Classes are divided into two categories: combat classes and non-combat classes. Your character is not limited to one category, in fact, it might be a good idea to pick one class from each category.
The combat classes focus on dealing physical damage, either using their weapons, or by magical means.
Non-combat classes are more adept at negotiations and using their skills to advance their goals.
Classes are described in \cref{ch:combat-classes,ch:noncombat-classes}. The description preceding each class describes the general ``feel'' of each class. Your character is not required to conform with it; if you feel like the stats and abilities of a given class are appropriate for your character, go with it.
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\subsection*{Stats}
The stat list shows which stats your character gains from this class.
\subsection*{Standard weapons}
Standard weapons are weapons a given class would generally be expected to use. These are ideas for what a character of this class would normally wield, however, you can pick something more appropriate to your character's backstory. As long as your character is proficient in their weapons, they will be just as effective.
\subsection*{Weapon proficiencies}
This is the list of classes of weapons a class is proficient in. As described in \cref{ch:equipment}, a class of weapons can mean many different kinds of weapons. All classes can use simple weapons, but those not proficient in their use cannot use them to their full potential.
\subsection*{Armor proficiencies}
Armor proficiencies are the different kinds of armor a class can use. Ordinary clothes offer no protection, but can be worn by any character.
\subsection*{Skills}
Each class also grants a set of skills that the character becomes proficient in. Some skills have specializations and in some cases, the player can decide what to specialize in. For instance, a witch knows Lore (\_), which means that the player gets to decide what area their character is particularly knowledgeable in.
\subsection*{Abilities}
As part of an encounter or in certain circumstances, a character can use their class abilities to achieve their goals. Abilities marked with \textit{reaction} can be used in reaction to another character's action. Abilities marked with \textit{passive} have effects that are always active.
The first set of classes focuses on combat. Each of them specializes in their own way of dealing damage and controlling the battlefield. From the stalwart guard, to the roguish swashbuckler, to the mysterious witch, their unique skills let them swiftly defeat their enemies, or protect their allies.
Fighters are trained in the use of melee weapons and can use them to great effect. This often puts them in the front line, where their role is to prevent enemies from hurting their more vulnerable allies.
\paragraph*{Sure Strike} Remove up to your \stat{STR} dice from your dice pool. Deal damage appropriate to the number of successes equal to half the removed dice.
A guard's main job is to protect their allies from attacks. They may not be trained in the fine points of sword-fighting, but their ability to control a crowd is second to none.
\paragraph*{Knock out} Roll an opposed test with \stat{DT}$6-\stat{str}$. The opponent must win with \stat{DT}$6-\stat{stb}$, or become \textbf{\sffamily unconscious} for a number of turns equal to the difference in margins.
\paragraph*{Trip -- \textit{reaction}} If a target moves within range of your weapon, roll a test against \stat{DT}$6-\stat{dex}$. The target must win an opposed test with \stat{DT}$6-\stat{dex}$ or be knocked \textbf{\sffamily prone}.
\paragraph*{Prevent Escape -- \textit{reaction}} If a target leaves your attack range, you may perform an attack or use an ability against that target.
\paragraph*{Hold the Line} Roll a test with \stat{DT}$6-\stat{stb}$ and note the margin of success. Next time someone within your range rolls a test, you may reduce the number of successes in their test by up to the number of successes you received, but not below 0.
\paragraph*{Sweep} Make an attack against a primary target. Divide up to your \stat{STR} of the successes as damage rolls between targets adjacent to the primary target, as if you were attacking those targets.
\paragraph*{Disarm} Roll a test with \stat{DT}$6-\stat{dex}$. The opponent must win with \stat{DT}$6-\stat{str}$, or their weapon is removed and placed in a random spot, the difference between margins meters away from the attacker.
If the defender is using a weapon that cannot reasonably be removed, such as claws or their fists, they are immune to being disarmed.
\paragraph*{Trip -- \textit{reaction}} If a target moves within range of your weapon, roll a test against \stat{DT}~$6-\stat{dex}$. The target must win an opposed test with \stat{DT}~$6-\stat{dex}$ or be knocked \textbf{\sffamily prone}.
\paragraph*{Hard Strike} Choose a number up to \stat{STR} and roll for an attack. On success, add the chosen number to the margin. Remove at least twice as many dice from the pool (this includes the failure dice that would be removed anyway.)
\paragraph*{Parry -- \textit{reaction}} On being attacked with a weapon that is not thrown or ranged, you may select a number of dice from your dice pool, up to $2\cdot\stat{DEX}$. Roll a test with them and remove the number of successes you get from your attacker's successes. Remove the selected dice from your dice pool.
\paragraph*{Press Advantage} Roll a test with \stat{DT}~$6-\stat{str}$. The opponent must win with \stat{DT}$6-\stat{str}$ or both characters move up to a difference in margins meters in a straight line going through both characters in a direction away from the attacker.
\paragraph*{Flurry} You may split your dice pool into a number of smaller pools equal to 1 + weapon proficiency, and use each one to attack a different target. After all attacks are resolved, remove failure dice from all pools and join the remaining dice back into one pool.
When, at the end of the evening, the landlord wishes to empty his tavern of the increasingly unfriendly drunks, he employs a brawler. Using raw power and whatever weapon is at hand, the brawler can empty a room in short order.
\paragraph*{Juggernaut} Roll a \stat{DT}~$6-\stat{stb}$ test. On success, move the margin of success meters in a straight line. Note: you may not move less than the margin, unless you hit an obstacle.
While moving, the character is immune to Trip and has +1 \stat{AC} to any attacks.
Any characters you move through must succeed a \stat{DC}~$6-\stat{stb}$ test by a margin larger than the distance already traveled, or be knocked \textbf{\sffamily prone}.
\paragraph*{Toss} Roll a test with \stat{DT}~$6-\stat{str}$ opposed by a \stat{DT}~$6-\stat{str}$ or $6-\stat{dex}$ test from the target. On a win, the target is moved up to the difference in margins, reduced by the target's \stat{STB}, meters away from the attacker.
\paragraph*{Leer} Roll a test with \stat{DT}~$6-\stat{cha}$ and note the margin of success. The target is \textbf{\sffamily paralyzed} until the accumulate as many successes as your original margin. They may roll one test with \stat{DT}~$6-\stat{wis}$ immediately, then one test per turn after that, accumulating the positive margins of success.
\paragraph*{Hard Strike} Choose a number up to \stat{STR} and roll for an attack. On success, add the chosen number to the margin. Remove at least twice as many dice from the pool (this includes the failure dice that would be removed anyway.)
\paragraph*{Knock out} Roll an opposed test with \stat{DT}$6-\stat{str}$. The opponent must win with \stat{DT}$6-\stat{stb}$, or become \textbf{\sffamily unconscious} for a number of turns equal to the difference in margins.
Debonair and nimble, the swashbuckler is a master of flair, their flashing sword feared by who dare impugn their honor. They are not, however, above using their crossbow to settle a dispute quickly and efficiently.
\paragraph*{Disarm} Roll a test with \stat{DT}~$6-\stat{dex}$. The opponent must win with \stat{DT}$6-\stat{str}$, or their weapon is removed and placed in a random spot, the difference between margins meters away from the attacker.
If the defender is using a weapon that cannot reasonably be removed, such as claws or their fists, they are immune to being disarmed.
\paragraph*{Parry -- \textit{reaction}} On being attacked with a weapon that is not thrown or ranged, you may select a number of dice from your dice pool, up to $2\cdot\stat{DEX}$. Roll a test with them and remove the number of successes you get from your attacker's successes. Remove the selected dice from your dice pool.
\paragraph*{Flurry} You may split your dice pool into a number of smaller pools equal to 1 + weapon proficiency, and use each one to attack a different target. After all attacks are resolved, remove failure dice from all pools and join the remaining dice back into one pool.
Rangers prefer the quiet of the wilderness, to the bustle of a big city. They can survive in a forest for extended periods of time. Spending time outside also makes them a well of knowledge regarding the local fauna, flora and geography.
With their trust animal companion, the hunter stalks the local forests for game. In a forest, a hunter can disappear and remain completely unseen until they strike.
Magic users weave arcane forces present in the world into powerful magicks. Each magic user draws spells from a specific tradition, or school, of spellcasting.
The effects of the witch may be subtle, but they are powerful. Let the wizards have their flashes and bangs, the witch's rituals bend reality itself to their advantage.