Player Rules by Htbishop | World Anvil Manuscripts | World Anvil

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Classes Combat Psionic Powers

In the world of Mythic Apocalypse

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Classes

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Soldier

The soldier is the paragon of physical prowess and discipline, learning to fight as a group and follow orders. They may not often be lauded as heroes, but they are the backbone of any conflict, taking important locations, holding back the enemy from a fortified position, or barraging the enemy with arrows or quarrels. A soldier can be skilled with almost any weapon, but almost always has a main weapon and a sidearm as opposed to other physical classes who generally prefer varied weapons. Soldiers can fit very specific roles, such as a Landsknecht who specializes in fighting pike formations, or a longbowman who specializes in taking out heavily armored targets, or they can be a standard hoplite holding the line, or a crossbowmen defending a castle.

Starting Equipment

  • 1 Battlefield Weapon
  • 1 Sidearm Weapon
  • Wicker Round Shield
  • Linen Jacket

Skills

Adept Combatant

  • You can add an additional Physical Dice for any attack.
  • XP Cost: None
  • Locks out Expert Guardian and Disciplined Follower.

Expert Guardian

  • You can add an additional Physical Dice for any defense.
  • XP Cost: None
  • Locks out Adept Combatant and Disciplined Follower.

Disciplined Follower

  • You can add an additional Mental Dice for any received commands.
  • XP Cost: None
  • Locks out Adept Combatant and Expert Guardian.

Warrior

The warrior uses their physical strength and skill along with the power of their mental psyche to defeat multiple foes at once, specializing against large groups of enemies. Many enter a blood rage to fuel them through sheer willpower, while others use their mental focus on psionic abilities to enhance their fighting skill. Warriors either fight alone or in small spread out groups on the battlefield. They often use two handed weapons, though some may also use duel wielding weapons or a weapon with a shield. Warriors could be the feral berserker, the sanguine monk, or a stoic triarii.

Starting Equipment

  • Weapon options
    • 1 Battlefield Weapon and 1 Sidearm Weapon
    • 2 Sidearm Weapons
    • 1 Sidearm Weapon and 1 Wicker Round Shield
  • Linen Armor

Skills

Adept Combatant

  • You can add an additional Physical Dice for any attack.
  • XP Cost: None
  • Locks out Expert Guardian and Disciplined Follower.

Expert Guardian

  • You can add an additional Physical Dice for any defense.
  • XP Cost: None
  • Locks out Adept Combatant and Disciplined Follower.

Mental Enhancer

  • You can reroll 1's on Psionic Abilities that affect yourself.
  • XP Cost: None
  • Locks out Adept Combatant and Expert Guardian.

Mentalist

The Mentalist is one who devotes themselves to learning and the strengthening of ones mind. They use psionic abilities from a well disciplined mind to target the minds of their enemies or strengthen those of their allies. They can burst the minds of enemies from a distance, or propel projectiles with the force of their mind. There are many disciplines that a mentalist can specialize in, through telepathy, telekinesis, or extrasensory perception, which allows them to have near magical abilities. In fact, many believe that these abilities are indeed magical energies, though they are not derived from the power of any god.

Starting Equipment

  • 1 Sidearm Weapon
  • 1 Brass Circlet
  • 1 Cloth Robe

Skills

Telepathic Efficiency

  • You can reroll failed attempts to Enter Minds.
  • XP Cost: None
  • Locks out Psionic Sniper and Mental Enhancer.

Psionic Sniper

  • You can increase the range of Psionic Ranged Attacks by 30ft.
  • XP Cost: None
  • Locks out Telepathic Efficiency and Mental Enhancer.

Mental Enhancer

  • You can reroll 1's on Psionic Abilities that affect yourself.
  • XP Cost: None
  • Locks out Telepathic Efficiency and Psionic Sniper.

Alchemist

Alchemists are masters of both magic and the mind, seeking out knowledge in all forms. The often act as doctors or priests, or both. They are not always suited for the battlefield, often serving the goals of the people in peacetime, though some do go into battle in the names of their gods. Many of these alchemists explore new technologies and tinctures to better understand the natural world, and to better conquer it.

Starting Equipment

  • 1 Sidearm Weapon
  • Focus Option
    • Brass Circlet
    • Garnet Ring
  • Cloth Robe

Skills

Mental Enhancer

  • You can reroll 1's on Psionic Abilities that affect yourself.
  • XP Cost: None
  • Locks out Healing Expert and Spirit Guide.

Healing Expert

  • You can reroll 1's on Healing Spell Rolls.
  • XP Cost: None
  • Locks out Mental Enhancer and Spirit Guide.

Spirit Guide

  • You can reroll 1's on Life or Beast Spell Rolls.
  • XP Cost: None
  • Locks out Mental Enhancer and Healing Expert.

Mage

Mages exercise complete control over magical powers, pledging fealty to any number of gods. Each one of these gods can unlock new spells for a mage, as they expand their abilities or focus on complete servitude to one deity. Many of these mages follow dark gods and titans, bringing death and destruction in their wake, while a great many follow the Kelestii gods bringing light and peace. Many of mages unleash torrent of fire, frost, or lightning, while others use healing spells, while still yet others can strengthen and shift targets.

Starting Equipment

  • 1 Sidearm Weapon
  • 1 Garnet Ring
  • 1 Cloth Robe

 Skills

Healing Expert

  • You can reroll 1's on Healing Spell Rolls.
  • XP Cost: None
  • Locks out Elemental Sorcerer and Spirit Guide.

Elemental Sorcerer

  • You can reroll 1's on Ranged Elemental Attacks
  • XP Cost: None
  • Locks out Healing expert and Spirit Guide.

Spirit Guide

  • You can reroll 1's on Life or Beast Spell Rolls.
  • XP Cost: None
  • Locks out Elemental Sorcerer and Healing Expert.

 

Champion

Champions excel in the battlefield by both taking out single enemies and inspiring soldiers with their feats of martial and magical prowess. They are often heavily armored and sometimes mounted, honing their fighting with duels, making them excel at taking down other powerful fighters and beasts that would otherwise cut down swathes of men. They can use their magical abilities to either shield them from harm, or to scorch enemies in their way. Champions are an important part of most civilizations, acting as guardians of the city and often forming knightly orders or samurai warrior monks.

Starting Equipment

  • Weapon options
    • 1 Dueling Weapon and 1 Sidearm Weapon
    • 1 Dueling Weapon and Wicker Round Shield
  • Linen Jacket

Skills

Adept Combatant

  • You can add an additional Physical Dice for any attack.
  • XP Cost: None
  • Locks out Expert Guardian and Healing Expert.

Expert Guardian

  • You can add an additional Physical Dice for any defense.
  • XP Cost: None
  • Locks out Adept Combatant and Healing Expert.

Healing Expert

  • You can reroll 1's on Healing Spell Rolls.
  • XP Cost: None
  • Locks out Adept Combatant and Expert Guardian.

 

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