Weapon and Armor Proficiency: Simple Weapons: Druids are proficient with weapons of the Simple Archetype, but not traditionally fans of weapons that include metalwork.
Light Armor: Druids can wear lightly composed armors. Medium Armor: A Druid can also wear armor of the Medium archetype, though traditionally they do not wear anything composed of wrought metals as it interferes with Nature's Provision.
Bonus Skills: Nature's Song: Upon learning the Druidic Arts at their first level, a character may pick two Orisons also known as 0-Level [Divinity] to add to their spell repertoire. This is separate of the two spells the Druid Gains for gaining their first level traditionally. (ex. A first level Druid will have a minimum of 4 spells, with at least two being these Orisons.)
Removed:
Nothing::
Changed:
Bonus Skills: Nature's Provision: Druids garner a +1 rank increase to attack and defense when using natural weaponry [claws, teeth, fists, etc.] and armor [ living wood, bone, vine, hide, etc.]. However, Druid's include the following weapons in their Natural Weapon Category, Staff (Wooden), Club (Wooden), and spear (wooden). Furthermore; wearing or utilizing armor or weaponry made from non-natural or man-wrought elements, such as wrought metals, wrought stone (excluding knapped stone), or wholly unnatural or alien materials results instead in a -1 rank decrease to attack or defense.
Original::
Natural Weapons: Druids garner a +1 rank increase to attacks using natural weapons [claws, teeth, fists, etc.]. However, Druid's include the following weapons in their Natural Weapon Category, Staff (Wooden), Club (Wooden), and spear (wooden). [Reinforcing these items (adding stone or metal), or lashing anything beyond fetishes or cosmetic items to them causes the loss of this bonus.]
Job Skills General Combat Skill :: Thieves can use weaponry with which they are fluent with no combat penalty. Non-Proficient Weapons garner a -1 Rank penalty, and Exotic Weapons a -2 Rank Penalty. (Exotic and Non-Proficient Status do not stack, but are static.)
Lockpicking Skill :: Thieves can bypass locks of their own skill level [Thief Rank Divided by two, rounded down] for the cost of an [E-Rank], but each rank above theirs doubles in difficulty. [IE: A Level 2 Thief can bypass an E-Class Lock for an E-Rank amount of Stamina, but a D-Class Lock would require a C-Rank of Stamina to Pick, etc.]
Job Features: Weapon and Armor Proficiency: Simple Weapons: Thieves are proficient with Simple Weaponry, many seem to prefer them for their concealable nature. Martial Weapons: Thieves are also proficient with Martial Weaponry.
Light Armor: Thieves are proficient and most often found in lighter armors. Medium Armor: Thieves are proficient with Medium Armor, as well.
Bonus Skills: Knife in the Dark: If a Thief meets an incoming attack with a higher defense, the difference in damage is done to the attacker.
Shadowdancer:[Stealth] A thief may surrender one of their activations and an amount of Stamina to become [HIDDEN]. [HIDDEN] Status provides attacks of opportunity against unprepared opponents, or the ability to escape without being followed. - To move while [HIDDEN] consumes two activations, and twice the Stamina Cost for the Rank of hiding. - Attacking or utilizing a skill ends your [HIDDEN] Status.
Keen of Eye: Rangers are oft keen of eye and through either training or some innate skill have garnered a +1 Rank bonus against [Stealth] type abilities.
Beast Mastery:[Ranger] While it's true that anyone can train a myriad of animals, Rangers have taken the bonds and training they share with their companions to another level. Ranger's Mastered Companions must be registered upon creation, and a Ranger may only have one Mastered Companion at a time. A Mastered Companion acts as a second Character under the Ranger's control with their own rules seen here <>.
Removed:
Nothing::
Changed:
Weapon and Armor Proficiency: Simple Weapons: Rangers are proficient with Simple Weaponry. Martial Weapons: Rangers are also proficient with Martial Weaponry.
Light Armor: Rangers are Proficient in Light Armors. Medium Armor: Rangers are proficient with Medium Armor, as well.
Original:
Weapon and Armor Proficiency: A Ranger is proficient in all simple and martial weapons, as well as light and medium armors.
Posted: Fri Jun 02, 2017 10:46 pm
To-Do: Immediate - Clarification of Magics on Ranger, Sorcerer, and Druid. - Miscellaneous Touch-ups, including Fighter - Bard - Begin work on Spells List - Begin work on Skills List
General Combat Skill (Lesser) :: Bards can use weaponry with which they are fluent with no combat penalty. Non-Proficient Weapons garner a -2 Rank penalty, and Exotic Weapons a -3 Rank Penalty. (Exotic and Non-Proficient Status do not stack, but are static.)
Raw Arcana Skill (Lesser) :: A Bard may focus arcane magic around their hands to harm or to aid, but without focusing it into a proper skill they are less efficient at it than other casters. As such, a Bard has a -1 Rank Penalty using Raw Arcana. (This ability is limited to contact range)
Job Features:
Weapon and Armor Proficiency: Simple Weapons: Bards are proficient with Simple Weaponry. Martial Weapons: Bards are also proficient with Martial Weaponry.
Light Armor: Bards are proficient with Light armor.
Bonus Skills:
Song of the Ages:[Arcana] Once per turn, a Bard may sacrifice an Activation to begin utilizing this ability. Choose: Offense or Defense; By paying an amount of Spirit between E to A-Rank, all allies within a thread gain a +1 rank to actions of that style up to the Rank you paid. [i.e. If you pay A-Rank for Defense, and someone Defends at A-Rank, the combined Defense becomes S-Rank] - The Bard May only use [Defensive] Activations for the remainder of their turn, or prepare an activation if they are interrupted the effect ends.
Fascination:[Arcana] Masters of soothesaying and misdirection, Bards often attempt to disarm situations before they arise. A Bard may attempt to [Interrupt] an action through misdirection by expending Spirit to draw the attention of those involved. To do this, they must spend an Activation and a Rank of Spirit equal to that of the action they are currently undertaking. Some targets, however, may expend more focus onto their current target than the Bard initially expects. - The Bard may not Fascinate an opponent who is directly attacking them. - The Target may escape the Fascination by immediately paying to make the action one rank higher if possible.
Updated Forum Layout, moved Locations to bottom and all non-location sections to top, giving room for future growth and preventing lock-up if we want to introduce new locations in the future.
Refitting classes to the new vision, removing Spells per level (Maybe) and Skills per level, rebalancing other issues. Moving project back in line with the Tier 1 RP system. Currently the Fighter, Arcanist, and Priest are closer to the current vision. More changes to come, but I'm heading to bed.
Posted: Tue Apr 30, 2019 1:24 am
4/30/2019 -------------------------------
Fighter, Arcanist, Priest, Ranger, and Thief: Core classes have been brought to standards for current guild setup. Removed old format and Skill/Spell growth in place of new systems.
Job Features and Special Feature (selection) have been introduced and separated from one another.
Formatting of classes/ jobs undergoing maintenance as new art and skeleton changes are incoming.
Combat system, Grand Magic (Grand Arcana and Grand Divinity) are being created as powerful spells unique to caster classes. Combat Styles are under design and review as a tool for Physical classes, though technically available to all (Feat of Strength techniques in Styles will be limited to Physical classes)
So, I've been a little late keeping the Guild side of things updated. But there has been a lot since this was last updated. In short, pretty much weekly we've been working out and updating new things for the Guild as we move towards our new direction and finality for launch. Our progress has been detailed in the Official What Fate Wrought Discord, in the Change Log, and Major Updates will be posted here moving forward. Any that are missed can be found in the #changelog section of the discord.
Current Status, pending updates on the Major Cities and Revisions on the Racial/Class Updates to be in line with the recently updated systems. Life's been kind of hectic lately and we're all dealing with a lot. Initial Storylines in design.