As mentioned last time, there's been a couple of notable changes in the rules, the effects of which are far reaching enough that I'm still going through everything. Let's look at a couple of the changes, and then redo one of the archetypes to illustrate how they work.
Working on Krendel's revision has mostly been a matter of polishing what was already there and introducing a setting. There wasn't much innovation between the published version and the revision, but now there may be. Its a big change, so I'm still looking at how everything will shake out, but, on the whole, it looks good. What's the change? I killed skills. Well, not exactly.
Today we're going to look at a void sorcerer. Void is the element of sorcery that the character focuses on. It’s about controlling gravity, telekinesis, connections, and the like. If you want to study void magic, you are likely pledged to House Derthin, House Jungar, or House Vassa, all of which are in Ravishan. This sorcerer is designed primarily as a "battlemage", but her skill set isn't wholly limited to kicking ass.
Today we’re looking at the Ranger. Back in the early days of gaming, this was always my favorite class: Robin Hood and William Tell, one part rogue and one part warrior. In setting lore, a Ranger is a frontier warrior. She’s usually the one tracking bandits and poachers be it alone, as part of a group of Rangers, or as an advanced scout for others. The urban corollary to the Ranger is the Runner.
Often when we think healing in fantasy settings we think magic, typically priests of some sort. Where magic can heal, biological technology is fairly advanced in Krendel, thanks in no small part to what some would consider unethical practices by House Karithay and others. With proper development, a medic focusing only on core powers can be a more effective healer than someone with a spell and less investment.