Whereas immortals can do roughly anything, they are no better or worse than anyone else without training. Mortals, on the other hand, can join a specific class (no more than one - sorry, you multi-class types out there, if you want more class you have to earn it. -=grin=-)
Note: Immortals can claim status as one class, but do not get the nifty bonuses mortals do, because they have the multidice.
Clerics - Clerics almost always get Spellskill: (G: Heal) at +10 to skill, and two other bonuses related to their deity. Shidi's clerics, for instance, might gain a +10 to Spellskill (G: Nature) and (G: Holy).
Druid - Druids gain Spellskill: (G: Nature) at +20, +1 to Perception per +d10 above d20 (concerning nature only), and a bonus to reactions from nature beings.
Ranger - Rangers get a bonus to reactions from any non-aggressive creature, gain +1 to Perception per +d10 above d20 (for tracking/locating things), a +5 to Spellskill (G: Nature), and a +5 to Weaponskill (S: weapon of choice; longbow is a classic selection).
Warrior - Warriors get a +10 to Weaponskill (UG: All), or take the equivalent XP and divide it amongst lesser classes of weapons.
Berserker - Berserkers gain a +10 to Weaponskill (S: One weapon), and have the ability: berserk rage. This ability requires a roll of two hits or more on one of the berserker's dice to incite (this roll is made automatically whenever the berserker takes damage). When in berserk rage, the berserker gains +20 to his sides for any action, but fights without any mercy or compunction whatsoever, attacking one foe until it is dead or looks that way. He must roll six hits (or a maximum roll) to bring himself under control again - this is important, because when he runs out of enemies, he may go for friends...
Paladin - Paladins gain +10 to Weaponskill (G: One class of weapons), +10 to Spellskill (G: One type - usually healing, such as the laying on of hands), and a +10 to resistance/dodge versus creatures of the opposite alignment.
Mage (Generic) - Mages get a +10 to Spellskill (UG: All).
Mage (Specialist) - Specialists (think of the AD&D version and you have the idea) get a +5 to Spellskill (UG: All), and an additional +15 to Spellskill (G: Specialization). Enemies get a -10 to resist specialists' specialization spells. (An enchantress casting charm person, for instance.) The specialist also gets a +5 to resist spells of his specialization. However, he can -never- learn spells opposite his specialization, and is at a -10 to resist said spells.
Healer - Healers gain a +20 to Spellskill (G: Heal), and a +1 to Perception per +d10 above d20 to diagnose physical problems, diseases, etc.
Thief - Thieves gain a +10 to prestidigitation (the ability to perform stage magic, sleight of hand, and pickpocketing), +1 to Perception per +d10 above d20 to find traps, and +10 to Mechanic (S: Remove traps & pick locks / mechanical).
Bard - Bards are jacks-of-all-trades: they get a +5 to Spellskill (UG: All), +5 to prestidigitation, +5 to Mechanic (S: Remove traps & pick locks / mechanical), +1 to Perception per +d10 above d20 to find traps, and a bonus to reactions when performing.
Engineer / Gadgeteer - These technominded sorts gain a +10 to Mechanic (UG: All), and a +1 to Perception per +d10 above d20 to diagnose techno-problems.
Computer Wizard / Hacker - Also known as techies (not Techie), these computer wizards gain a +10 to Computer (UG: All), and a +1 to Perception per +d10 above d20 to diagnose computer problems.
Alchemist - Alchemists gain a +5 to Spellskill (UG: All), and an extra +15 to Spellskill (G: Alchemy).
Dragonrider - Dragonriders usually have +10 to Weaponskill (S: Lance), +10 to Helm (S: Dragons), and +10 to Weaponskill (S: one other weapon).
Dragonslayer - Dragonslayers are a select breed - foolish. They gain a +5 to Weaponskill (S: Lance), a +10 to Weaponskill (S: one other weapon), a +1 to Perception per +d10 above d20 (tracking/sensing dragons), and a +1 to sides per +d10 above d20 when attacking dragons.
Archer - Archers gain +20 to Weaponskill (S: Bow), and a +5 to Weaponskill (S: One other weapon).
Bladesinger - Bladesingers are elves, period. They gain a +5 to Spellskill (UG: All), and a +20 to Weaponskill (S: one bladed weapon), as well as being extremely impressive and smooth in combat.
Note 1: These rules refer to the "Skills
and Training" section.
Note 2: The dragonslayer rules could be changed to work for any creature,
ya know.
Note 3: If they are granted a bonus to specific spell types, that is
all they can cast. If they have a generic spell bonus, they can cast any
spell, theoretically.
Last note: Yeah, I know, the descriptions are pretty short. I'll flesh
them out later when I have time.