Last
time, I went over some of the roles that I wanted Arcana
Unearthed classes to fill and talked about the non-spell-using
combat classes. This time, I want to tell you about some
of the other classes.
Akashics
Filling the role of the skill-user, the akashic is probably
the strangest class in the book. The name comes from the
"akashic memory," an actual concept from the
real world. The idea is that all knowledge and experience
of all conscious beings is collectively stored together
somewhere. In Arcana Unearthed, then, the akashic
is able to tap into this collective memory to gain knowledge.
While he has many skills of his own, he can use this ability
to improve his own skills or use skills he's never had
any training in. He can also use it to improve his combat
abilities, or gain general knowledge about topics. He
can even use it to investigate other people's specific
memories so fully that he becomes a master of impersonation.
This character is so flexible and customizable that no
two akashics will ever be alike -- each can even choose
his or her own class skills.
The
akashic is in the game for the person who wants to play
a character who's a little different. Interestingly, you
can design an akashic to be a specialist, taking all related
skills and using the special abilities to augment them,
or to be a generalist, taking a lot of different skills
and using abilities to do even more different things.
Magisters
Magisters are the primary wielders of spells in Arcana
Unearthed. They not only have access to both simple
and complex spells, but they gain a few bonus feats to
help them truly master magic. As they rise to very high
levels, their innate power grants them minor special traits.
Some magisters have the ability to make themselves heard
at a good distance, even when whispering, some have a
mysterious breeze blowing around them at all times, and
some magisters can make their eyes flare with eldritch
power at will -- that kind of thing. None of these high-level
"aspects of power" are game-shattering, but
they do add an aura of mystery and power to the idea of
people steeped in magic.
Don't
think of these guys are variant wizards, however. They
are masters of all spells. They are not just capable of
blasting foes or levitating off the ground, but also in
healing and even in bringing back the dead (although the
way those things work in Arcana Unearthed is a
bit different -- have I mentioned how important truenames
are in the game? I'll get to that eventually).
All
magisters focus their spells through a staff. Theirs is
known as the "path of the staff," and without
one, their spellcasting abilities are diminished. (I'll
also note that they do not have familiars -- familiars
is not a concept adopted in Arcana Unearthed.)
Greenbonds
Some people possess a strong link to the earth and the
forces of life that flow through it. These individuals
are greenbonds. Tied directly to the environment, they
are aware when the land is in danger, or in pain. They
can tap directly into positive energy, which they call
the Green, to heal and promote life. Unlike in D&D,
no one class has a monopoly on healing spells, but with
their class abilities, greenbonds are indeed the best
healers. What's cool is that their ties to the land make
them great central figures in a group, guiding others
on a quest to right some wrong or cure some ill in the
world. (Lots of Arcana Unearthed classes have a
real focus and devotion to something beyond themselves:
Champions, oathsworn, greenbonds all have a lot of good
roleplaying "hooks" to grab hold of, and that's
100 percent intentional.)
Greenbonds
are also animists, in that they recognize that all natural
things -- rocks, trees, streams, and so on -- have spirits.
They can see and speak with these spirits even when all
others cannot. And they can cast simple spells and all
plant-related spells (Plant is a new spell descriptor.)
The greenbonds' attachment to nature spirits makes them
clear associates of the totem warriors mentioned last
time.
Next
Week: The runethane, the witch, and the mage blade!
DESIGN
DIARY PAST ENTRIES
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."