Sub Character Classes
Sub Character Classes
One of the great things about making characters within the palladium system is the breadth of options available to the player: Race, occupation and skill choice produces innumerable permutations and combinations. Unfortunately for an inexperienced or tired player, too much choice can be a bad thing: Without a clear aim of how the character should be created, it may loose definition and clarity.
Should the thief be a viscous back-stabber or a cat burglar? How should a mercenary be put together to be a body guard?
Sub Character Classes (S.C.C.) provide an optional set of bonuses and constraints that can help define characters more clearly, or offer alternative views of a previously ‘boring’ O.C.C. Tired of Thieves? Make your next thief a knife fighter. Can’t decide how to portray the ranger? Make him a military scout. How can an Orc’ mercenary’s ability to ride his giant boar be explained? Because she’s a Mercenary Cavalryman.
Contents
Sub Character Classes
Warrior Sub Character Classes
High Warrior
Elemental Paladin
Unholy
Sky Knight
Tunnel Fighter
Slave Warrior
Druidic Warrior
Kensai
Samurai & Ronin
Knife Fighter
Sentinel
Duellist
Executioner
Military Scout
Archer
Cavalry
Crossbowman
Clergy Sub Character Classes
Rune Priest
Circle Priest
Elementalist
Priestly Vocationist
Religious Devotees
Totem Druid
Men of Magic Sub Character Classes
Dwarven Diabolist
Arcanist
Shadow Mage
Range Walker
Spell Archer
Path Wizard
Dark Wizard.
Psychic Sub Character Classes
Oneiromancer
Open Sub Character Classes
Outlaw
Dandy
Nemesis
Berserker
1st Edition Sub Character Classes
Gladiator
Shaman
Yin Sloth Jungle S.C.C.s
Beast Master
Holy Crusader
Tribesman
Bounty Hunter
Spy
Undead Hunters
Witch Hunter
Warrior Sub Character Classes
High Warrior
Role:
To some (typically elven) cultures, such as those that inhabit heavy woodlands, horse and lance may not be relevant skills. High warriors replace the Knight and Paladin in these cultures.
Requirements:
Recommended Skills:
- Weapon Skills, Prowl, Wilderness Survival, Heraldry
Special Benefits:
- WP Lance may be Swapped for (pick one)
- WP Longbow (gain rate of fire equal to longbowman)
- Weapon Specialisation.
- Combat manoeuvre (eg. Disarm or Entangle)
- Horsemanship: Paladin or Knight may be swapped for (pick one)
- Woodsman training (+10% to category, Prowl + 15)
- Weapon Specialisation.
- Combat manoeuvre (eg. Disarm or Entangle)
Elemental Paladin
Role:
Whilst churches draw many warriors to their causes to their causes, the elemental lords do attract warriors to their fold.
Requirements:
Recommended Skills:
- Weapon Skills, Lore: Magic, Heraldry
Special Benefits:
- Gain the following warlock powers (Numbered as the relevant Warlock power):
- 1st level: Elemental force (1), Magic (2), Speak Elemental (7), Sense Elemental (8), Sense the nature (9), special abilities (10), The brotherhood(11)
- 3rd level: PPE (half that of a warlock) and Spell casting. Considered 1st level for casting spells, and gains 1 effective level every 2nd actual level. i.e. 3rd = 1st, 5th = 2nd, 7th = 3rd, etc…
- 5th Summon Elemental - Considered 1st level for casting summoning, and gains 1 effective level every 2nd actual level. i.e. 5th = 1st, 7th = 2nd, 9th = 3rd, etc…
Special Hindrances:
- Loose way of the lance
- Loose way of the horse
- 1000 experience points must be expended for a non-elemental paladin to ‘find the path’ (gain 1st level.)
- Requires additional experience over the character’s OCC requirements
Level |
Experience |
1 |
0 - 1,000 |
2 |
1,001 - 2,000 |
3 |
2,001 - 5,000 |
4 |
5,001 - 8,000 |
5 |
8,001 - 12,000 |
6 |
12,001 - 20,000 |
7 |
20,001 - 32,000 |
8 |
32,001 - 46,000 |
9 |
46,001 - 62,000 |
10 |
62,001 - 80,000 |
11 |
80,001 - 102,000 |
12 |
102,001 – 125,000 |
13 |
125,001 – 160,000 |
14 |
160,001 – 200,000 |
15 |
200,001 + |
Unholy
Role:
Also known as Anti-Paladins, the Unholy is a warrior that is the complete mirror of a Paladin. Where a Paladin is a noble warrior, following the ways of his church, chivalry and open combat, the unholy is more akin to a witch or fanatical cultist, striking from the shadows and surprise.
That is not to say an Unholy isn’t a formidable warrior – toe to toe they are an equal to any Knight or Paladin. But whilst the Paladin strives to strike down supernatural terrors, the Unholy strikes down his fellow man.
Requirements:
- Paladin OCC
- Evil Alignments Only
Recommended Skills:
- Weapon Skills, Prowl, Use & Remove Poison
Special Benefits:
- Gains unholy strike
- Critical Strike from behind (x3) at 1st level.
- Increase critical strike category at levels 5, 9 and 13.
- Part ‘backstab’, part supernatural strike.
- Gains +10% on prowl attempts. Will often wear heavy cloaks or robes to conceal the noise of armour.
Special Hindrances:
- Looses Paladin Demon Death Blow
- Unholies are hated
Sky Knight
Role:
Warriors of an order that use flying mounts.
Requirements:
Recommended Skills:
- Weapon Skills, Animal Husbandry, Heraldry
- Must purchase Arial Mounted Combat for 2 skills.
- Must purchase Mounted Archery for 2 skills.
Special Benefits:
- When sufficiently experienced, the knight will be granted a young mount (Typically a griffin or giant eagle). The process of bonding and completion of the mounts training takes a minimum of one month, typically six. (Six months minus the riders MA attribute in excess of fifteen.
Special Hindrances:
- The sky knight is spiritually bonded to their mount. If the mount is slain, the knight may commit suicide or die seeking revenge. Those that do not will seek to return to the order’s stronghold for the next generation of mounts, to restart the bonding and training rituals. A minimum of six months work, typically one years. If a mount survives it’s rider’s death, this will
Tunnel Fighter
Role:
To underground (typically dwarven) cultures, horse and lance may not be relevant skills. Tunnel Fighters replace the Knight and Paladin in these cultures.
Requirements:
Recommended Skills:
- Weapon Skills, Prowl, Mining, Masonry, Heraldry
Special Benefits:
- WP Lance may be Swapped for (pick one)
- WP Paired
- Weapon Specialisation.
- Combat manoeuvre (eg. Disarm or Entangle)
- Horsemanship: Paladin or Knight may be swapped for (pick one)
- Righteous Fury (Berserk - as character kit, but only when rage is induced by a priest)
- Weapon Specialisation.
- Combat manoeuvre (eg. Disarm or Entangle)
- Unarmed attack (Choose 2 punches and kicks)
Slave Warrior
Role:
Slave warrior are those that have had to fight and kill to live at the demands of their owners, be they gladiators, pit fighters or enslaved soldiers.
Requirements:
Recommended Skills:
- Weapon Skills, and any from the Physical category
Special Benefits:
- +1 Action per melee round.
- Reputation: Has an effective Horror Factor of 6, +1 per level.
Special Hindrances:
- Reputation: -3/15% when socially dealing with non-slaves.
Druidic Warrior
Role:
Whilst many followers of nature cults study mysticism and nature (Druid O.C.C.) some invariably follow the path of the defender and the warrior.
Requirements:
Recommended Skills:
- Weapon Skills, Prowl, Wilderness Survival, Heraldry
Special Benefits:
- Keep special abilities (way of horse, lance, etc)
Special Hindrances:
- All other skills (OCC, Other \ Elective & Secondary), equipment and money from the druid OCC.
Kensai
Role:
The "Sword saint", who’s mastery of their chosen sword is second to none.
Requirements:
- Warrior Monk OCC.
- Honourable alignment.
Recommended Skills:
- Etiquette, Heraldry, ‘Cultured’ domestic skills.
Special Benefits:
- Gains Hand to Hand: Zanji Shinjjinken-Ryo
- Gains Samurai Daisho bonuses if using Rifts: Japan
- Alternatively, use the form presented in Ninjas & Super-Spies
- ‘Stick fighting’ bonuses apply the blade.
- Starts with a blade of quality. (As Paladin OCC).
Special Hindrances:
- Loose other OCC weapon skills.
- Only wears armour when entering a major battle.
- The Kensai’s blade is his life. He will not abandon it for another until the blade is lost (destroyed) or is presented with another by his lord. If the blade is stolen or taken in ransom, the Kansai will go to almost any length to retrieve it.
Samurai & Ronin
Role:
Conversion notes for O.C.C.s in Rifts: Japan
Recommended Skills:
- Samurai and Ronin are very skilful characters with a large selection of suitable OCC skills. Other skills are likely to be related to the characters background.
Special Benefits:
- Horsemanship is equivalent to Horsemanship: Paladin
- Military skills +10%
Special Hindrances:
- Way of bow rate of fire – Use the Longbowman’s minus one (1st edition, use WP longbow minus 1)
- No Rune weapons as starting equipment.
- Starting equipment as Paladin OCC.
Knife Fighter
Role:
Knife fighters are those who like their combat up close and personal. They will typically sacrifice a few powerful attacks in favour of a series of lightning quick blows.
Requirements:
- Man-at-arms OCC
- PP 12 Spd 12
- WP: Knife
Recommended Skills:
Special Benefits:
- +1 Attack per round with knives.
- +1 Initiative per 2 levels, rounding up.
Special Hindrances:
- Lose special benefits if wearing anything heavier than studded leather armour.
- Other weapons must be short, quick weapons. Nothing 2 handed, heavy, large or long. Short-bows and light cross-bows are the limit of missile weapons.
- Due to their intolerance of being loaded down, double penalties for heavy armours and encumbrance.
Sentinel
Role:
Sentinels are warriors that have developed acute senses and a defensive fighting style to help them in their role as guardians, whether of a strategic position, portal or person.
Requirements:
- Soldier or Mercenary OCC
- Lawful Alignment (Principled, Scrupulous, Aberrant)
- IQ 12
Recommended Skills:
- Sense Ambush & Assassin
- Detect Concealment
- Locate Secret
- Tend to specialise in Spears, Pole-arms and shields.
Special Benefits:
- Perceptive - Gives a bonus of +2 to Perception.
- +1 Parry every 3 levels (rounded up) if electing to only parry that round.
- Perception is a 2 cost elective skill.
- Equipment: If not provided by the basic OCC, sentinels start with a metal shield, spear and single chain-mail.
Special Hindrances:
- Sentinels are generally mistrusted by criminal elements. All reaction rolls are at -2 with these types, and sentinels will often be the first target of them.
- The extra training costs the Sentinel 2 ‘other’ Skill slots.
Duellist
Role:
Duellists are warriors, much like assassins and mercenary, who kill for money. Unlike the assassin, this attack is made openly, and unlike the mercenary, the duellist will not normally got for the quickest kill. The Duellist will attempt to show skill rather than strength and power.
Requirements:
Recommended Skills:
Special Benefits:
- Duellists can often be hired to replace a participant in a duel. The mere presence of a professional duellist may make the opponent reconsider their actions. Use Assassin guild prices as a guideline.
- The ability to fight freely, unlike the Gladiator who must show off.
Special Hindrances:
- Is restricted to light and half armours.
- Lose restricted weapons from OCC. These may not be swapped for legal weapons.
- Duellists may be considered little better than assassins, but rarely to their faces. -2 Reaction rolls with ‘the authorities’.
- Duellists will not use shields larger than a buckler, pole-arms or missiles weapons greater than a short bow or Telek. The choice of duellist’s weapon should show off the wielder’s skill, and not solely its ability to rend flesh.
Executioner
Role:
Professional Executioners are warriors dedicated to ending life in a single blow, often under the duristiction of the authorities, but also their own twisted morals.
Requirements:
- Mercenary OCC.
- No good alignments, as Assassins.
- WP: Axe or WP: Large sword
Recommended Skills:
- Typically go for large 2 handed weapons.
- Rope works (for those noose situation)
- 2 Spoken language skills
Special Benefits:
Special Benefits:
- +20 Interrogate through torture. Each Hour of torture gives one interrogation roll, and causes 3d4 damage direct to HP. On a successful roll, the victim must make a ME check of 16 (+ level modifier - executioner’s) or talk. An executioner can keep a victim conscious alive to negative his level in HP.
- If an Executioner strikes the first blow in combat with a two handed axe or great sword and the blow fully connects, the blow is critical.
Special Hindrances:
- Loose critical strike if in heavy armour. (Chain or above).
Military Scout
Role:
Military Scouts are rangers who have specialised in surprise attacks over the range of the bow.
Requirements:
Recommended Skills:
- Prowl, Military Etiquette.
Special Benefits:
- Military scouts may back-stab as a thief of the same level.
- If 1st edition is not available, use Critical Strike from behind (x3) at 1st level. Increase critical strike category at levels 5, 9 and 13.
Special Hindrances:
- Face same armour restrictions as thieves.
- Lose WP Longbow. Forever.
Archer
Role:
Archers are warriors that sacrifice heavy arms for the range and damage of the longbow.
Requirements:
Recommended Skills:
- WP: Longbow for 1 elective
Special Benefits:
- Gains full rate of fire with longbow (as a Longbowman)
Special Hindrances:
- Can not wear Full Plate armours, or use 2 handed weapons.
Cavalry
Role:
The main horse riding force of an army, but from the common ranks, not the nobility.
Requirements:
Recommended Skills:
Special Benefits:
- May Horsemanship Knight (2 skill slots) or Paladin (3)
Special Hindrances:
- Not use to defending legs when dismounted: -1 (Knight) or -2(Paladin) to parry.
Crossbowman
Role:
Dedicated to the Crossbow, as the longbowman is to the Longbow. This S.C.C. is available to ‘Short’ races who can not normally take Longbowman OCC.
Requirements:
Special Benefits:
- +1 attack per round with chosen crossbow type.
Clergy Sub Character Classes
Rune Priest
Role:
To some religions, spell knowledge does not fit within the pantheon’s powers. In such a case, a priest may sacrifice all spells in favour of symbols and wards.
Requirements:
Recommended Skills:
- Lore: Magic, Sculpting & Whittling
Special Benefits:
- Limited Ward Arsenal
- Alarms: Sound
- Colours: All
- Numbers: All
- Major Wards: Inflict, Protection from, Area effect
- Conditions: Cold, Evil, Fear, Fire, Good, Light, Magic (choose 2)
- Gain one additional wards each level, not spells.
Special Hindrances:
- No ‘Real’ knowledge – the priest is granted the ability to make wards, not cast spells.
- This lack of knowledge means the priest gains none of the special diabolist skills, such as ward recognition.
- Ward priests can not use magic circles unless learnt through a separate process.
Circle Priest
Role:
To some religions, spell knowledge does not fit within the pantheon’s powers. In such a case, a priest may sacrifice all spells in favour of mystic circles.
Requirements:
Recommended Skills:
- Lore: Magic, Lore: Demons & Monsters
Special Benefits:
- Limited circle knowledge
- Protection circles: Simple
- Protection from: Elementals, Demons and Devils, Evil, Good, Magic(simple) (choose 1)
- Summoning: Animals, Elementals, Demons/Devils lesser., Fairy Folk (choose 1)
- Gain additional circles each level, not spells.
- Power circles are available at 8th level and above.
Special Hindrances:
- No ‘Real’ knowledge – granted the ability to create circles, not cast spells.
Elementalist
Role:
As Warlock Priest, this kit is suitable for a priest of a particularly elemental god (e.g. A god of fire).
Requirements:
Recommended Skills:
Special Benefits:
- Warlock spells may only be selected from the god’s elemental realm.
- Gain the Warlock "special abilities" – power 10, such as resistance to fire for fire warlocks
Special Hindrances:
- Normal spells may not be learnt.
- No other warlock abilities are granted.
Priestly Vocationist
Role:
To some religions, spell knowledge does not fit within the pantheon’s powers. In such a case, a
priest may sacrifice all spell abilities (except from divine intervention) to gain the OCC skills and have access to the elective skills of another class.
Requirements:
- Priest OCC.
- Select a second OCC that the priest follows as his vocation.
Recommended Skills:
- A selection from the vocation OCC
Special Benefits:
- Gain special skills of the selected OCC.
- Gain OCC skills of the selected OCC.
- Elective or Other and secondary skills may be selected from either OCC, but only from the priest’s ‘allowance’ of skills.
Special Hindrances:
- Loose spell casting except through divine intervention.
Religious Devotees
Role:
Non-clergy of an extremely devout nature, fanatics and true believers with proper training, may be granted lesser powers of priests. Although this was originally designed to make Paladins more like the defenders of their faith, rather than "super grunts", there is no reason why any OCC can not gain these powers, if the character is suitable in the Referee’s opinion.
Requirements:
- Any OCC
- Religious Doctrine skill
Recommended Skills:
Special Benefits:
- Newly gained powers are developed from level 1, including effective spell level.
- Powers of light:
- 1st Level: Penance & Sacrifice, Prayer of Commune, Prayer of Strength
- 3rd Level: Remove curse, Lesser Healing touch - D8 per level per day, Turn dead
- 5th Level: Exorcism - add +20 to an other’s roll if aiding their attempt, Prayer of intervention, Spells casting - priest of light, Magic combat - priest of light
- Powers of darkness:
- 1st Level: Penance & Sacrifice, Prayer of Commune, Prayer of Strength
- 2nd Level: Curse of Pox
- 3rd Level: Curse of Fear, Lesser Healing touch - D8 per level per day, Animate / command dead
- 4th Level: Curse of Ill luck
- 5th Level: Summon minion of darkness, Spells casting - Evil priest, Magic combat - Evil priest
Special Hindrances:
- This is paid for with learning & prayer and often a 10% tithe (up to 80%) per level gained.
- 1000 experience points must be expended for a non-devotee to ‘find the faith’ (gain 1st level.)
- Additional experience over the character’s OCC requirements
Level |
Experience |
1 |
0 - 1,000 |
2 |
1,001 - 2,000 |
3 |
2,001 - 5,000 |
4 |
5,001 - 8,000 |
5 |
8,001 - 12,000 |
6 |
12,001 - 20,000 |
7 |
20,001 - 32,000 |
8 |
32,001 - 46,000 |
9 |
46,001 - 62,000 |
10 |
62,001 - 80,000 |
11 |
80,001 - 102,000 |
12 |
102,001 - 125,000 |
13 |
125,001 - 160,000 |
14 |
160,001 - 200,000 |
15 |
200,001 + |
Totem Druid
Role:
The Totem druid is a more bestial druid, based on elemental and animal power.
Requirements:
- Druid OCC (light or dark)
Recommended Skills:
- Wilderness survival, Animal Husbandry, Identify Plants & Fruits, Lore: Magic
Special Benefits:
- A totem druid has the animal metamorphic and totem abilities of the 1st edition Druid OCC
- The druid may call a second familiar at 5th level onwards.
- A totem druid will learn magic much as a priest or shaman. They invoke the power of nature to their bidding. Totem druids may cast spells of 1 realm of elemental power, depending upon their chosen environment. E.g.. A totem druid of a forest is likely to gain Earth Warlock powers, whilst a druid of a lagoon will gain water powers. One spell per level will be gained.
- PPE: IQ + 5 per level.
- Totem druids choose hand to hand skills as a priest, relative to their totem,. E.g. Rodent: thief, Bear: soldier.
- Use priests magic combat bonuses
- If using Increased PPE rules - Religious services, as priest. Locations = unspoilt wilderness, 1 mile radius of grove & Grove.
Special Hindrances:
- Loose all Druid special abilities.
- Compared to priests and warlocks, however, their power is weak, and they gain no power of friendship over elementals.
Men of Magic Sub Character Classes
Dwarven Diabolist
Role:
For dwarven diabolists, knowledge is strictly controlled by the churches. Knowledge of Diabolism not controlled by dwarven churches means a death sentence to a dwarf if discovered.
Requirements:
Recommended Skills:
- Lore: Magic, Sculpting & Whittling
Special Benefits:
- Keep all OCC powers and skills
- Other or elective and secondary skills are chosen from priest OCC.
Special Hindrances:
- Circle knowledge will still be limited to protection circles.
- Dwarven Alchemists are also controlled in this way by the dwarven churches.
- The Referee may allow dwarven wizards to be constructed under these restrictions.
Arcanist
Role:
Sometimes call ‘Tome Mages’, Arcanists are wizards who have elected to memorise their spells daily, rather than permanently. This makes the arduous task of permanently learning a spell easier. This limitation of the wizard’s spell vocabulary reduces the PPE requirements for the Arcanist’s spells.
Requirements:
Recommended Skills:
- Literacy – as many languages as possible. Don’t worry too much about the spoken word.
Special Benefits:
- The wizard must have daily access to his spell books, and be able to cast a Decipher Magic spell: one of the two spells that a Tome mage will ‘permanently’ learn.
- When a spell is learnt from a scroll or anther books, the mage will cast "Inscribe Wizardry" (30 PPE), effectively the reverse of a Create scroll spell, transferring the spell into his book, destroying the original in the process.
Special Hindrances:
- After sleep or meditation, a mage will choose what spells he will memorise for that day, expending PPE up to his limit, with a 1/3 off standard PPE requirements (a 1-hour process).
- Arcanist magic is NOT compatible with normal spell magic (both methods can not be followed) but ‘teaching’ and normal scrolls can be shared.
Shadow Mage
Role:
Wizards do not always keep themselves locked away in towers, courts and libraries. Sometimes they enter the shadows of the underworld and become powerful figures amongst thief and assassin guilds.
Requirements:
Recommended Skills:
Special Benefits:
- Gains Hand to Hand: Assassin (or Thief if using 1st edition)
- +10% to prowl, +5% to other Rogue skills
- Reputation: Gains +2/10% when dealing with the underground.
Special Hindrances:
- Limited Additional Spells: (Wizard ability 2) Gains only one 1st, 2nd and 3rd level spells.
- Reputation: Is at –3/15% when dealing with "Lawful folk"
Range Walker
Role:
Whilst some wizards keep to the cities, and sometimes the streets (See Shadow Blade S.C.C.) these "wilderness wizards" are dedicated to the same goals as rangers - protection and exploration of the open land. Or just trying to see what’s over the next hill…
Requirements:
Recommended Skills:
- Wilderness Survival, Land Navigation
Special Benefits:
- +10% wilderness skills
- +5% rogue skills when out of doors.
Special Hindrances:
- Reduce Science and Technical skill bonus to 5%
- -2/10% when socially dealing with ‘townies’
Spell Archer
Role:
A wizard archer, reaching out with arrows as well as spells.
Requirements:
- Wizard OCC
- Requires WP: Archery (WP: Short Bow in 1st edition)
Recommended Skills:
Special Benefits:
- Touch range spells (e.g. Fire Fist) and directly Targeted spells (e.g. Call Lightning) may be cast on an arrow. The spell will effect the first target it strikes. An arrow will hold a spell for one round per level of the caster. If the arrow is not launched by the end of that time, the spell fades.
Special Hindrances:
- All other spells the wizard casts are at half range.
- Priests of Hunting and Archery based religions may use this S.C.C. with the referees agreement.
Path Wizard
Role:
Several spells can be perceived to belong to the same branch of magic, such as the spells Fire bolt, Fire fist, and wall of fire. Such a collection of spells is known as a Spell Path. A wizard who wishes to study spell paths in detail is known as a Path Wizard.
Requirements:
Special Benefits:
- The wizard is considered 2 levels higher for purposes of casting and researching spells from the chosen path. This means a wizard gaining 3rd level may select his ‘free’ spell from levels 1 to 5 in his selected path.
Special Hindrances:
- Considered 2 levels lower for spells of the opposed lesser path.
- Can not learn opposed greater paths
- Increase PPE requirements for other greater paths by 50%.
Dark Wizard.
Role:
Power is a funny thing: One you've tried a little, you just want more. For most Wizards, the power they achieve is earned through years of study, practice and dedication. But for some, the road to power is too long...
Some wizards study the darker sides of magic. Studying these forbidden lores empowers the wizard, but weakens his mind.
Requirements:
Special Benefits:
- The Wizard, by studying forbidden lores, finds magic easier to control - he is considered one, two or even three levels higher for the purposes of spell casting! (How this is achieved is up to the individual GM) But this power comes at a cost.
Special Hindrances:
- The cost of the wizards power will ultimately be his soul. Every time the wizard gains a level, or once every year if no new levels are gained, the wizard must make a save v. Insanity (16) at a penalty equal to double the level of power gained. i.e. a wizard gaining 2 spell levels must save at -4. Failing the save will drop the wizard's alignment towards diabolic by one step (see below) and the wizard will gain a random insanity.
Principled or Scrupulous -> Unprincipled -> Anarchist -> Miscreant -> Diabolic
Aberrant -> Anarchist -> Miscreant -> Diabolic
- The worse the wizard's alignment, the more often the wizard will be contacted by demons, devils and evil spirits, trying to coax the wizard into their service.
- Once the Wizard is diabolic, his mind is completely susceptible to the darkness - the next spirit that 'visits' can possess the wizard, gaining control of his mind and power. In the case of a PC, this will normally result in the character becoming an NPC.
- As soon as the wizard's alignment drops to Anarchist, they will detect as a 'Supernatural Evil'
Psychic Sub Character Classes
Oneiromancer
Role:
The Oneiromancer ("one who practices divination through dreams")
or Dreamer is a psychic character class variant, specialising in dreams and exploration of Astral and Dream space. See the NightBane RPG for more information on these realms.
Requirements:
Recommended Skills:
- None are particularly relevant to a person who spends most of their time asleep.
Special Benefits:
- Can Astrally Project (as Psionic Power) when asleep, and interact with others.
- Dreamer is at +2/10% whilst in this dream state, and is considered 2 levels higher for psionic effects.
- Sleeping targets are at –2 to save
- Awake targets are at +3 to save.
Special Hindrances:
- Is considered half level for determination of Psioic powers whilst awake. For example, a 6th level Dreamer is considered only 3rd level for determining the range, duration and effects of his other psionic powers.
Open Sub Character Classes
Outlaw
Role:
Bandit, Brigand, Highwayman or Peasant Paladin. All are outside civilisation and the law…
Requirements:
Recommended Skills:
- Wilderness survival, Prowl
Special Benefits:
- Wilderness skills +10%
- Rogue skills +10% in the wilderness
- Track Humanoids, detect concealment and detect ambush +5% in the wilderness.
Special Hindrances:
- Will not wear armour heavier than chain in the wilderness.
- Is at –2/10% on rolls dealing with "honest folk" socially.
- Wanted by "the law".
Dandy
Role:
The courtroom fop.
Requirements:
- Any OCC, but likely to be a ‘high’ warrior, priest or Wizard.
Recommended Skills:
- Heraldry, Etiquette, Dancing
Special Benefits:
- Starting money and equipment as a noble.
- Charming: +2/10% on all PB checks.
Special Hindrances:
- Untrusted: -3/15% on all MA checks.
Nemesis
Role:
A "crusader against the foe", the Nemesis is a man or woman who hates one race or culture beyond reason. They have practised and studied long and hard to find exploit their weaknesses.
Requirements:
Recommended Skills:
- Lore: Target (as Lore: Demon & Monster – gives knowledge of target race.)
Special Benefits:
- +1 Action per round against targets, or +1 effective level for spell determination.
Special Hindrances:
- Will take every opportunity to attack the target – must make a 16 save (+ME modifiers) to resist.
Berserker
Role:
Berserkers are warriors who under certain situations can no longer control their actions in battle. They are driven to slay and destroy until none stand to face them, even if mortally wounded.
It is up to the player to choose what set them off, typically battle, injury and shock.
Requirements:
- Any OCC, but likely to be warrior.
Recommended Skills:
- One Weapon skill, many physical skills, First Aid.
Special Benefits:
- When Berserk
- +1 Damage per level
- Will not drop until hit points are at negative (PE + Level).
Special Hindrances:
- ME check of 10 to control self, typically when wounded or insulted. A failed roll will result in berserk fit. Roll can be voluntarily failed.
- Can not come out of fit until all foes are downed. A perception check is required to notice a fried from foe if the berserker is at HP equal or less than (30 - IQ - Level).
1st Edition Sub Character Classes
Those here represent O.C.C.s not yet converted by Palladium to 2nd edition.
Gladiator
Role:
A warrior to please the masses. See adventure on the high seas.
Requirements:
- As Mercenary OCC
- Use Knight Experience tables,
Recommended Skills:
Special Benefits:
- Hand to Hand: Gladiator (A very dangerous Hand to Hand skill)
- +4 Disarm attempts.
Special Hindrances:
- Loose Climb and Wilderness as OCC skills. May be taken as electives.
- Can not wear heavy armour, other than half suits.
- Restricted to sling and short bow as missile weapons.
- Must show off in combat.
- Tend to avoid pole-arms.
Shaman
Role:
A shaman is a priest of the "old ways", who communes as much with spirits as gods. (See 1st edition)
Requirements:
- Priest OCC (light or dark)
Recommended Skills:
- History, Animal Husbandry and Lore: Demons and Monsters.
Special Benefits:
- Prayer of Divination. (See 1st edition)
- Visions of Grandeur. (See 1st edition)
- At 5th level, the shaman will gain another Prayer of Divination or Vision of Grandeur per day
Special Hindrances:
Yin Sloth Jungle S.C.C.s
Beast Master
Role:
A healer, protector and friend of animals. (YSJ p.25)
Requirements:
- Druid OCC
- Experience as Druid OCC.
Recommended Skills:
- Animal Husbandry, Wilderness survival.
Special Benefits:
- Gain Beast Master special skills.
Special Hindrances:
- Loose Druid Special Skills
Holy Crusader
Role:
A soldier driven by a holy cause. Like Paladins, they are followers of religion, but are much more down to earth and less worried about notions of chivalry and nobility: The cause is everything. (YSJ p.27)
Requirements:
- Soldier OCC
- Experience as Knight OCC.
Recommended Skills:
- Weapon Skills, Military Etiquette, Lore: Religion
Special Benefits:
- Gain Holy Crusader Special Skills.
- Add Lore: Religion (+10) as OCC skill.
Special Hindrances:
- None, other than being tied to the doctrines of a church.
Tribesman
Role:
The Tribesman is a wanderer of the wilderness, rather than a man of the city or farm. (YSJ p.29)
Requirements:
Recommended Skills:
- History and Singing or Art - The tribe’s history may be passed down through song or works of art rather than through books.
Special Benefits:
- Use the Tribesman Hand to Hand table
- Use the Tribesman Experience table.
Special Hindrances:
- Is often regarded as uneducated, barbaric or savage by unenlightened men of the city
Bounty Hunter
Role:
Hunters of Men. Some take their quarry back alive. Some have no such morals. (YSJ p.31)
Requirements:
Recommended Skills:
- Rope Works and Intelligence.
Special Benefits:
- Use the Bounty Hunter Hand to Hand skill.
- Add Streetwise (+10) as OCC skill.
- May select WP: Longbow.
Special Hindrances:
- Mistrusted by the ‘real’ law enforcers.
Spy
Role:
Highly trained thieves, specialising in the lifting of information, rather than gold. (YSJ p.32)
Requirements:
Recommended Skills:
- Acting, Language Skills, Domestic skills.
Special Benefits:
- Add Intelligence(+10) and Disguise(+10) as OCC skills.
- Add (+10) to Espionage skill area.
Special Hindrances:
- Torture and death if caught.
Undead Hunters
Role:
Warrior Wizards of secret monasteries. (YSJ p.34)
Requirements:
- Use Paladin OCC
- Add 50% to paladin experience requirements.
Recommended Skills:
- Weapon Skills, Lore: Magic and Etiquette.
Special Benefits:
- Add spell casting and other Undead hunter OCC bonuses.
- Add Lore: Undead(+20) and Lore: Demon & Monsters(+20) as OCC skills.
Special Hindrances:
- Loose Way of Lance
- Loose Holy Strike
- May not take restricted weapon skills (long bow and lance) and are not considered true men of magic.
- Although they know all the spells listed, undead hunters will not use those of a level greater than double their own, except in the direst cases.
- Will pay a 10%/level (up to 80%) tithe.
- They start with the standard equipment listed, except the weapon of choice will be high quality and silver, and will have 1D3 holy stars. May be granted other weapons (maybe on loan) at higher levels.
Witch Hunter
Role:
Witch hunters are akin to paladins and Holy Crusaders: They are warriors of a church that have specifically developed their skills to hunt down and destroy witches. (YSJ p.37)
Requirements:
Recommended Skills:
- Animal husbandry (to tend their animal companion)
Special Benefits:
- Gain Witch Hunter special powers and abilities
- Add HtH: Mercenary, Lore: Witch(+25) and Horsemanship (General) as OCC skills
- Add +10 to Lore: Demons & Monsters (+25 total).
Special Hindrances:
- Loose Priest special powers.