(To clarify the Wanderer's aren't hermits they are swordsman who have no Master)
Tier 1:
[bOffensive[/b]
Way Less Traveled - The Wanderer has spent many years traveling paths, and learning skill that few others dare walk. Because of this they can fight nearly anywhere with little penalty to how they fight. (Passive, You no longer take penalties for fighting on rough terrain.)
Wandering Blade, Style 1: Lotus - The Wanderer has also spent many years fighting of those who would wish to rob, or kill them, but their fighting style has changed greatly. They prefer speed over strength, and use nothing larger than a short sword though they can dual-wield weapons just as efficiently. (Allows you to learn skills from the fighting style Lotus, those skills are gained at random throughout your battles, and may replace a normal attack, or cooldown skill you use.)
Wandering Blade, Style 2: Shadow - You have survived by striking from the shadows, and attacking the weaknesses of an enemy you can expose. Your strikes come swiftly, and deadly, but they are few for you need time for an opening to appear in your opponents guard. (Allows you to learn skills of the fighting style Shadow, same as above for skill gain)
Wandering Blade, Style 3: Dragon - You have survived by smashing you foe's guard, and killing them with blows that have such a force behind them it could cleave through the strongest of chain-mail. Your strikes come slowly, but you strike with such ferocity that it can cause damage as long as you hit your foe. (Allows you to learn skills from the fighting style Dragon, same as above for skill gain.)
Defensive
Iron Will - You have faced many foes, and have fought many battles, but you have never fled with out good reason. Where others would lose hope, and flee you charged in cutting a swath through your foe, and turning the tide of the most important battles. (Passive, No matter the number of foes you face alone morale rolls will never cause you to flee.)
Courageous Leader - You have inspired hope where any other would have turned, and fled. You have held your ground, and with you stood men who moments before had turned to run. You give hope to your allies, but if you were ever to fall in battle they would fall with you. (Passive, When you are near NPCs ignore morale rolls, but if you are ever incapacitated then any friendly NPC who had the effect on them will instantly fail their morale roll, and flee.)
Trained Sword - You grew up with a sword in your hand, and your father, and his father both followed the same path you do now. Because of this you have learned that a one decisive defensive maneuver can turn the tide. (When used you will block all attacks even if you do not have a shield. Then you will return a strike to each of those who dealt you a strike.)
Misc
Novice Herbalist - You have learned ways to mix ingredients, and make things that can heal minor wounds, and cure lesser poisons. You have even learned the ways of making potions that can slightly increase someones magical power, or spiritual power. (You learn ten basic Herbalist Recipes, and gain a Pouch of Herbal Ingredients, Mortar & Pestle, and Seven Flasks)
Novice Guide - You can find paths in hidden from others, but only a few for you have only trained a little. You would rather not put it to the test, but if you had to it could help you find ways out of places others would starve in, or where others would be slain by an unknown foe. (You Gain the skill Basic Reveal which allows you to find hidden entrances, traps, hidden enemies, etc. that are of Very Low Difficulty)
Tier 1:
Offensive
Lightning Fist - You can send a series of rapid attacks at an enemy that would break their guard, and allow you to finish the job. You have learned to do, so from long days of preventing hoodlums from vandalizing temple property. (Gives you the skill Lighting Fist, which triples your AS, but you must first break through any guard they may put up.)
Double Spin - You have learned from long hours of training that a well placed spin can knock back numerous foes, and allow you to finish the job your God(dess) has given to you. (You can attack multiple enemies at once, AS reduced to one, but deal double damage of your Fist weapon)
Spirit of the Fist - You have learned to imbue your strikes with the power your spiritual energy allowing you to cause damage damage twice that of any mortal man. Of course their is a limit to the power you can put into each strike, and if you go over you risk damage to your physical body.(Costs 2 SP per Attack for Doubles Damage. Costs 4 HP for triple damage, but you have a 1d4 chance (A 4 means no damage taken) to receive the same amount of damage you have dealt)
Defensive
Lighting Guard - You have learned to block attacks with your bare hands though blocking bladed weapons without gauntlets causes will harm you though it is possible. Your fist move in a lighting blur blocking the attacks sent at you, and sending them skidding away harmless (You can block a number of attacks equal to the AS of your Fist weapon, without gauntlets you take damage if you block bladed weapons.)
Shield of the Spirits - You have learned to channel your spiritual energy into a physical manifestation making a shield that will block attacks from any source. (You can channel points of your SP to make a shield. Each point of SP is equal to 3 power (Basically HP), and you can funnel as much as you want into it up to a max of a fourth of your SP)
Tier 1:
Offensive
Smoke Screen - This is one of those tricks a Performer keeps secret specifically for that dumb bandit who decides to attack you for your money. With this a Performer would blind the attacker, and take advantage of their blindness to finish them off. (Trick Cost - 2; Effect: Blinds all Foes in the same area as you, and allows each of your strikes to have a chance for a critical hit.
Dagger Toss - Another Basic Performer trick, but this one involves a simple knife which you can throw with precision accuracy at your foe. (Trick Cost - 1; Effect: Can be used as a free action, and will always hit dealing 1d4 damage with a critical chance roll.)
Cheap Trick - You have learned that in the worst of times you might as well be a cheater, being honest isn't worth your life, so when your outnumbered, or out gunned you use the best skill in your arsenal. You throw sand in their eyes, turn, and run for the hills like the Northern Trolls are after you. (You throw sand in your foes eyes blinding them for three turns)
Some units
Class: Rifle Guard
HP - 7/7
Speed - 2
Gear:
Brass Flintlock (D: 10, AS: 1, RT: 1, CS:1, AP: 5)
20x Brass Clinker (Ammo for Flintlocks, NO Damage bonus)
Bag of Powder (25/25, Gives you one shot per powder)
Rusty Knife (D: 3, AS: 3, AP: 0)
Skills:
None
Class: Infantry
HP - 15/15
Speed - 2
Gear:
Iron Longsword (D: 5, AS: 3, AP: 2)
Light Bronze Armor (PD: 3, MD:0, SD: 0)
Bronze Tower Shield (BC: 30%, SC: 0%)
4 Throwing Spears (D: 4, AS:1, AP: 2)
Skills:
None
Class: Captain of the Guard
HP - 20/20
Speed - 2.5
Gear:
Iron Longsword (D: 5, AS: 3, AP: 2)
Captain of the Guard Armor (PD: 5, MD: 1, SD: 1)
Oak Round Shield (BC: 40%, SC: 1%)
Loaf of Bread (3/3, Heals 15 HP Per Bite)
Skill:
Flurry - Will place here later ...
More Lore (I still need to refine it, but I need to get it down before I forget) ....
The year is unsure for the dwarves lost all record of that period in time when they first met the goblins, and their first meeting was not a kind one for the goblins came in force attacking one of the outlying Mountain-homes, and crushing it leaving only burnt out rooms, and the bodies of dwarves behind. The battle raged for months as the dwarves held the Goblins at bay, but little did they know their kin, the Night Goblins, had grown over the years deep within the mountains, and they also came to face them. The dwarves could not stand against the attack from below, and above, so their Mountain-homes fell one after another until only Stonehold stood, Stonehold the most ancient of the Mountain-homes. In this place their ancestors had first came to rest, and build a city, but they had left for from far below the sounds of clinking, smashing, and other mechanical sounds resounded from below.
They feared what was down there, and so they fled, but now the last remnants of the dwarves took up refugee here to face the goblin hordes. They came, and they blocked out the land all the way to the horizon, and when their archers fired the sky turned black behind the sheet of their arrows. The days grew dark, and hope faded until only a three thousand dwarves still stood in Stonehold. They watched as the goblins charged forth, and over the walls, and they waited for their death. It never came for from below came another race, the Arkanes, they were beings of stone, and metal who had been given life from the sheer amount of magic, and spiritual energy that flowed beneath the castle. They fought the goblins for the goblins sought to take the world, and the power the Arkanes so jealously guarded. They fought, and the goblins fell in droves before them, but the effort of slaying the goblins drained them of their power, and the Arkanes all fell except for one. That one was Z'erkire, The Guard of Stro, he fell to the ground, but he did not die instead he used the lasdt of his power to bind his people into the Stone Tree which grew upon Stonehold.
The Wanderer Archetypes (Just Story for them at the moment) .....
Master-Less - You have chosen to never bow before anyone, and as thus you have been branded the Master-Less, a swordsman who has betrayed his vow, and turned against the very thing he was born to be. You wander the lands taking on missions that you see would benefit you, or that you saw righteous, but you are always seen with disgust for you have broken a vow that has existed for centuries.
Pledged One You are a Pledged One, a swordsman who has taken up his vow, and chosen a master. You do as he wishes taking missions he requests, but you remain relatively free for you only have to do what few missions your master gives you. Where ever you go the seal you were given is seen, and many show respect to you.
Archtypes finally explained ...
Archtypes have varying effects a few of them are access to a new skill tree, attribute bonuses, access to special titles, varying effects on faction attitudes towards you. Archtypes are usually attainable by learning from someone who already has that class, or by making a specific choice (the Wanderer is an example of making a choice). Of course you can advance through your archtypes as quickly as you like, but once you go forward on the Class tree you can't go back, and thus you lose access to the skills from a previous class.
Sorry about delaying the turn so much, but I am trying to get some extra stuff done (Lore, Archtypes, Skills, Units, and planning some more mission plotlines (For side-stories) so I can streamline the game a bit, and make turns faster.
Now I have a question: How are you liking the game so far? Any thing you feel would help improve the game?