Medieval Fantasy World
This is a world or time period that is based off of medieval Europe. During this age you had Kings, Queens, and Nobles who ruled in huge and beautiful structures call castles. Some also say this was the time of magic, dragon, and mystical creatures and beings. This was roughly around 500 A.D. to 1500 A.D.
In Universal battles medieval fantasy can come from a variety of scenarios. You can have you players playing in a medieval earth time period or you can just have your players in a star system where the technology level has not advanced as far as other star systems in the universal. This is entirely up to the GM. What this does is give the GM an element where he can introduce other races and high tech items if they wants to. The GM may want to have its high tech character visit a medieval time period star system for some reason. This is the great thing about Universal Battles; it gives a GM this kind of flexible.
Medieval World Character Classes
Here I will list a few character classes. Now GM please feel free to add or modify classes as you see fix. Just be fair and remember game balance. If a player comes up with a new and good idea for a character give it a try. If it seems to be unbalance, modify it or remove it.
Character Classes
Fighter Classes | Rogue Classes | Mystic Classes | Clergy Classes | Special Classes |
Weapon Master | Rogue | Wizard | Missionary of Light | Psychic Mage |
Warrior | Assassin | | Missionary of Darkness | Shadow Hunter |
Knight | Ranger | | Witch / Warlock | Beast Master |
Brawler / Martial Artist | Rogue Monk | | | |
| | | | |
Fighter Classes
Weapon Master
As a weapons master a player specializes in one particular weapon type. Such weapon are but not limited to are; swords, hammers, maces, daggers, bows, crossbows, and so on.
Primary skills
Choose one special weapon at level five.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Warrior
As a warrior a player character is trained in the art of combat. They are usually skilled in varies weapons and armor.
Primary Skills
Choose five weapon skills from the weapons column. These skills will start at level one.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Knight
As a knight a player character skilled in the art of military combat and warfare.
Primary Skills
Starts with level two in the following skills; single handed weapon and shield, a two handed weapon, spear, lance, heavy armor, horseback riding, read/write: native language, speak: native Language ,animal handling: horse, dancing, , and etiquette.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Brawler / Martial Arts
This player character is skilled in the art of hand to hand unarmed combat.
Primary Skills
The player character gets to choose 25 skill points in hand to hand skills only. These skills will start at level two.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Rogue Classes
Rogue
Rogues are a character class that is skill in prowling, picking pockets, picking locks, and the most wanted skill buy adventuring companies, finding and disarming traps.
Primary Skills
Starts with level two in the following skills; stalking, hiding, pick locks, pick pockets, detect traps, disarm traps, survival: street, and dagger weaponry.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Assassin
The assassin is a train killer. If you need someone eliminated, then the assassin is the character class you want to call.
Primary Skills
Starts with level two in the following skills; one melee weapon, one missile weapon, stalking, poison lore, use poison, and tracking: Humanoid.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Ranger
Rangers are superior hunters, trackers, and survivor. Depending on the nature of their training they can survive for long periods of time without help from anyone. There are three types of ranger classes; Foresters, which are train to survive in any wilderness terrain. Mountaineers, are train to survive in mountain terrains, and Nomads, which are train to survive in desert environments.
Forester
Primary Skills
Starts with level two in the following skills; Wilderness survivor, one melee weapon, one missile weapon, animal lore, plant lore, forests/woods (Native) lore, tracking humanoid and animal, stalking: forests/woods only, set traps, hide: forests/woods only, and direction sense.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Mountaineer
Primary Skills
Starts with level two in the following skills; Mountain survivor, one melee weapon, one missile weapon, animal lore, plant lore, Mountain (Native) lore, tracking humanoid and animal, stalking: Mountain only, set traps, hide: Mountain only, and direction sense.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Nomad
Primary Skills
Starts with level two in the following skills; Desert survivor, one melee weapon, one missile weapon, animal lore, plant lore, Desert (Native) lore, tracking humanoid and animal, stalking: Desert only, set traps, hide: Desert only, and direction sense.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Rogue Monk
A rogue monk is a monk who has left their monastery to find their own way in enlightenment in the world. The monastery doesn’t approve of this, but will welcome them back at anytime. Thou they worship nature as a whole, they do not discount others deities. They believe they do exist, but are all a part of nature.
Primary Skills
Starts with level two in the following skills; Hand to hand: Striking, Dragon fist, dragon kick, pole-arm/spear, shurikens, parry/dodge, maneuver, stun maneuver, knock-out, and roll with blows.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Mystic Classes
Wizard
A wizard is a spell caster. Through hand jester and verb commands the wizard can cast spells. The mystical energies that a wizard uses can and will summon forth unspeakable power. The power will allow the wizard to alter the shape and form of reality.
Primary Skills
Starts with level two in the following skills; Read/write magic, speak magic, Magical research, sense magic, focus magic, and Spell Creation.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Clergy Class
Missionary of Light
The missionary of light are priest who worship good deities, and in return for their devotion are granted special favors in the form of powers. Through ritual prayers the deity will perform special favor for their priest.
Primary Skills
Starts with level two in the following skills; Bless, divine healing, exorcism, prayer, protection from evil, sense evil, worship, deity special powers and read/write: native language.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Missionary of Darkness
The missionary of light are priest who worship evil/dark deities, and in return for their devotion are granted special favors in the form of powers. Through ritual prayers the deity will perform special favor for their priest.
Primary Skills
Starts with level two in the following skills; Bless, divine healing, exorcism, prayer, protection from good, sense good, worship, deity special powers and read/write: native language.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Witch/Warlock
The witch (Female) / warlock (Male) gets its abilities much like a missionary of darkness, but there power comes from a powerful demon. The witch/warlock pretty much trades its soul for power. This makes the witch/warlock a wandering soulless creature. All witches and Warlocks can steal the souls of living beings. They generally do this for theie masters and in turn their masters grant them more powers and abilities.
Primary Skills
Starts with level two in the following skills; the witch/warlock starts with 4,000 points to purchase its powers from the witch and warlock power section. Any points not used will be gone. To get more power from now on the witch/warlock must perform a very special task for its master. This could be in the form of gathering 100 souls for its master to a special virgin sacrifice. The GM can be creative when it comes to this. Protection from good, sense good, worship, and Power points.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment
Special Classes
Psychic Mage
This character class' powers comes from its own mind. Their brain power is so high that they can effect reality with just a sheer thought.
Primary Skills
Starts with level two in the following skills; Psychic mage will use the Trenden psychic chart to determine their how many and which powers they will receive. Mediation times two, psychic STR/RND, and willpower.
Related Skills
Choose five skill levels from the weapons skill column and physical column only. Those skills will start at level one.
Non-Related Skills
Choose five skill points in skill from all skill columns. These skills will start at level zero.
Starting Equipment