Laura: 	Okay, are we ready to start class, folks?  Log on? Yes, no, maybe?

Techie: 	You or me Aus?

Ausman: [ Turn out your lights - and get severe eyestrain.  The cameras are running. ]

Laura: 	Sigh.. .well, if the log is on, welcome to class 8, Humans with Class, a look at mortal classes.  The ado bugdet is gone this week, so with much ado about nothing, here's our host, Aus.   

Techie:   We need a fundraiser

Ausman: 	-=gets to his feet=- Well, hello there.

Arc:  We had some ado, but we're saving it for someone
that deserves it.

Ausman: 	... Shaddap, Arc. Anyways, welcome to Humans with Class, or the
more politically correct term, Mortals with Class, if you want to be snobby about it.

Brian: 	:::decides to be snobby about it:::

Ausman: 	And if you want to be extra-snobby about it, and you are male,
please walk over to that mini guillotine in the corner and wait.

Brian: 	::::struts over to it::::  waaaaaiiiiittttt.................::::backs away slowly....decides not to be snobby::::

Long: 	::blinks:: ?

Brian: 	Guillotine's too small anyways.

Laura: 	

Techie: 	Good boy.  You might get somewhere in life :P

Ausman: 	All right, now, today we will discuss the rules currently in
place for mortal classes.  These rules may be subject to change, but are not obligated to. Immortals are expected to have timeless knowledge, the control of magic at their fingertips, incredible skill, and generally the ability to whip the average town guardsman up and down the street.  However, what about the mortal adventurers? One cut above thecommon mortal stock, but not necessarily the vampiric, skulking, lurking kind. (Please insert generic immortal of choice here. -=shrug=-)

Laura: 	

Ausman: 	The reason mortal adventurers are adventurers in the first place
is that they are innately. . .

Noah:   Hey! 

Ausman: 	. . .more skilled at some things than their fellow mortals, and are
inclined to use them to smack town guardsmen, monsters, or other things up and down the present terrain.  At the moment, there is no multi-classing. Sorry.   Now, I'm going to go over the current set of mortal classes listed, accept questions and bricks as they come, and take questions, suggestions, and whatever else you have to throw in one minute.

Missy: 	::Slinks in the back of class, propping her fet up and arranging ice packs all over::

Ausman: 	-=Wanders off outside the class, where the sound of loud
clanking can be heard=-

Laura: 	Oooh...

Ausman: 	-=Eventually tromps back in in a rather heavy-looking suit ofKevlar combat armor with steel inserts, sweating like crazy=- Mild precaution.

Laura: 	

Long: 	::Blinks:: ?

Ausman: 	You missed the firefight earlier, Long.

Missy: 	::musters enough energy for a giggle:: Its alright Aus, i am too tired to play

Choungster: 	What fire fight?

Ausman: 	All right, now, first people on the list - Clerics.  Clerics tend to be knowledgable about the deity they are serving, assuming they have been in the service of said deity for a while (No, you can't join Shidi's religion and automatically gain the bonuses. Like all mortal classes, it basically has to be established that you've been doing this a while.) Clerics usually gain Spellskill (G: Heal) at +10 - now, that G there is for use with the Skills and Training rules, and denotes it's a Generic skill. Was simpler to type than "Generic" every time - in addition to two other Spellskills (G: whatever) as appropriate to the deity they are serving. Granted, some deities may not be the 'healing' type - in that case, the deity probably has a different method of allocating those.  For instance, Shidi's 'born and raised' clerics would probably end up having a +10 to healing, nature, and holy power. Dlonn's clerics, which now have nothing to do, had a +10 to Gates, Darkness, and Mind spells.

Ausman: 	Druids - Druids are derived from clerics, in a way. They gain
the maximum possible skill in Spellskill (G: Nature), +d20. Even a beginning druid is assumed to be able to fix a simple bit of plant damage.  In addition, the druid gains a perception bonus based on his skill to detect things involving nature, such as the fact that an army recently trampled through the brush, or that a wildfire's smoke is in the distance.  He also gains a bonus to reactions from nature beings and creatures; on the 1d21 reaction scale, nature beings roll at +2. (They are usually inclined to be friendly.)

ArcticOwl2: 	Next on the menu, we have the ranger; . . .

Terrin:   Woo-hoo!!

Laura: 	 The Ranger.

Ausman:  . . .rangers tend to get a reaction bonus from any creature that
isn't actively aggressive, gain a perception bonus based on skill for the purposes of
tracking things/beings/etc, usually have a +5 to Spellskill (G: Nature) (It's handy to be
able to talk to the birds), and have a +5 to Weaponskill (S: Weapon of choice; longbows are popular), for purposes . . .

Techie: 	@

Ausman: 	. . .ranging from hunting to fending off intruders. -=prepares for le
brick=- Yes, Techie?

Techie: 	When did the rangers get the weapon bonus?  I've never noticed
it before.

Ausman: 	You brought it up as a recommended idea for a change, and I
decided it made sense.  It's been in there for a while; unfortunately, nobody ever
really got around to using the rules system to any great extent, as pretty much everyone's skipped over Mortal Rules till now

Techie: 	Ah okay.

Laura: 	I started using them for Maeve....

Ausman: 	Yes, I know, love.

Long: 	Bleh...mortals are a rare breed, ya know.

Ausman: 	As I mentioned, the classes system is still under revision (not
construction); if I hear a very good idea, I will use it.

Missy: 	I read them...this week...

Ausman: 	Next in the list - warriors. The grunts.  Warriors gain a +10 to Weaponskill (UG: All) - alternately, you can take the cost of this bonus and split it up amongst lesser classes of weaponry, to denote specific practice in something.

Ausman: 	Berserkers - Berserkers are a dangerous breed, possibly because they may forget which people are the good guys when bloodlust hits.  These crazy bastards get a Weaponskill (S: One weapon) bonus of +10, and have the ability of Berserk Rage. This requires a roll of two hits or more on one of the user's dice (with a bonus to the final roll equalling the amount of damage taken this round - getting shot tends to really piss these guys off.) Assuming this works, the berserker is now in berserk rage; he gains +d20 to his attacks, but will fight without the slightest sign of relenting, showing mercy, or otherwise stopping the bloodletting. Assuming one foe dies, he will search out obvious foes first, then friends if he runs out of foes... To bring himself under control, the berserker must roll six hits (or a maximum) on 1d; a friend trying to snap him out of it may add a bonus at the GM's ruling. Of course, if it doesn't work the friend may be the next target...

Ausman: 	Next on the menu, pallydins.

Arc:  Paladins.

Ausman: 	I know how it's spelled, shaddap, Arc. Paladins are the embodiment of their deity's beliefs; wandering from this path can be very hazardous to the paladin's health and livelihood. They gain a +d10 to Weaponskill (G: One type of weapon), +d10 to Spellskill (G: Heal, usually - laying on hands and curing disease and such, if you're dealing with a paladin of the light), and a +d10 to resist/dodge creatures of the opposite alignment ("Begone, thing of evil!" and all that. Versus the reply, "Begone, thing of good.")

Lady SHlDl: 	

Ausman:    Still working through the list, we have mages.  Mages, like warriors, can have a +d10 to Spellskill (UG: All), or divvy it amongst lesser practices, for those people who just want to know about space and time magic, or lunar tricks, or whatever.

Ausman: 	However, there are the people who -really- specialize - yeah,
yeah, specialists. Think AD&D and you've got the visual.  Specialists gain Spellskill (UG: All) at +5, and an additional +15 in their specialization of choice.  When they cast a spell specifically from their specialization, enemies get -d10 to resist it (or dodge or block it, if it's an attack spell.)  He also gains a +5 to resist spells of said specialization. However, he can never learn spells the opposite of his specialization, and is at a -10 to resist or block them.  Being a specialist implies there is an opposite specialization you cannot learn; if there is not, it isn't considered a specialization, and is handled under the normal mage class.

Ausman: 	Thieves are the oddballs of the universe; they gain +10 on any
prestidigitation attempt (which includes the normal sleight of hand and pocketpicking we
all know and love thieves for), a bonus to perception based on skill for finding traps,
and a +10 to Mechanic (S: Mechanical / Remove traps) and Mechanic (S:
Mechanical / Pick locks.)

Ausman: 	Bards, a close kin to the thief, albeit one that gets into much
swankier places, tend to have a little bit of everything: a +5 to Spellskill (UG: All), +5 to prestidigitation, +5 to the Mechanic skills listed under thief, perception bonus for purpose of locating traps, and a reaction bonus to people listening to the bard perform. (This bonus may be modified by what the bard actually sings...)

Ausman: 	Wandering over to the technological / experimental side for a moment, we borrow the classic Gadgeteer, for people who want to play a technominded one; these types gain a +10 to Mechanic (UG: Anything), and a perception bonus to notice techno-based problems. "Uh... wouldn't turning it on help?"

Long: 	@

Ausman: 	Yes, Long?

Long:  	Wouldn't it be "engineer" instead of Gageteer?

Ausman: 	Probably would be a better term for it. Gadgeteers just tend to
tinker more than work.  -=shrugs=-  Pick what name you will, the knowledge is in there.

Laura: 	You say to-may-toe, I say to-mah-toe.

Long: 	Bleh...just being specific as I could....

Ausman: 	Heh, and if you thought that was bad, you'll love this one - Hackers, also known as computer wizards or techies of the non-munnic variety. The Computer version of Engineers / Gadgeteers, their +d10 (UG: All) and perception bonus is to all things computer-related. Your concerns about legality may vary - pick better names if you like. -=shrugs=-

Missy: 	Nerd?

Ausman: 	Last on the list is a blending of odd and unusual classes... The
Alchemist is an example mage with specific interests, gaining a +5 to Spellskill (UG:
All) and +15 to Spellskill (G: Alchemy). Pity nobody ever,ever,  ever re-reminded Nef of that one.

Ausman: 	Another sample is the dragonrider - usually has a +10 to Weaponskill (S: Lance), +10 to Helm (S: Dragons), and +10 to Weaponskill (S: one other weapon for when lances are too large or broken.) With only one modification to the rules, you could make it into a Knight class.

ArcticOwl2: 	On the other end of a dragonrider is a dragonslayer (well, they
have to come from somewhere, don't they?) Dragonslayers gain a +5 to Weaponskill (S: Lance), +10 to Weaponskill (S: One other weapon), a perception bonus to track, sense, etc. dragons, and a sides bonus when actually in combat with a dragon. With some minor modifications, this could be an Ogrehunter or Elfslayer or whatever class.

Ausman: 	Another time-honored classic is the archer; archers are pretty simple to understand.  They get a +20 with Weaponskill (G: Bows in general), with a subsidiary Weaponskill (S: One other weapon) +5 for when people are getting too close for arrowfire.

Ausman: 	And last on the list, just for nostalgia's sakes (and because
there -was- a bladesinger around at one point in time), is the Bladesinger class.
Bladesingers are obligated to be elven, pretty much - the bladesong is the elven combat art, and is not shared outside of elven circles, not to mention few bladesong masters wander into Rhydin.  Bladesingers gain a +5 to Spellskill (UG: All), and a +20 to
Weaponskill (S: bladed weapon); they tend to be remarkably smooth in action.

Ausman: 	Now, any bricks, questions, comments, flames, or other
denotations to hurl?

Missy: 	@

ArcticOwl2: 	Yes, Missy?

Missy: 	Just a question..to tired to hurl anything.  What do I do with Morri?  I mean, she doesnt really fit in anywhere that I can find.

Techie: 	Well she's an immortal correct?

Ausman: 	Immortals don't have to worry about classes. Mortals do.  You kinda missed the first half of the class; read the log when it gets edited, that should answer your questions.

Long: 	@

Missy: 	Yeah, but she doesnt fit under any of the other rule thingies
either.. oh, okay

Ausman: 	Long?

Techie: 	 Should be 2 or so weeks. . .::ducks for cover::

Long: 	Can we suggest new classes?

Ausman: 	-=looks for a fan, as the Kevlar is getting hot=- Yes.  Suggestions are welcome. Ideas are welcome. Demands are not.

Long: 	Reason why I asked that: I want to sugest more classes.

Ausman: 	All right.

Laura: 	@

Long: 	That's all from me

Ausman: 	Yes, Laura?

Laura: 	If we have ideas for new mortal classes, do we just talk to you about them?

Missy: 	Make them talk to Techie since he isn't doing the logs ontime.

Ausman: 	Basically. Though if I'm busy and you just have to talk about it right now, send e-mail.

Missy: 	 Even better, give bonuses to everyone who bugs Techie with a new idea.

Ausman: 	Missy, do you have another question?

Missy:   	Um...no....

Techie: 	::Gets his nerf gun and glances at Missy::

Ausman: 	All right.

Laura: 	Ooh, and I have an anouncement, too.

ArcticOwl2: 	Yes, Laura?

Laura: 	Well, some of you already know, heh, but we have made Techie second in command of the forum. . .

Missy: 	Oops...

Lady SHlDl: 	So when we aren't here, direct your questions to the Tech.  Or even when we are.   We're in the process of selecting third.

Ausman: 	Any other questions relating to the class?  Going once...   Going twice...

Claire: 	...

Techie: 	Going thrice.. .

Missy: 	Me mee!

Laura: 	Claire, you sure?

Ausman: 	Yes, Missy?

Missy: 	Can you send the log to me, so I dont have to wait for it to get posted?

Ausman: 	Heh, okay, Missy.  You get to deal with the side commentary though.

Techie: 	-Hey!!!!-

Claire: 	Is this a "if you don't speak now, forever hold your peace" thing?

Ausman: 	This is a "ask now, because I'm definitely listening right now" thing.

Missy: 	Not that you wont get it done as fast as you can and it will be an
excellent job, of course.

Techie: 	::Makes notes for Sci-fi ARC::

Ausman: 	Anyways, going once...

Laura: 	

ArcticOwl2: 	Going twice... -=takes a remote control out from a pocket in the
Kevlar=-  This class is ended. Let us go in peace. -=clicks the controller
at the hidden camera and zaps it off=-