In addition to your race, everybody in the World of Weedbeam has a special skill line that they excel at,sort of like your career choice. Below is some of the options you will have to select from.

Minecrafter

The Minecrafter class is the technology and forging, crafting  path. Minecrafters mine, and then craft, things. That's just sort of what they do.

-opens up the technology tree. Blueprints are now available to find, buy, and use by this class. Rare pink blueprints can be traded to non crafters by crafters, if they want to, for the right price, maybe.
-opens up the ability to craft unique weapons and armour
-a required class for Space Men/Women to be able to dabble in advanced technology, cybernetics, and machinery.

Stat Gains:
- gains + 2 to wisdom rolls.

Watchmen

The watchmen class is the tank and warrior path. Watchmen must choose a path, and then not devaiate from that path, because their role is hard, and thankless. But for some reason everyone is really sexy, except that Wade Wilson guy, that guy is fugly.

-Watchmen first must choose a tank/defensive role or a warrior/strength role.
-opens up access to the Knights Of The Cocklancers guild and thus the tank or warriors skill lines.
-new abilities must be learned (cost experience) or trained (cost money and experience)


Stat Gains:
Tanks:
- gain +1 to defence rolls

Warriors:
-gain +1 to attack rolls

Mindfreak

The Mindfreak class is a magic users path. These sorcerers will turn water into beer, and other stuff that will blow your freaking minds!

-opens up the general magic tree. Rotes are now available to find, buy, and use by this class. Rare pink rotes can be traded to non magic users by Mindfreaks, if they want to, for the right price, maybe.
-opens up the ability to train with a sorcerer and receive magical items periodically (Nelwyn race only)
-opens up access to the many magic schools you will come across in the game.
-magic users are restricted to one type of elemental magic at a time, and must give up all previously known elemental magic when changing (Exceptions are the Dark Elves race and the Star Children race). When changing back, old spells must be relearned (but not repurchased).
-Magic Rotes not found or given are bought at book stores (cost money) and learned (cost experience points).
-untrained (new) mindfreaks start with one spell: Magic Missile (a magical spark attack for damage against one enemy - think Jubilee)

Stat Gains:
- gain +1 to intelligence rolls

Z Fighters

The Z Fighters class is a fighting and spiritual path. Z Fighters are powerful warriors trained in mind as well as body, and are masters of ki.

-opens up the ki abilities tree.
-opens up access to the martial arts schools.
Ki attacks can be trained by different martial arts schools you will come across in the game.
-unlike magic, new abilities are simply trained (cost experience points) and not bought (cost experience points and money). Only a very small handful of martial arts schools charge money to train there. Most require you to prove yourself.

-Ki attacks are trained in 3 successively powerful levels. Most only reach level 2 for each attack.  Normal ki reserves are increased by the transformations in certain races, allowing the most powerful level ki attacks to be used if known (Changeling Type 2 race only)
-untrained (new) Z fighters start with one ability: Kikou Ha ( a small blast from the palm for damage against one enemy)

There are no inherent stat gains for this class.

Vaudevillian

The Vaudevillian class is a charismatic and healing path. Vaudevillians are variety entertainers and good at healing because, well, laughter is the best medicine.

-opens up the magic tree in relations to entertainers only. These are mostly charismatic, stat, and healing magics. Compositions and Scripts and Acts are now available to find, buy, and use by this class.
-opens up access to the entertainers guilds.
-Vaudevillians must act out, sing, or perform their magics and abilities for them to work. Yes, this means YOU must (only a small part of a song or performance, no worries)
-new performances not found or given are bought (cost money) and learned (cost experience points).
-untrained (new) vaudevillians start with one song: The Thong Song (heals a small amount to an individual)

Stat Gains:
-gain +1 to intelligence rolls
-gain +1 to charisma rolls
-gain +1 to wisdom rolls

Companions

The Companion class is a charismatic and intel path. Companions are a respectable guild, seriously, that happens to use their masculine or feminine wiles to get what they want. They're escorts, OK.

-you will have the ability to earn money, or gifts, as well as information on successful charisma rolls.
-opens up access to the Companions Guild. Clients may be sent to you from time to time. You will earn money, and learn intel about the world or your current mission, and may learn secrets your allies possess (if they do so)
-you can see your allies stat and character sheets at any time.

Stat Gains:
-gain +3 to charisma rolls
-gain +2 to wisdom rolls
-gain +1 to speed rolls

Stoner

The Stoner class is a herbs and healing magic path. Stoners have experimented with countless traditional medicines, and psychedelic mind altering mood altering substances, and have communed with nature and the spiritual world, enough to h...h.... what was I doing again? Oh well. Hey look brownies!

-opens up the magic tree in relations to stoners only. These are healing magics. Rotes are now available to find, buy, and use by this class. Rare pink rotes can be traded to non magic users by stoners, if they want to, for the right price, maybe.
-As with rotes, recipes are available to buy, and use by this class.
-stoners can experiment with some of the many materials or concoctions they may come across in the game and get potions of varying types. Potion crafting is restricted to stoners. Unknown potions can be harmful. Keep track of the materials you used. Successful concoctions will allow you to be given the recipe for that potion.
-potions are not restricted to healing potion types. Some are very powerful, and can transform ordinary people into terrible things. You won't find these experimental potions in a book store though!
-Magic Rotes and recipes not found or given are bought at book stores (cost money) and learned (cost experience points).

Stat Gains:
-gain +1 to charisma rolls
-gain +1 to stealth rolls
-loses - 1 to speed rolls

Call Of Duty Fag

The Call of Duty Fag class is an assassins path. Call Of Duty Fags are stealthy warriors who strike when you least expect it, and camp out at your re-spawn points, and get really mad when you get the best of them.

-Opens up access to the assassins guild and thus the assassins skill line.
-new abilities must be learned (cost experience) or trained (cost money and experience)
-Call of Duty Fags start with one ability: I Fucked Your Mom, Level 1 (this is a shot to a vulnerable place, doing damage, with the ability to disable that part for 1 turn)

Stat Gains:
-gain +1 to speed rolls
-gain +2 to stealth rolls

Kleptomaniac

The Kleptomaniac class is a thieves path. Kleptomaniacs are very good at stealing. Sometimes they can't help it. Sometimes they walk out of a diner with the bubble gum machine. Shit happens.

-opens up access to the thieves guild and thus the thieves skill line.
-kleptomaniacs sometimes can't help themselves. They steal anything from anyone. A dice will be rolled at random times to determine which team mate and which item or gold you have stolen from them. What you do with the stolen item or money is up to you. It is a great way to gain a rare item that someone isn't giving up though.
-new abilities must be learned (cost experience) or trained (cost money and experience)
-untrained (new) kleptomaniacs start with one ability: Take (stealing one item without getting caught)

Stat Gains:
-gains +2 to speed rolls
-gains +1 to stealth rolls

Beastmaster

The Beastmaster class is a beast manipulation and beast communication path. Beastmasters commune with ordinary animals and can use them to their advantage.

-Dependent on roll (as most things in this game are) the Beastmaster has the ability to communicate with some animals, provided they are not too fucking stupid, like pugs (just kidding, maybe).
-Communicating with beasts allows a Beastmaster to obtain the animal's help in some way, through, information, guiding, or as an ally in a fight.
-A beast ally in a fight works much like an attack, in that you will attempt an attack roll (for damage) and a stealth roll (for accuracy to a specific body part). Depending on the animal, damage will be done.
-A beastmaster can rely on the animals around him, or he can purchase animals at an exotica shop (costs money) and learn to commune with them (costs experience). A beastmaster can have up to 3 animal companions at a time. Some animals can be upgraded with armour (costs money) or trained in skills (costs experience and sometimes money). These skills are obtained by having the right animal, and observing the skills of the right enemy, and then remembering to ask the moderator to have it trained and determine an experience price by dice roll and current experience level (A 10 sided dice is rolled. Anything under 7 is affordable. 6 will cost all your experience points. 5 will cost 80% of your experience. 4 will cost 70%. 3 will cost 60%. 2 will cost 50%. 1 will cost 10%).

Stat Gains:
-gains +1 to strength or defence or stealth rolls

Time Lord

The Time Lord class is a time manipulation and time spells path. Time Lords have powerful manipulations of time on their side, and can alter the course of destiny.

 -Time lords have the innate ability to perform a do-over roll, useful in a situation where the entire mission has gone terribly wrong. The ability if successfully performed reverses the mission back to a time when the Time Lord chooses. Any experience gains up to that point are kept but items and money are lost back to the do-over point.

(A 20 sided dice is thrown. The dice must land on one of 5 numbers chosen by the Time Lord).

This skill can be performed only once per mission, and  even after the Time Lord has been killed.
-opens up time quests. Having a time lord on the team will bring you to stranger more unusual questing places...and times with rarer treasures and materials.
-A Timelord starts with a Sonic Screwdriver tool, which for now, is just a Screw Driver really. They spend experience points updating its abilities. As the tool becomes updated, more tools and materials unique to the Dr. Who universe become available to construct. You will find stores throughout the universe willing to supply you with Timelord materials needed for money.

Stat Gains:
-gain +1 to charisma rolls
-gain +1 to wisdom rolls

Ghost Buster

The Ghostbuster class is the spiritual communication and spiritual magic path. Ghost Busters are who you call when something strange needs explaining, when you need to commune with ghosts and spirits, or when dickless here turns off the power grid.

-opens up the magic tree in relations to ghostbusters only. These are spirit magics, depending on the spirit of the spell. Rotes are now available to find, buy, and use by this class. Rare pink rotes can be traded to non magic users by ghostbusters, if they want to, for the right price, maybe.
-Magic Rotes  not found or given are bought at book stores (cost money) and learned (cost experience points). A spirit of a spell can be applied if a spirit is captured or bought (costs money) and add effects to the spell. Dice roll determines if a spirit will be caught. IT IS NOT BENEFICIAL TO CAPTURE ALL SPIRITS. See the next point for details.
-ghostbusters can commune with the spirits that might be present in a situation. Like most things, a dice is rolled to determine the success and extent of the communication.
-ghostbusters can read arcane languages. Some rare rotes might be written in arcane text and you may need a ghostbuster to interpret it for you. If one is not on your team, it may cost you a lot more money to have someone else do it for you. Some text in dungeons or throughout the world might also be written in arcane languages. A dice roll will determine if a ghostbuster can read them.

Stat Gains:
-gain +1 to intelligence rolls
-gain +1 to wisdom rolls

Necromancer

The Necromancer class is the manipulation of the undead, dark magic, and summoner path. Necromancers are powerful masters of the dark arts and can summon forth terrible conjurings.

-the Necromancer class is restricted to the Daemoni race.
-opens up the magic tree in relation to necromancers only. These are dark magics, Rotes are now available to find, buy, and use by this class. Rare pink rotes can be traded to non magic users by necromancers, if they want to, for the right price, maybe.
-necromancers are the only ones who can use conjuring or summoning spells. These powerful magics summon forth spirits, darklings, the undead deadites, weirdlings, strange and terrible beasts, mythological monsters, gods and demigods, demons, spirits of dark entities, vaporous apparitions, jinn, and other things unknown to mortals.
-Magic Rotes not found or given are bought at book stores (cost money) and learned (cost experience points).
-Only one creature can be summoned at a time, and success of the summon is determined by dice roll.
-untrained (new) Necromancers start with one summon: Skeletal Warrior Level 1 (a skeletal warrior appears and fights along side you, and takes damage for you. You maintain your ability to use your own turn apart from the skeletal warriors turn)

Stat Gains:
-gain +1 to any stat of your choice

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