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Alchemist
 
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Archer
 
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Bard
 
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Cleric
 
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Druid
 
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Gearknight (Melee/Control-Ranged)
 
Is your favorite animal the turtle? Does the word “chassis” make you melt? Do you like to be the one who stands in the midst of a sea of enemies while they beat on you and scream, “Why won’t you diiiiiie?” I think we have a model you might like, Mr. Bond. The chief defenders of the Gearsmiths, Gearknights are more in line with the Burian war tradition: protection being just as important as the almighty smackdown. The Burian know (and Humans have also clued in) that distractions are a great way to keep the weaker units from getting smeared across the battlefield. Gearknights are that distraction. Gearknight abilities enable them to draw and suck down the damage. Though Warriors can defend their fellow party members, Gearknights have turned defense into an artform. Gearknights also get a few ranged abilities (useful for drawing out or drawing away enemies), and gadgets like caltrops, grappling hooks, and mortars.
 
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Healer
 
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Monk
 
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Necromancer
 
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Ranger
 
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Rogue (Melee/Control-Support)
 
We love rogues. We are rogueaphiles, veritable rogueaholics. (Not rougeaholics -- that's GM Sylveria.) Rogues are more in line with the Ilvari and Suwari way of thinking: strike fast and hard. Do it once and get it over with. Their bag of tricks was developed out of generations of subterfuge, double-talk, and trickery. Humans caught on quick, but undoubtedly the Suwari are the best-known Rogues. Rogues have a rich history of using shadow magic and refined poisons. They time their strikes and pick their battles. Ghosts on the field, you never quite know when one will pop up, but you’ll feel it when the knife punches into your side and makes you an emergency kidney donor. Hero’s Journey Rogues are great at sapping the strength from enemies and not being where their opponent's weapon is. Also look forward to box-popping, skullduggery, device disabling, and optional solo-quests involving darkened houses and many shiny things. And that's a wrap. Yeah, yeah. It's not a list of abilities or a bunch of numbers, but hopefully this gives you folks something to chew on while I'm plugging away at work on my twenty-six hour days. sneaking, subterfuge, breaking and entering, lockpicking, and trap setting/disarming (both on a large/environmental scale and on a small/chest scale)
 
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Warrior (Melee/Melee)
 
The traveling bodyguard, the honorable military man, or the grim survivors of countless horrors -- thematically, these are the roles that the Warriors in Hero's Journey cover. The Warrior tradition started with the Humans, who made pacts with the Ilvari early on to protect them. Human Warriors can trace their lineage back to the Great Houses when they were still great -- fighting schools survive to this day, and are primarily responsible for training fresh Triumvirate recruits. The Burian also have a strong war tradition, probably due to all that beer. Ilvari and Suwari are not as famous for their Warriors, but it’s unwise to underestimate a race’s prowess just because their ears are pointier than yours. Warriors unquestionably dominate in melee combat and dealing out heightened physical damage. While Wizards and Necromancers may have the advantage of distance, going toe-to-toe with a Warrior is a monumental mistake they're sure to not want to make. Abilities like Charge close that distance quickly, and other abilities like Cyclone and Gut Punch simultaneously suck the endurance out of their opponents and rip them a new pie-hole.
 
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Wizard
 
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