Non-Congruence Classes and Roles
Combat Classes
The combat classes refer to a broad spectrum that is not yet comprehensive, and the titles for each class epitomize what a master of said class would be. Common foot soldiers can be trained as ravagers, reachers, and weapon specialists, but only a master will be called a Ravager, Reacher, or Weapon Specialist. Other less strong individuals that show weaker characteristics of the class are simply called by the titled name of their job, e.g. soldier, scout, banner carrier, etc.
Marshal: Troopmasters, leaders, charismatic nobles, commanding knights, evocative clergy, or pirate captains, all of these types fall into the Marshal category. While the soldiers are the pawns on a chessboard, Marshals are the invisible hands pulling the pieces into position. All marshals have an adept understanding of strategy, positioning, and leadership and while they are usually average combatants, their presence on the battlefield can tip the scales more heavily than any other combat troupe type.
Trap Master: Oftentimes explorers more than direct combatants, trapmasters excel in planning, identification, crafting, environmental usage, improvisation and trickery. In larger groups, they are used as sappers, but in smaller ones or as individuals they lay traps and use their ingenuity to make the most impact from their traps and the environment before the enemy has a chance to cause problems, as well as mitigate other environmental hazards that could endanger them. Their knowledge is wide and esoteric yet narrow and mechanical, and are invaluable members of exploratory teams and serve nearly as well as guides as their normal roles.
Weapon Specialist: A martial savant, the weapon specialist turns their instrument of war into an artform, learning all the extents of their craft in combat as they possibly can. They may not be the most strong or dexterous, but their knowledge of fighting is unmatched. Weapon specialists have at least a single favored weapon they employ, but their arsenal can be filled with several others, making them incredibly versatile opponents.
Ravager: Berserkers and strength-seekers, ravagers can output the devastation of an artillerist’s barrage and wade through battlefields like they are immortal. Though the means of brute force and overwhelming might, ravagers bulldoze anyone in their path with a straightforward mindset
Reacher: A reacher is a master of ranged attacks, using bows, crossbows, slings, spears, knives, and more. Their concern is one of distance, and the more range they are able to keep between themselves and an enemy, the deadlier they are. Though not terribly weak hand-to-hand combatants, their danger lies in the accuracy of their attacks from afar, their ability to remain out of reach of foes like ravagers, their ability to outmaneuver marshals, and their cunning that allows them time to dodge or pick off enemy congruence casters.
Armored: Though rare as the use of congruence means that mobility is more important to combatants than strict defensive layers, Armored challenge that notion by being an impenetrable mountain of armor. The vanguard, protectors, knights, and bruisers, Armored are able to direct attacks to themselves, and take whatever the enemy can throw. Most are able to withstand blows from ravagers and mitigate the arts of the weapons specialists and reachers
Non-playable Combat Classes:
Rainmaker: People whose answer to any problem is artillery fire. Rainmakers handle large conflicts and monsters by bringing their heavy equipment, and in some ways function similarly to a trapmaster. Since mobility is the best form of defense for most conflicts, rainmakers usually are reserved for sieges and large monster hunts. The smaller the conflict is the more danger they pose to their allies as the damage they distribute is largely indiscriminate.
Infiltrator: Rogues who sneak behind enemy lines, spies, forgers, spreaders of misinformation, charlatans, actors, and liars, infiltrators seek disruption in enemy lines through misdirection and subterfuge. They are fully capable of combat on their own, though the finesse of assassination is handled by others, and the front lines tend to be too risky. Through disguise and guile they infiltrate enemy ranks to sow confusion.
Scout: Scouts serve several functions, as trackers, ambushers, and recon units. They don’t often fight as heavily as the others, but serve as a combination of Trap master and reacher classes.
Guardian: Bodyguards and defenders, they might seem similar to Armored, but whereas the Armored’s role is to ATTRACT damage to negate the risks to allies, Guardians are about deflecting and redirecting damage. (marshal/trap master/armored)
Disruptor: Intent on causing chaos, the disruptors are banes of congruence users and marshals everywhere. Through items and cunning they are able to disable congruence casters and interrupt enemy formations through several forms of congruence-powered items. Disruptors act like trap masters mixed with weapon specialists.
Knife-edge: Assassins cutthroats and pirates all, unlike the above NPC classes, knife-edges are often excellent fighters, and while they may be versed in infiltration tactics their main goal as a class is to take out high value targets. Either by killing them in their most vulnerable moments, or facing them in single combat where their prowess and trickery in battle gives them a clean advantage.
Non-Combat Classes
These classes are overreaching names for themed roles that do not directly involve combat. Some of them are analogous to our interpretation of them, whereas others are new roles, or are combinations of currently separate classes. The presented list is not comprehensive.
Maestro - artist/artisan
Delver - explorer
Academic - researcher/teacher/scientist/planner/philosopher/etc.
Sweat-shiner - laborers
Jobber - white-collar
Laudite - a religious person/worshipper
Skink - thief/peddler/pickpocket/handyman
Hunter - scout/spy/food gatherer/animal handler (not farmer)
Slaver
Footpad - mailman
Firefly - lantern bearer/watchman/warder/guide
Apothecary
Merchant
Dregsman - laborer for sanitation or unsavory jobs. Also used to refer to a vagrant or destitute. Can also refer to slaves, low-end hired help, thieves, and undertakers
Vaticinator - a judge, the term originates from a time when only those who could peer into the truth of the past and future had the right to be judges, this practice is no longer the case and in current times those claiming to peer into the future are not prevalent
Doctor - Considered the highest level of healer and academic. Doctors often specialize in either patient care or in healing, though some doctors do both. (from The Vellidan)
Nurse - Competent healers in their own right for routine injuries and illnesses. (from The Vellidan)
Caregivers - Those who simply love to help with rudimentary training, or those at a more apprentice level learning to become a Nurse or Doctor. (from The Vellidan)
Medic - the medic uses congruence to heal bodies, patch wounds, treat illnesses and pathogens in light matters, and strong practitioners can mend bones, reattach limbs, enhance regeneration or other metabolic functions, and can provide other enhancements (potentially by manipulating gland productions and biochemistry). The role would be similar to a cleric/transmutation wizard. The term Medic is used as a catch-all healer term. Within the Vellidan, adepts are more precisely titled as Doctor, Nurse, and Caregiver.
Slaver’s Syndicate Positions:- Graf or Master that oversees the operations and effects of their business
- Marchers whose sole purpose is guarding the prisoners and overseeing their condition (they feed, clothe if necessary, treat, and break the slaves and are their direct handlers before purchase)
- Ritters who are slaves with roles inside of the organization that are not for sale
- Suzerain’s clerks who steal/swindle/blackmail and otherwise act as the unseen hands of the company
- Family titled (such as Mother, Father, etc.) who may or may not be slaves that serve as liasons and faces of the organization
- Chattel who are the slaves owned by the organization that do not work for them
- Vindicators who unlike the clerks shadowy methodology, are the obvious up-front meat and muscle of the organization
Presider - The title of the leader in both Caliharah and Karg.
Comments