Priests
All through history there have been ones people called cleric, or priests. These legends talk about people (or beings) whom wield the magic of a god to furthur the gods cause. This in NGN however is a false assumption. It has been discoved that Magi are indeed the ones people belived to be these "servents of gods". Wielding their own magical power to furthur the beliefs of an ethos they worship.
Characters divided into the Priest class start with the following combat values:
Combat Value | Begining Score: | ||
Attack | Str. ÷ 6 | ||
Dodge | Swift ÷5 | ||
Magic Dodge | Int ÷6 | ||
Parry | Int ÷6 | ||
Targeting | Dex ÷5 | ||
Throwing | Dex ÷5 |
Druids:
Druids are beings who live quietly in the wilderness on their own to protect mother earth and all of her children. These druids have mastered the art of wielding the power of the elemets, and use them to protect the very land upon which they live. Being a protector of the wild a druid can indeed be a very dangerous foe even when struck down as the world around him works to his bidding.
Minimum Requirements: Wisdom 15, Charisma 14.
Druids Start with the following Combat Values:
Bonuses: Druids gain their power from the land around them. While one may be strong in set areas he may be weaker in others. For an example a druid working earth magic in a volcanic cave would find it most difficult to wield water magic w/out a foci or a source of water. Like the water in his whine skin. A druids elemental strength thus changes with the surrounding environment. The weaker the force in one element the harder it is to work w/ it thus extra magic must be spent. Most of this is up to the discrestion of the Game Master.
A druid starts off with (wisdom÷2)×10 in Elemental Magic points which he can use as he sees fit. The expediture of these points reflects on the current enviroment and what one wishes to do. (Again much of this cost is up to the Game master) To regain these spent points the druid should offer at the very least a prayer of thanks or preferably a sacrifice of food and wine.
Healers
Healers are those gifted w/ the ability to heal the wounds of other at the cost of there own energy. A healer merely takes the wounds of others and heals them as he takes them upon himself, he can cure natural diseases, cure the common cold with the slightest of ease. He heals the mortaly wounded and brings back those whom people feared where to far gone to survive any longer. A healer can preform these acts upon himself but usually only to minimize any loss of movement and time. If he is absolutely sure that all is well and that no one is injured only then would he consider healing himself.
Requirements: Wisdom 10, Stamina 13
A healer starts out with is Stamina divided by 7 in his healing skill. The rate of his healing and the cost of Stamina to do so is listed on the following chart:
Healing Ability: | Cost to Heal 1 Health Level: | ||||||
1 | 8 | ||||||
2 | 7 | ||||||
3 | 6 | ||||||
4 | 5 | ||||||
5 | 4 | ||||||
6 | 3 | ||||||
7 | 2 | ||||||
8 | 1 | ||||||
9 | 2 per 1 | ||||||
10 | 3 per 1 | ||||||
11 | 4 per 1 | ||||||
12 | 5 per 1 |
Recovery: Healers recover the Stamina points they have spent at a rate of 1 per 10 minutes. This applies only to the Stamina used in the healing process not from other causes. However Stamina lost to other causes are also regained at a heightened rate of 1 per hour rather than 1 per day.
Over Doing it: If a healer does not have the amount of Stamina needed to heal a person and attempts to do so anyways he loses any stamina he has and collapses into a commatose state. There is however the possibility that the healing has worked. If a healer does do this he puts himself in great danger of death. If the characters Stamina drops below -2 he is dead. However those whom reach -1 loose 1 point from their stamina permanently. In addition to this they no longer gain the benifits of fast stamina recovery and recover at the normal rate of 1 per day. They do not lose their healing ability but are severely hindered from that point on.