Sep 18, 2026 8:17 am
Choose two to three starting Classes
Your character begins play at level 5. This means you will have five levels to distribute among any of the fifteen available Classes. Your character must have at least two Classes when they begin play, and no more than three.
Your Homeworld Identity does not have any of your Classes. Those are things you take on in your Fantasy Identity.The following Classes are also available, but are either High Fantasy classes meant for a brighter, more mystical setting, or are bonus classes from a splat that has not gotten as much playtesting.
Your character begins play at level 5. This means you will have five levels to distribute among any of the fifteen available Classes. Your character must have at least two Classes when they begin play, and no more than three.
Your Homeworld Identity does not have any of your Classes. Those are things you take on in your Fantasy Identity.
[ +- ] Arcanist
A Mind Point intensive class that surprisingly does not pair well with Elementalist, Entropist, etc. due to that cost. Take if you want to add its features to a less MP intensive build. The Arcanist channels a summoned spirit (or Arcana) into their body, gaining passive benefits until they dismiss it for a big payout. You start with one Arcana, and strictly speaking the ONLY way to get new ones is through story. I'm not saying this to criticize it, but so that you feel informed and take it if you want that kind of story engagement.
[ +- ] Chimerist
A fun druid-like mimic-type build that doesn't do so well if denied access to the niche of beast-type enemies that know spells. Just like the Arcanist's limit, don't worry about me denying you this. If players take the Arcanist or Chimerist, I will bear that in mind and build the game accordingly.
[ +- ] Darkblade
Ever played an evil paladin, Antipaladin, or Blackguard in a more typical ttrpg? This is that, and one of my players used it heavily and confirms it is a lot of fun. Bear in mind, this is the flavor, not the "alignment". There aren't moralizing "alignments" in this game anyway.
[ +- ] Elementalist
What it sounds like. Cast spells with the elements to discover and target which one the enemy is weak to.
[ +- ] Entropist
Flavor it like an astral mage, dark mage, or gambling-themed caster, this spooky boy is a lot of fun.
[ +- ] Esper
Versatile option from the Techno Fantasy Atlas, whose psychic gifts are made more powerful/expensive as the Brainwave Clock advances. An Esper with the Navigator skill that uses support abilities based on sound, such as the Orator's Encourage or the Chanter's Magichant, can essentially take part in a conflict while being in another place, through remote transmissions like a phone, radio, loudspeaker, etc.
[ +- ] Floralist
Intriguing control option from the Natural Fantasy Atlas, meaning it is intended for the genre vibe I will focus on most for the fantasy worlds. They plant magiseeds that tick up and sprout while the Floralist spends turns doing other things. Requires good timing. With an aesthetic change, you could make this character about algae, mushrooms, corals, etc., or even something like clockwork turrets, support drones, fairies, imps, whatever you and I agree upon.
[ +- ] Fury
A punchy boy who provokes enemies and hits harder when damaged. Like the Darkblade, it allows you to equip martial melee weapons and armor.
[ +- ] Gourmet
A very peculiar Class from the Natural Fantasy Atlas. Do you like exploring and combining items in videogames by trial and error? This lets you mimic that experience without consulting a precise guide. Every Gourmet is different than the last, despite using the same five flavors. Create new recipes with these flavors to use your abilities. Themes of transformation and interdependence are the beating heart of the natural fantasy style.
[ +- ] Guardian
A highly defense-forward class that does little in the way of damage, but of course pairs very nicely with anything that needs defense or supplies it to friends. Allows you to equip martial armor and shields. NOTE: does not allow you to equip martial weapons like the Darkblade and Fury do. Doesn't block it, but you'll need another class to get those.
[ +- ] Invoker
A sort of "Geomancer" from the Natural Fantasy Atlas. Never has access to the full range of their abilities. When you are in a scene, I tell you which elemental wellsprings are nearby, and your abilities tell you how you can use those Wellsprings. To compensate, their cost in Mind Points is low and their effects are quite strong. Potentially a good combo with the Arcanist? If you have an Elementalist, Chanter, Dancer, or Esper in the party, the Ripples skill of the Invoker can be very powerful.
[ +- ] Loremaster
A master of knowledge and support for your allies. Not the most interesting class to put your whole self into, but fortunately the game requires you to multi-class from the very beginning, so take what you want from this super useful class, then focus on something else.
[ +- ] Merchant
Like the Loremaster, this Natural Fantasy Atlas class is a neat idea, but perhaps not your primary focus. It plays off of the Winds of Trade to make the most use of economic opportunities in every camp, village, and town, and gives your party's Tinkerer or Symbolist more Inventory Points to work with. This is NOT a class about accumulating money. The heroic nature of the Merchant hinges upon communication, contacts, and helping exchanges between distant people. It is a quest for richness and prosperity, but in a human, cultural, and communal sense.
[ +- ] Mutant
This combat fiend from the Techno Fantasy Guide focuses on sacrificing life force in exchange for bestial morphs, and is one of the better choices for unarmed strikes (and thus synergy with the Fury class). Their abilities also synergize well with the Darkblade.
[ +- ] Orator
Use your words to gain allies and influence conflicts. This class is a key component of the Bard fantasy you get in D&D, but it is not THE bard. You'll want to mix in some things like the Entropist, Loremaster, Rogue, Wayfarer, Chanter, etc. if you're wanting something comparable to D&D.
[ +- ] Pilot
If you want a personal vehicle, take this. Your other Classes describe what kind of character this is, but the Pilot gives it a special flair no other class can. Exoskeleton, mecha, car, motorcycle, flying machine, what would you like? The Techno Fantasy Atlas provides.
[ +- ] Rogue
Seize opportunities and steal unique items from enemies. Don't be fooled by the name; this is only part of the experience if you're wanting the D&D rogue. You'll want to add Darkblade, Entropist, Loremaster, Sharpshooter, etc. to fill that idea out.
[ +- ] Sharpshooter
Excel at ranged combat and negate ranged attacks. Allows you to equip martial ranged weapons and shields, where other such classes only offer melee.
[ +- ] Spiritist
Support your allies with magic and cast light spells.
[ +- ] Tinkerer
Craft inventions and use Inventory Points in new ways. Everyone has IP, but you can make infusions, weapons, and assistants that normal players can't.
[ +- ] Wayfarer
Be a master explorer and join forces with a loyal companion. Want to play the D&D ranger? Add Sharpshooter. Want to play the D&D druid? Add Chimerist and Elementalist.
[ +- ] Weaponmaster
Excel at melee combat and counter melee attacks. Allows you to equip martial melee weapons and shields.
[ +- ] Ace of Cards
Make use of special decks to perceive the constant fluctuations in the stream of souls. By drawing specific combos at the right moment, an Ace of Cards manipulates magical energy to produce supernatural effects.
[ +- ] Chanter
A support caster whose voice is their power. Often a celebrity or at least a well-known figure, less potent than other Classes, but fixed costs and broad effects are a nice bonus. The more characters that are in play, the more effective the Chanter is.
[ +- ] Commander
A challenging class to play, and in need of a good team. Queen's Gambit and Charging Cavalry are skills that increase the group's offensive potential. Bishop's Edict and King's Castle affect friends and foes alike, and require timing and coordination.
[ +- ] Dancer
Add to a fighter or caster to diversify their access to elemental combinations at the cost of ongoing Mind Point expenses. Like stance fighters in fighting games? This plays a lot like that.
[ +- ] Necromancer
Reap spiritual energy moments before death, when it is at its brightest. This power fuels your control over life and death, and even inhabits corpses to make them move again.
[ +- ] Symbolist
Versatile indeed, but best in support. Most classes lose the effect of a Skill use when the scene ends, but the Symbolist is not one of those classes. Symbols have unlimited life unless removed by their maker or destroyed by a Villain. A Symbolist can pre-cast a Ritual and release it later, and can use painting, sculpting, runes, calligraphy, and other forms of art to represent their powers.


