WARP Character Classes


Skip the chatter.
Like in most role-playing, every player character belongs to at least one character class - some are multiclassed, which is its own brand of complication.  Many non-player characters, especially long-term ones, also belong to a class.
There's one main difference between WARP and D&D's character class systems: in WARP, any character can be classified; in D&D, there are only adventurer classes.
Sure, some class members don't go adventuring - guards (fighters) who stay at one royal treasury, priests who work the temple, thieves who (quietly) work the marketplace and never get caught, and so on - but no one really knows, in D&D, what class to put traders, farmers, full-time makers of things, and so on, in.
WARP has a solution.  If your DM approves, this can even be used in D&D campaigns, but make sure the rules are understood by everyone involved.
Most "regular people" belong to the Crafter character class.  (Children are still usually unclassified, of course.)  Crafters are characters that make things, grow food, or sell things - a merchant is a crafter, in character class terms.
Read more about crafters.
Clerics
Vital Information:
Requirements: 9 WIS
Prime Requisite: WIS
Hit Points: 1d8/level, maximum of +2/level CON bonus
Proficiencies:
Start: 2 weapon/_ non-weapon
More in: _ levels/_ levels
Groups: General, Priest
Armor: any
Weapons: bludgeoning only, except some special priesthoods
Rule one: A cleric has a deity.  Rule two: No nasty evil deities for WARP Player Characters.
WARPed Clerics:
Melea Echolyne, Kren

Crafters
Vital Information:
Requirements: 9 Main Skill (see below)
Prime Requisite: n/a
Hit Points: 2d4/level, usually maximum of +2/level CON bonus
Proficiencies:
Start: 2 weapon/6 non-weapon.  Only 2 non-weapon proficiencies can be spent on adventuring proficiencies; however, exactly what constitutes an adventuring proficiency may vary from class to class.  A smith might be allowed to take Fire-building as a crafting proficiency; a weaver would not, but would likely be allowed Animal Handling (sheep), or another animal suitable to the campaign setting (llamas, camels, etc.).
More in: 1 every 4 levels/3 every 2 levels
Groups: General, any crafting-related
Armor: any, unless multiclassed or GM makes special rule
Weapons: related to craft
Main Skill: Every crafter has a main skill (proficiency) that they use most often - smith, weaver, whatever.  Often, some of their other proficiencies are chosen to complement the main skill - for example, Adûriand Nenëa took Weaponsmithing and Blacksmithing, or a weaver who did tapestries might take Artistic Ability.  (This is not required - it's just a way of making it make sense.)  A crafter's score in a skill is the number must be rolled on a d20 for an unmodified attempt to be successful.
WARPed Crafter:
Adûriand Nenëa

Fighters
Vital Information:
Requirements: 9 STR
Prime Requisite: STR
Hit Points: 1d10/level, no maximum CON bonus
Proficiencies:
Start: 4 weapon/? non-weapon
More in: ? levels/? levels
Groups: General, Fighter
Armor: any
Weapons: any
WARPed Fighter:
Angela Mothlight, Sunstriker (at least, that's what we're supposed to think), Denical

Mages
Vital Information:
Requirements: 9 INT
Prime Requisite: INT
Hit Points: 1d4/level, maximum of +2/level CON bonus
Proficiencies:
Start: 1 weapon/4? non-weapon
More in: 4? levels/? levels
Groups: General, Wizard
Armor: none when spellcasting
Weapons: simple or magic-related: staff, dagger, darts, sling, etc.
WARPed Mages:
Lysa Mountainwing, Adûriand Nenëa, Kierola

Thieves
Vital Information:
Requirements: 9 DEX
Prime Requisite: DEX
Hit Points: 1d6/level, maximum of +2/level CON bonus
Proficiencies:
Start: 2 weapon/3 non-weapon
More in: ? levels/? levels
Groups: General, Rogue
Armor: any (penalties for some)
Weapons: any (prefers easily hidden ones)
WARPed Thief: perhaps among
the kids, Sunstriker, Tasselhoff

This page ©2004 Avrila Klaus
Linked pages © various members and the WARP Core Group