Classes of Thunderrealm Island
Six classes can be found on Thunderrealm Island, each with their own unique contribution to their guild.
Diplomat
Diplomats are trained in the art of identifying what others want to hear, and merging that with what they themselves would like to accomplish. Diplomats are usually trained as bureaucrats or ambassadors, although it's common for gifted thespians and performers to develop these skills as well. To a Diplomat, very little is beyond negotiation, and their persuasiveness and determination is usually admirable. However, a common flaw among Diplomats is an inability to let things go by without litigation: Diplomats may spend time arguing every point of a contract, including the colour of the paper.
Diplomats may specialise in influencing the natural inhabitants of Thunderrealm Island, or may develop skills for negotiating with members of other guilds. In combat, their words can be more painful than their actions.
Class Abilities
You gain Diplomat's Chops, and can select four of the five other Diplomat abilities.- Diplomat's Chops
- Your training allows you to negotiate with the inhabitants of Thunderrealm
Island. Once per quest, you may use your ability to try and negotiate with
an NPC. Some NPCs will give a Diplomat more information to help complete a quest.
You may not attempt to use this ability in two consecutive quests.
"You seem like a reasonable person. Let's talk details..." - Filibluster
- You know dangerously big words that, on each of your turns in combat, can
deal 1 damage to the uneducated (a single opponent of your choice), with a range of 10 paces.
"Time to use my outdoor voice!" - Not Just Yet
- If a quest has a limited number of attempts the guild can make, you may use
this ability to increase this number by one. You may not use this ability on two
consecutive quests.
"I just need a little more time!" - Subordinate Clause
- Once per game session, when talking with a member of another guild, you may use this ability to
learn a piece of knowledge or a Dark Secret from that guild. If negotiating with
another Diplomat who also uses this ability, each guild shares knowledge, rather
than the abilities cancelling each other out.
"Let's lay all the cards on the table, shall we?" - Ad Hominem
- On your turn during combat, you may inspire confidence in one member of your guild
(or yourself, but don't think too hard about how that works). While inspired,
the target gains an aura of confidence that reduces incoming damage by 1 (to a
minimum of 0). The aura vanishes after absorbing 1 damage.
You cannot use this ability again until its effect has ended.
"Sign here." - Speechless
- On your turn during combat, you can use this ability to prevent one opponent of your choice from using any of their movement on their next turn. You may only use this ability twice during a quest.
"And another thing!"
Healer
Healers work to protect themselves and others from the threats that can be found in any wilderness, whether it be monsters or the environment. Many avatars that become Healers on Thunderrealm Island have developed these skills in their professions outside the island, as doctors, masters of herbal remedies, or battlefield medics. For Healers, pride comes in saving others, and the amount of training needed to become a Healer means that their talents are always in demand. However, even though Thunderrealm Island revives the dead, a failure to rescue another can send some Healers into spirals of self-doubt.
Healers may concentrate their skills in developing rituals that cure injuries or make themselves invulnerable. Alternatively, they may focus on making themselves harder to take down. Healers often work in tandem with Scholars to identify useful new potions.
Class Abilities
You gain Healer's Touch and Healer's Grace, and can select three of the four other Healer abilities.- Healer's Touch
- Once during a quest, you may return an avatar to their maximum HP,
even if they are on 0 HP. You must be within arm's reach of the avatar to use
this ability. You may not use this ability in two consecutive quests.
"Walk it off!" - Healer's Grace
- On your turn in combat, you may heal yourself or another avatar within arm's
reach by 1 HP. This does not work on avatars who have 0 HP.
"Just a flesh wound!" - Medical Staff
- You have a melee weapon that can deal 1 HP of damage during combat.
"I took the Hippocratic Guidelines." - The Art of Self-Care
- Your experience as a Healer in high-stakes situations has given you the ability
to react quickly to protect yourself. In combat, the first time you are hit
by an attack that would reduce you to 0 HP, you can choose to drop to 1 HP instead.
You can only use this ability once in a quest.
"Not today!" - Radius of Protection
- On your turn in combat, you may channel your energies into a powerful healing surge
that heals all the members of your guild (including yourself) by 1 HP.
Using this ability is tiring; until the end of your next turn, you may not move or attack.
"Everybody gets one!" - Im-Patient
- Once during a game session, you can use this ability to take another turn immediately
after your turn in combat.
"Every day, it's heal, heal, heal."
Mage
Mages are practitioners of sorcery on Thunderrealm Island, although the sources they draw their energy from differ. Some Mages claim to use their own corporeal energies, while others draw power from their emotions or from the island itself. Scholarship has yet to determine whether these claims are all accurate. Many Mages learn these abilities as part of their profession, and avatars in this class may be soldiers or monks. Others may have acquired these skills for the purposes of showmanship. A Mage’s abilities are renowned for getting the job done quickly, but for this reason some Mages may be dismissive of more indirect methods of accomplishing goals.
Mages may focus their sorcery on one of a diverse range of applications, whether it be combat or exploration. Outside of combat, Mages often work closely with Scholars to create new rituals.
Class Abilities
You gain Mage's Armour, and can select four of the five other Mage abilities.- Mage's Armour
- Once per quest, you call on your sorcery to protect yourself by creating a spectral armour. For the
next three attacks that hit you, you reduce that damage by 1 HP. The armour lasts until
you have been hit three times, or until the end of the quest, whichever happens
first. You may not use this ability in two consecutive quests.
"Can't touch this!" - Pointy Finger
- You have a ranged sorcery attack that can deal 1 HP of damage against a target up to ten paces away. "Magic Missile!"
- Spectral Grasp
- You have a melee spell attack. If you are within arm’s reach of up to two enemies, you may grasp them and inflict 1 HP of damage. "Too close for comfort!"
- Ritual Improvisation
- Your experiences of ritual sorcery enable you to take shortcuts with rituals. Once per game session, you may select one ritual or potion, and choose one specific ingredient in that recipe. Any member of your guild who conducts this ritual or concocts this potion can ignore that ingredient for the duration of the session. "Those are just guidelines, really."
- Geomancy
- The island ‘speaks’ to your avatar, informing them of special sites nearby. At the start of a game session you will be alerted to a ‘location of interest’ available only to those avatars who have Geomancy. Your guild can visit this location during a Nexus phase. Your avatar may share this information with other guilds if you wish to. "Let's see what's over here..."
- Counter-copy
- When you are hit by a damaging attack that inflicts a debuff, you may pick one:
- COUNTER: Ignore the debuff that would be inflicted
- COPY: Inflict the debuff on the attacker as well
- COUNTER-COPY: Do both COUNTER and COPY, but you take twice the amount of damage from the attack.
Rogue
Rogues develop their skills in stealth and wilderness survival, often out of necessity. Many avatars of this class live a solitary life, or one that requires them to travel into dangerous territory often. As such, a Rogue might be a spy for their nation, a thief on the streets, a shepherd in the distant mountains, or a hunter of potion ingredients. Some Rogues maintain this solitary nature even when they become part of a guild, while others tend an uneasy balance between their distrust of others and their desire to be part of a community. Either way, their abilities make them valuable on Thunderrealm Island.
Many Rogues have similar skills, but even here there is room for diversity. Rogues with an affinity for nature may be more adept in combat, while those who trade in stealth may be able to see to the heart of a complex puzzle.
Class Abilities
You gain Rogue's Feet and Steely Knives, and can select three of the four other Rogue abilities.- Rogue's Feet
- You have carefully honed stealth abilities that make you nearly undetectable for a
short period of time. By placing your hands on your head, you become invisible for thirty
seconds. This effect ends if you attack someone. You may not use this ability for two
consecutive quests.
"Now you see me..." - Steely Knives
- You have a melee weapon that does 1 HP of damage. If you are invisible when you make
an attack, that attack instead does 2 HP of damage.
"Stabby stab!" - Hunter's Insight
- During combat, you can spend your turn examining the opponent. You may not move or take
other actions on this turn. If you make a melee attack against the creature next turn, that
attack deals 2 additional HP of damage.
"Yes, there's the spot." - Clear Sight
- Your time spent in nature allows you to notice when something is unnatural in a
scenario. If a quest or location of interest has a hidden message, you notice it instantly.
This ability does not necessarily tell you how to locate or interpret the message, but it
does alert you to content that may otherwise be missed.
"This place is trying to speak to us." - Empty Palm
- If you are attacked during combat, you can use this ability to ignore all the effects
from that attack, as you nimbly dodge out of your opponent's way. You can only use this
ability once during a quest.
"I'm not here right now." - Luck of the Draw
- During a Nexus phase, an avatar can usually only make three draws from ingredients decks.
Rogues with this ability not only have that limit increased to five, but if neither ingredient
in a draw is desirable, the avatar can request a redraw. Only one redraw is allowed each time
– a Rogue can’t keep requesting redraws until they get what they’re after – but the odds are
greatly improved.
"It's here somewhere, I know it."
Scholar
Scholars on Thunderrealm Island are usually driven by a desire to understand what makes the island work in the way it does. Their experiences in their home nations have instilled in them a respect for research and exploration. Many Scholars previously worked in archives and libraries, but others come from more hands-on pursuits, having developed their skills in their free time while building or farming. Scholars tend to dedicate themselves to intellectual challenges on Thunderrealm Island, and while they are not always averse to combat, they may become frustrated when their studies are interrupted.
Scholars typically work with other classes to research and develop potions and rituals, but they have the capacity to become quite formidable in their own right, both in exploring the island and in communicating with others.
Class Abilities
You gain Scholar's Insight and can select four of the five other Scholar abilities.- Scholar's Insight
- Your training has enabled you to see hidden meanings and secret lore behind certain quests. During some quests, you may use this ability to ask the Questgiver NPC for a hint or assistance with the quest. If successful, you will receive one piece of guidance. Not all NPCs will give assistance. You may not attempt to use this ability on two consecutive quests.
"Wait, I think I've heard about this!" - Throw the Book at 'em
- You have a large tome or similar object that can be used as a melee weapon. It does 1 HP of damage to an opponent.
"Time to hit the books!" - Brain Trust
- You are good at gaining information from others. If you spend three minutes in conversation with another avatar, you can ask them for a truthful answer to a single question about their (or their guild’s) activities on Thunderrealm Island. If they do not know the answer, you may instead know the contents of that avatar’s inventory.
“Answer this, if you can.” - Quest and Answer
- You have nuanced perception for what Thunderrealm Island holds. Once per Nexus phase, you may use this ability to determine what type of quest can be found at a single location of your choice on the map.
“I’ve seen this before…” - Arcane Lore
- You have approximate knowledge of many rituals and potions. If your guild uncovers ritual instructions or a potion recipe and do not know its effects, you may study the material for five minutes and will then know its purpose. This ability determines the intended effect, which may rely on certain circumstances being met.
“Just reading between the lines.” - All-Nighter
- If your guild fails a quest that cannot be attempted again (either because you have used
up all the attempts available or because you have run out of time in the Quest phase), you
can use this ability to automatically succeed at the quest and gain the associated rewards.
This ability can only be used once during a game session, and only applies to Quest phases,
not boss battles or other events.
“Defeat is only a state of mind.”
Tank
Tanks are the primary damage-dealers in any guild, and dedicate themselves to improving their physical prowess. Before arriving on Thunderrealm Island, Tanks were usually involved in physical careers, as soldiers, farmers, or miners. However, not all Tanks are tall and imposing, and it is possible for a devoted person to work with a weapon until it outstrips their natural abilities. Due to the demanding nature of their role, Tanks don’t often have time for nuance or consideration: they have spent years becoming a hammer, and so everything else begins to look like a nail. When the monsters rise, though, a Tank is invaluable.
The majority of the abilities a Tank possesses are designed for combat, but this single-mindedness may allow a Tank to cultivate a rich inner life. Tanks may be adept at crafting and repairing items as well as wielding them.
Class Abilities
You gain Tank’s Resolve and Mighty Haft, and can select three of the four other Tank abilities.- Tank's Resolve
- Once during a quest, if you are standing within arm’s reach of another avatar and they would take damage, you can elect to take the damage instead. You may not use this ability on two consecutive quests.
"I'll take that!" - Mighty Haft
- You have a melee weapon that deals 2 HP of damage in combat.
"Feel my wrath!" - Centre of Gravity
- You are an imposing force. On your turn, when attacking with Mighty Haft, you can elect to use this ability. When you do, the opponent you just attacked must use their next turn’s movement and action to attempt to attack you. You may not use this ability on two consecutive turns.
"Come and get me!" - Savage Blow
- When you attack an opponent with Mighty Haft, you can elect to knock them five paces directly away from you. You may not use this ability for two actions in a row.
"Enjoy your journey!" - Single Shot
- You have a ranged weapon, such as a pistol, that deals 3 HP of damage from a range of up to ten paces. This ability may only be used once during each quest phase.
"Quick on the draw!" - Stumble
- When you attack an opponent with Mighty Haft, you can temporarily stun them. If you do so,
a member of your guild other than yourself who is immediately next to the stunned opponent can
instantly deal 1 HP of damage to that opponent. You may not use this ability on two
consecutive turns.
"Now, while it's down!"