-keepers. In fights they are always seen on the front lines, breaking through enemy formations and causing as much chaos as they can. Ravagers are set apart from the rest by their ability to wreak havoc superseding any rage or emotion, rather than coming from it. It is one of the only classes that does not require structured training, just years of smashing things and an indomitable will. Passive congruence strengthens their bone and musculature, adding strength and endurance alike.

Reacher:

Reachers are often seen as cunning and flighty, with a keen aim and sharp eye that never lets anything hostile within arms reach. They fight with either thrown weapons or projectile weapons, though one or two have been able to wield exotic far-reaching melee weapons to great effect. For combat they attack from afar with deadly accuracy, but if ever an enemy survives the first damaging strike, they must be wary to keep their distance. This means that though range and accuracy are their priorities, mobility and stealth for getting that crucial first hit in are almost as essential. In mundane life they serve as scouts, archers, hunters, assassins, rogues, and occasionally swashbucklers. This paints their image from afar as one of stealth, calculated violence, and dangerous precision. These conceptions and their role make the general public see them as misanthropic and hermit-like, though this is only the speculation of those who were never a reacher to begin with. They are set apart from other similar roles by their years to decades of precise training, often as part of a military unit. Passive congruence increases responses in the nervous system, aiding in reflexes and auditory and visual abilities.

Marshal:

Marshals are commanders, surgically placing people into strategic positions and manipulating the battlefield like a game of chess in the hands of a grandmaster. They might not serve any role as well as their defined archetype, but marshals manage to successfully lead regardless. Oftentimes they serve as banner carriers, mounted officials, lords and knights, bards and scribes, or advisors and tacticians. Because of their role, many view them as noble, cunning, intelligent, shrewd, and leaderly. Inherently, Marshals almost always spend time in other positions on their path to becoming a war leader, thus there are many routes to follow and they tend to have secondary skills in some form of combat, though always taking a backseat to their leadership. Passive congruence manifests in increased mental faculties resulting in faster decisions and increased capacity for big picture thinking, also sometimes as the ability to follow multiple logical trains of thought for a single problem.

Creationist:

Creationists are visionaries, able to bring to life temporary creations from their wildest fantasies. They are adaptable, and often seen as carefree and worldly by those around them. Most work as jack-of-all-trades, bards, handymen, or even other higher science and art fields, but are frequently called to problem solve violent disputes as well with their versatility as their power is only limited by their creativity. Though many congruence users are seen as worldly and wise, creationists are one of the few who appear to be child-like and innocent. Though their studies of the outside world have given them power, their passions lie inward, where their input holds much more value. A terramancer might delight in building the strongest palisade and a ravager might have the goal of winning every contest of strength, a creationist has more nebulous ideals and wants usually. Most consider creationists to be easy going, relaxed and highly-flexible. Creationists almost always have formal training, though many manifest small creations at an early age. While their creations are inherently temporary, their versatility make them well sought after. Passive congruence adds to a creationists ability to perceive and connect with their surroundings, seemingly having an easier time understanding new concepts and perspectives.

Weapons Specialist:

If ravagers and reachers are seen as classes with a strong tendency for fighting, weapons specialists are never seen as anything else. Their sole focus is the art of war, combat, and in particular, their weapon of choice, makes them the only class that focuses exclusively on martial arts. Most are soldiers, but you’ll see specialists enlisted in most any profession. The best of the best make names for themselves as stand out mercenaries, swashbucklers and pirates, knights, and rogues, able to fit into most any position. Outsiders to the class view them like they would a ravager, but the more notoriety the weapon specialist gains, the more intimidated the average onlooker tends to be. Most weapons specialists wear their skill on their sleeves, since essentially none of them have professions that aren’t related to combat, broadcasting this skill becomes essential for looking for work, deterring potential threats, and keeping order among their own ranks if a part of a branch of the military. Almost exclusively, weapon masters have trained one on one or in small groups with a master for years. While perhaps the single most intimidating duelist to come across, their hyper-focus becomes less overpowering when faced against large groups alone. Passive congruence tends to add musculature and quickened reflexes in proportion to the Specialist’s chosen weapon.

Armored:

Armored fill a niche role in the world of the 4th epoch. In a world of monsters and magic, mobility plays a much larger role than outright defense, as congruence rarely cares about what you are wearing and the really dangerous monsters would likely crumple a suit of plate. Though you may see armies suited up with the most basic of defenses, and knights might ride about sporting ceremonial garb, full suits of armor are barely ever used, often resulting in a gambeson or breastplate being the most covering for the body, though monster hunters tend to wear leathers and hides that pass as armor. Most see an Armored as an individual that intentionally paints a target on themselves in order to draw fire. They seem confident and secure of themselves, and are able to tank hits from blows that would fell even the strongest ravager. They serve in mostly military units, protecting crucial installations and VIPs, or are employed by guilds as security for travelers and explorers. To this end, most armored end up able to use a certain amount of congruence to enhance their defensive options, and end up with a worldly view as they often work with and around strange new people and places. Almost as important as their skills, is the armor itself. Metal armor, particularly full suits, are extraordinarily rare and often the armored will commission the piece themselves or have a benefactor make a custom suit for them. They almost always take up basic crafting and smithing skills as even experienced smiths may have never seen plate armor before to know how to repair it. The armor itself is laced with congruence during its crafting, allowing for more mobility than would normally be afforded. Passive congruence builds up the Armor’s strength and endurance, as well as affording them increased battle awareness.

Terramancer:

Terramancers are very sought after congruence users, as while they might have any number of different jobs, most people value them for their incredible ability to manipulate the earth though they often possess skill sets beyond that. They are frequently revered as the builders and oftentimes architects of the world. Most take pride solely in the physical world, and frequently leave morality and philosophy to other schools of congruence. Though they fill a similar role, terramancers usually contrast in personality with creationists, and whose personalities sometimes include high achievement, competitiveness, and impatience. While many focus on the earth exclusively, others branch out to any number of elements in the natural world. They generally focus in combat on creating bulwarks and increasing their own combat ability through congruence. Some have even been known to summon or create creatures to fight alongside them for a time, depending on their temperament. Passive congruence widens their connection with and understanding of nature as well as toughening their bodies.

Trapmaster:

Though reachers might be viewed with skepticism, awe, and fear for their martial prowess, trapmasters, though often sharing nearly the same personality traits, are frequently much more fondly appreciated. Their main difference between the two classes is in the clever cunning of the devices and contraptions a trapmaster is able to manipulate. A single string in place, a careful cut, or a premade trap are more than enough to turn the tide of a fight in their favor. Their nature is inquisitive and curious and are almost always in the employ of guilds, which results in nearly all trapmasters having exploratory experience, specifically with ancient ruins. These excursions serve as a knowledge pool for the trapmaster, a resource, and a source of income among other things, as making sure the archaic traps do not lay waste to the party. Other professions trapmasters frequently take on include architecture and other higher sciences. For that reason, and the general quirkiness of their existence, others find them to range from endearing to annoying. Passive congruence confers an increased mental capacity towards predicting short term outcomes, as well as improved dexterity in their fingers for involved tasks.

Hex Adept:

Hex adepts are universally feared and respected, even by others of their ilk. For those who know little of congruence or the way the world works, their curse-like powers are completely unknowable and eldritch, making their mystical air constantly tinged with a fear of the unknown. For those who are more savvy with congruence, their skill and abilities warrant a discomforting respect, as understanding the power they wield does little to make them any less frightening. They tend to find work with the The Clerks as their powers are essential for creating many contracts. Their skills are also required similarly by governments and other larger organizations, often a noble will keep a Hex Adept in their employ and allow their subjects to benefit from their services. While they are looked on with fear by many, most Hex Adepts require too much time work their casting to be effective in combat. The exceptions that train for combat acquire hexes that have a much shorter cast time, and while they last significantly shorter than a standard hex, can be devastating. Passive congruence aids to a Hex Adepts awareness and ability to read people, as well as keeping them nimble in order to avoid direct confrontations.

Necromaster:

Necromasters are perhaps the most sought after congruence caster out there. Though there are specific regions that might be uncomfortable around undead, the universal helpfulness of being able to create permanent mindless thralls is impossible to overstate. Beyond that because their abilities involve the human body, they are often healers and doctors of passable degree, serving 2 significantly important roles at once. Whereas other congruence users might tend to wander, necromasters almost always are ushered in to a place of employ, a city, or town, even granted political favors in extreme cases, as there are very few stupid enough to deny the benefits of having a LOCAL necromaster. Despite working with death, the common nature of it in the 4th epoch renders most more accepting of it, or perhaps just numb, and few spurn necromasters because of their dark practices. In cases where they serve as neither foreman or medic, necromasters might find jobs as priests and religious figures. The main limiting factor of Necromasters is their capacity to sustain multiple undead at once. Many cannot command more than two or three, with true masters increasing those numbers to several dozen. They are feared on the battlefield greatly for their ability to turn their foes to allies, but are seriously lacking in personal combat ability. Due to an undead's reduced mobility over long distances, it is normally hard to travel with them, therefore a Necromaster is almost always in the company of others who can support them while traveling. Passive congruence affords increases mental faculties, often manifesting as skills in the sciences, as well as an ease in forming strategy while under pressure.


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