Class and skills mechanics. Players will require to choose one class that will represent available skills for characters.
Class name are more technical description. For example from game perspective Warrior is technical name, but players can say that he is soldier, assassin, barbarian or any othar name that fits.
Class Skills: Each class has two skills, useful on quests. When you leave the tavern gate, choose one to be active. You can change it each phase when a new party forms — but only one is active during a phase.
Tavern Skills: During the game you can buy one Tavern Skill (social-focused) for 1 Treasure or 1 Ivory Powder (items that could be gained during questing). Description after class skills.
Uses: each skill shows how often you can use it (e.g. 1× / phase, 1× / combat).
WARRIOR
Combat focused class with alternative names like Soldier, Fighter, Barbarian, Ranger, Knight, Archer, Assassin, Barfighter, Slapping Champion, Prison Guard, Prisoner, Ninja, Shaolin Monk, Mercenary, Bounty Hunter, Cowboy, Executioner etc.
WARRIOR SKILLS
Tank 1× / phase
Effect: +3 Max HP (self)
Duration: This phase, or until death
Cast Time: You need simulate armor cleaning for 1 min to activate before leave tavern.
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Training 1× / phase
Effect: +1 Max HP (self), and +1 Max HP to two other players in your party
Duration: This phase, or until death
Cast Time: You need together simulate training 1 min before leaving tavern.
MAGE
Combat focused class with alternative names like Wizard, Sorcerer, Warlock, Witch, Evoker, Bloodmage, Necromancer, Illosionist, Ocultist etc.
MAGE SKILLS
Fireball 5 balls / combat
Effect: 1 DMG per hit
Use Limit: Carry up to 5 tennis balls, usable in combat
Cast Time: Instant — physically throw a tennis ball at the target. Hit = 1 DMG, miss = 0
Cooldown: Refill by picking up balls after combat (no one is fighting with your party nearby), can not take other people balls
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Arcana Shield 1× / combat
Effect: Ignore the first hit in combat (no matter how much damage it would deal)
Cast Time: Instant — triggers automatically on the first hit received. Shout “SHIELD!” to signal the attacker
Restrictions: Self only
Cooldown: Refreshes 5 min after combat
CULTIST
Support focused class with alternative names like Priest, Shaman, Pastor, Monk, Guru, Cleric, Missionary, Demon, Angel, Druid, Voodomaster, Spiritualist, Exorcist, Sectant, Theologian, Inquisitor, Archbishop etc.
CULTIST SKILLS
Blood Heal unlimited
Effect: Heal a person to max base HP (including during combat) while you sacrifice −1 HP
Cast Time: Instant — hand on ally’s shoulder + shout “HEAL!” (both required)
Restrictions: No self-heal. You cannot be healed by other players.
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Resurrect 1× / phase
Effect: Resurrect up to 5 dead players when out of combat (one use). They return alive at full HP
Cast Time: 1 minute ritual
EXPLORER
Support focused class with alternative names like Scout, Pathfinder, Trader, Oligarch, Businessman, Capitalist, Influencer, Celebrity, Bartender, Zeppelin Captain, Pawnbroker, Thief, Fence Owner, Broker, Shopkeeper, Vendor, Contrabandist, Highwayman etc.
EXPLORER SKILLS
Sponsor expedition 1× / PHASE
Effect: Gets an extra item from the GM provided list that can be allocated for any party member. The list contains at least a sword.
Cast Time: Instant
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Lucky Bastard 1× / phase
Effect: If your HP reaches 0 or you’re killed in a fight, fall to the ground. After at least 5 sec but no more than 60 sec, you may get up still alive with 1 HP. You can still be healed to max, and you don’t lose the bonuses normally lost on death
Cast Time: Instant — shout “ALIVE!”
GUILDMASTER
Social focused class with alternative names like Miner, Blacksmith, Carpenter, Woodcutter, Brewmaster, Shipbuilder, Alchemist, Enchanter, Engineer, Scientist, Mechanic, Artist, Technician, Artisan, Stonecutter, Arcane Network Hacker, Counterfeiter etc.
GUILDMASTER SKILLS
Open Stash 1× / phase
Effect: At the end of the MAIN quest, find random resources, treasure, or ivory powder. Roll a D6 and add the result to the main quest reward box:
Roll 1 — add 1 random resource
Roll 2 — add 2 random resources
Roll 3 — add 1 of each resource (except Dream)
Roll 4 — add 1 Treasure
Roll 5 — add 1 Ivory Powder
Roll 6 — add 1 Dream
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Exchange 1× / phase
Effect: Choose exatcly which worldbuilding resources your party receive in the main quest reward box — any type except Dream. This allows choose specific resource type as reward instead beeing randomized.
If more than one in party have skill Exchange then equal split decision rounded down.
STATESTMAN
Social focused class with alternative names like Noble, Diplomat, Ambassador, Envoy, Bureaucrat, Tax Agent, Politician, Aristocrat, Spy, Elder, Tribal Chief, Journalist, PR Specialist, Investigator, Postman, Nazgul, Steward etc.
STATESMAN SKILLS
Tax Collection 1× / phase
Effect: Extra resources in the main quest reward when the party finishes the main quest
Extra Reward: +1 extra main reward resource for all party (each player)
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Negotiator 1× / phase
Effect: Before combat starts (your party sees the NPCs but fighting hasn’t begun), attempt to negotiate. Max 2 min for speech. Do one of the following:
Compliment — Invent a new compliment and say it to the NPCs. Combat is skipped entirely and the quest progresses as if won; NPCs give normal rewards. Players may still choose to attack. If it is not considered 100% great, one NPC joins the party for this battle until attacked from the party. OR nothing happens and battle starts.
Joke — Tell a joke. The NPCs don’t find it funny; combat still happens, and you get +1 random resource in the main quest reward. If NPC finds it funny. One guy leaves laughing or just dont fight. Until the first hit.
Intimidate/offend — Invent a new swear word and use it to offend the NPCs. You’ve offended them to the heart: combat starts immediately with every NPC at -50% HP, OR they where not intimidated and gets +1HP whole party
TAVERN SKILLS
Available to all classes. Buy a maximum of 1, for 1 Treasure or 1 Ivory Powder. Can be bought again and exchanged. One tavern skill use per phase skill even if it is changed to a new one.
Story 1× / phase
Effect: Gain 1 random resource
Mechanic:
Gather 3 or more players as an audience
Tell a story at least 3 minutes long — improvised or prepared, any subject. Standup, a talk show, an interview, a public discussion etc. — all count
All listeners must stay the full 3 minutes for you to receive the resource
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Chronicle 1× / phase
Effect: Gain 1 random resource
Mechanic:
Carry a physical notebook and pen throughout the game
Write down notable events: player names, decisions, battles, quotes, discoveries, betrayals — anything that really happened
At the end of each phase, present your chronicle page to an NPC
Must be handwritten — no pre-written content, no faking events
The chronicle page stays at the Framework as a physical artifact of the game
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Intelligence Report 1× / phase
Effect: Gain 1 random resource
Mechanic:
Carry a physical notebook and pen throughout the game
Write a profile of 3 other players (or NPCs): their motivations, suspicious actions, goals. Any rumors? How did they vote or agitate? Are they happy with the current results — and if not, what would make them happy: incentives, punishment, something else? And if they are happy… are you really sure? Mind your monthly (phase) reporting quota — better hurry. Reporting fellow citizens’ unfaithful activities to the “Fantasy Creatures Central Audit Bureau” (a.k.a. the Fantasy Analytics & Logistics Central Organization Regionale — F.A.L.C.O.R.) is your sacred duty as a loyal citizen of this world!
At the end of each phase, present your Intelligence Report to an NPC
Must be handwritten — no pre-written content
The report stays at the Framework (back side) as a physical artifact of the game
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Entertainment 1× / phase
Effect: Gain 1 random resource
Mechanic:
Gather 3 or more players as an audience
Perform at least 3 minutes — a song, fire show, magic show, circus tricks, wheel of fortune, trivia quiz, or anything entertaining
All listeners must stay the full 3 minutes for you to receive the resource
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Lawyer 1× / phase
Effect: Gain 1 random resource
Mechanic:
Carry a physical notebook and pen throughout the game
Write how you interpret voting options — past, present, or future: how, by your understanding of the law, they should be implemented and acted upon, and what has been misunderstood
This doesn’t directly change canon now, but if something really good comes out, an NPC may add a public (canon) clarification of the correct interpretation
At the end of each phase, present your Law Interpretation Notes to an NPC
Must be handwritten — no pre-written content
The interpretation page stays at the Framework as a physical artifact of the game