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Character Class System
aka: Character Class

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A type of Game System where a character's abilities are determined by the class that they choose. Most common in Role-Playing Games, but recently it has begun appearing in other genres, particularly First Person Shooters and it's one of the main features of the subgenre Hero Shooter. A character class is defined by the abilities that it lends to a character — as such, two different characters of the same class are theoretically interchangeable, in that they can play the same role in the game because of their similar abilities. However, character class systems have varying levels of Character Customization — ranging from characters of a given class being literally identical to having so much variety that character class is no longer even a good indicator of that character's abilities. Character class systems frequently include one or more Point Build Systems as part of their rules to increase customizability.


One of the major differences between these systems (besides the classes that they offer) is how they handle "multiclassing". Because classes determine a character's abilities, giving a character multiple classes is a good way to expand their abilities, but the extent to which this is possible differs greatly. Sometimes classes are completely mutually exclusive, and a character is stuck with whatever class they have until they die. Sometimes they can "upgrade" their class at a certain point, either plot-based or level-based — this upgrade may be linear (eg, a Squire becomes a Knight) or may allow for a branching path to different Prestige Classes (eg, a Knight can upgrade to The Paladin or a Black Knight, but not both). Some systems are more lenient about multiclassing, allowing characters to change classes whenever they want; however, these systems build in drawbacks as well. Usually, either you can only be one class at a time (eg, if you change classes from Knight to Mage, you lose all Knight abilities and gain all Mage abilities), or you can only advance one class at a time (eg, if you're a Knight/Mage, you have to choose whether to increase your combat skills as a Knight or your casting skills as a Mage; you can't do both at once). Both approaches have the advantage of increased versatility (a larger number of abilities) at the price of decreased potency (each individual ability is less powerful).


In RPGs, the most common type is the Class and Level System. See also Fighter, Mage, Thief for a common set of 3 types of classes seen in RPG class systems. However, many FPSes that feature classes don't have levels, relying instead on player skill. See Common Character Classes for a list of classes that frequently turn up in games with character class systems, and Modern Day & Sci-Fi RPG Class Equivalents for their counterparts outside of the classic Heroic Fantasy settings. See Point Build System for the main alternative to this (although, as mentioned, the two can be combined).

If a character can switch between a large number of classes instead of being limited to just one or several, then you most likely have a Job System on your hands.

Note: Please only list examples that don't fit in any of the aforementioned sub-tropes or that combine two or more of them.


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Gaming Examples

    Eastern RPGs 

  • Dark Souls games have five to ten character classes that determine your starting character stats and equipment. From there, you're free to enhance and equip your character however you want.

  • Dragon Quest:
    • The third installment has 8 Hero vocations: Sage, Priest, Warrior, Mage, Thief, Gadabout, Martial Artist, and Merchant. Not all of them are combat-oriented, but compensate for it by being high in other stats such as luck or getting better rewards after defeating Mooks.
    • The sixth installment split the vocations into nine Basic ones and seven Hybrid ones. The Basic Vocations comprise Warrior, Martial Artist, Priest, Mage, Dancer, Gadabout, Merchant, Monster Master, and Thief. While the Hybrid Vocations include Gladiator (Warrior + Martial Artist), Paladin (Martial Artist + Priest), Sage (Priest + Mage), Luminary (Gadabout + Dancer), Ranger (Merchant + Monster Master + Thief), Armamentalist (Warrior + Mage), Hero (gained after mastering either Gladiator, Sage, or Luminary). The Secret Vocations (Dragon and Liquid Metal Slime) are unlocked by books.
    • The seventh installment further complicates the system by throwing monsters into the mix (the previous vocations apply only for humans). Players have access to race-exclusive sets of Basic Vocations which unlock the Intermediate Vocations after being mastered and, in turn, the Intermediate Vocations give place to the Advanced Vocations after being leveled up to their maximum. The total number of classes can be read here.
    • The ninth installment simplifies things and leaves the player with six classes available from the start (Warrior, Priest, Mage, Martial Artist, Thief, and Minstrel) plus six more obtainable after completing certain quests (Gladiator, Paladin, Sage, Ranger, Armamentalist, and Luminary).

  • Final Fantasy has used classes, usually called Jobs, from the very beginning. They run the gamut of "no class changes whatsoever" to "can change classes at will" to "can have all classes' abilities at once" to "doesn't actually use classes".

  • The Final Fantasy Legend and Final Fantasy Legend II deviate from the Class Systems of other installments. Instead of choosing vocations for their party, players choose from different races (and genders, where applicable), each having their own strengths and weaknesses:
    • Humans have eight equipment slots available to them, allowing them to equip a wide range of weapons and armor. They do not level up like in other RPGs and must use special items to increase their stats.
    • Espers ("Mutants" in English releases) only have four equipment slots, so they are more limited in how many weapons and armors they can use. On the other hand, they have four slots set aside for magical spells and special attributes. They get stronger as they battle, but the abilities they learn are randomized.
    • Monsters cannot use any equipment or items, but naturally have access to special skills and spells depending on their species. They can change their species by devouring meat dropped from defeated enemy monsters, with the species they change into depending on the combination of their current species and that of the defeated monster's meat.
    • Robots, introduced in SaGa 2, are completely reliant on equipment for their stat growth: without any weapons or armor, they have no stats at all and are completely helpless. While the benefits of armor are not as high as with humans and espers, they can equip multiple pieces of the same armor to stack benefits. In addition, any weapons they equip will have their maximum number of uses reduced by half, but their durability will be restored when resting in inns. Finally, robots have a natural immunity to poison and paralysis, but they are also more susceptible to magic attacks.

  • Game Master Plus: At the start of the game, the player can select Elsa's class. This affects both her combat abilities and non-combat events.
    • Elsa's Fighter class allows her to equip swords, pikes, shields, and corslets. She learns offensive skills and self-buffs, but otherwise has no support skills.
    • Elsa's Tinker class allows her to equip hammers and waistcoats. She can read books to increase her MP, use her hammer to lower enemy defenses, use items to permanently increase her robots' stats, and learn support skills that specifically target her robot allies.
    • Elsa's Joker class allows her to equip staves, chakrams, scythes, mojos, and robes. She can learn enemy skills, but her early game equipment options are limited.

  • Golden Sun: Classes are determined by the type of Djinn attached to a character. However, as using Djinn in battle also reverts those class changes (and stat boosts), many players simply give each character his own type of Djinn and bring down summon after summon on their hapless enemies' heads.

  • Completely inverted in The Last Remnant — the main character can use every ability in the game, so a character's class is based off on the abilities they use rather than the other way around. Using only item arts, for example, will change Rush to a class that does extra damage with items. Different character classes have different bonuses, so it can be worth only using certain skills in order to obtain a desired class.

  • The MMORPG Tree of Savior features a class system that combines elements of a Prestige Class system with a Job System. There are four starting classes—Swordsman, Wizard, Archer, and Cleric—which each have their own families of classes. After a certain amount of job levels, a character reaches a new Rank, from which they'll have to make a decision—either stay as the class they are now (which can only be done three times in a row for a given class), or change to a different class (depending on what's available). IMC Games has said there will be 80 or so classes overall, meaning 20 possible classes for each basic class—as well as some hidden classes which will be available only after meeting certain requirements (and with a population cap to boot).
    • As a side note, this system is an evolution of what had originally been planned for Ragnarok Online, when IMC Games' developers were still part of the original development team at Gravity Corporation.

  • Dragon's Dogma uses a class system which allows players to take on one of nine vocations:
    • The basic vocations: Fighters, Mages, and Striders
    • The advanced vocations: Warriors (fighters who trade shields for a BFS, sacrificing defense for damage), Sorcerers (mages who sacrifice supportive abilities for pure offensive magicks), and Rangers (striders who sacrifice melee combat abilities for better long-range abilities with longbows)
    • The hybrid vocations: Mystic Knights (melee + magic, uses enchanted wall shields to stave off damage), Magick Archers (range + magic, uses enchanted bows to assail enemies with magic bolts), and Assassins (melee + range, can use any combination of short swords, short bows, daggers, and shields). Unlike basic and advanced vocations, the player's pawn cannot use hybrid vocations.

  • Phantasy Star Online gives players a choice of nine character types (twelve from Episode II onwards) which run the gamot across three axes:

  • Miitopia features a wide range of classes, from traditional RPG staples to off-beat selections, including:
    • Warrior: A standard sword-wielding knight with an emphasis on defense and single-target damage
    • Thief: A nimble rogue who can perform multi-target attacks and impede enemies
    • Mage: A spell-slinging sorcerer who commands a wide array of offensive magic
    • Cleric: A support-oriented magician who keeps allies alive and strong
    • Pop Star: An analogue for The Bard who uses the power of song and dance to support allies and debilitate enemies
    • Chef: A combination damager and healer who can batter enemies while healing allies
    • Cat: A fleet-footed damage-oriented class with strong multi-target attacks and some supportive skills
    • Imp: A mischievous trickster whose magic abilities specialize in wreaking havoc on enemies
    • Scientist: A chaotic chemist whose chemical concoctions cure companions and cripple enemy combatants
    • Tank: A literal tank. Slow, but sturdy and possessed of overwhelming firepower.
    • Flower: A blooming blossom on the battlefield who supports allies while possessing some damaging spells
    • Princess: Royalty who can keep allies fueled with MP while hitting enemies with status ailments. Compatible with any gender!
    • Vampire: A bloodsucker who can sap HP from enemies while unleashing elemental attacks. Unlockable in the endgame.
    • Elf: A Forest Ranger that operates as a Jack-of-All-Trades, but is a Master of None. Unlockable in the endgame.

    First Person Shooters 
  • The Battlefield series has had a class system since the beginning, though how many classes there are (from seven in Battlefield 2, to four from Battlefield: Bad Company 2 onwards) and how customizable they are varies by game.

  • The Call of Duty series, starting from Modern Warfare, uses classes for its multiplayer, though unlike the above, each class's weapons, equipment, and whatnot are entirely decided by the player. Call of Duty: Black Ops II notably also includes customizable classes for the singleplayer campaign mode.

  • Destiny has three character classes: Hunters, Titans and Warlocks. Each of these has three subclasses that correspond to one of the game's elemental damage types. The sequel expanded the subclass count up to four for each main class in the Beyond Light expansion.
    • Hunters generally have the highest mobility of the three classes and abilities that focus on movement, marksmanship and deception to get the best of enemies. The second game grants them the ability to dodge enemy fire, which can be used to either recharge one's melee ability or reload their equipped weapon.
    • Titans are typically the most resilient of the three classes, with a general focus on powerful melee combat and protecting oneself and allies in their abilities. In Destiny 2, they can spawn barricades to act as cover against enemy fire.
    • Warlocks have the highest base Regenerating Health of the three classes, and have a mix of offensive and support-based powers. In D2, they can drop Rifts, energy fields that boost health recovery or weapon damage to any allies that stand inside.

  • Hell Let Loose divides classes into 4 categories: Commander, Infantry, Armor, and Recon. The Commander, as the name suggests, is responsible for leading the entire unit, providing air and artillery support as well as supply drops and Airhead redeployments. Infantry classes are the backbone of the squad and platoon, and do most of the frontline fighting. Armor classes are tasked with crewing tanks and armored cars, and Recon units are tasked with spotting targets and killing important enemy units.

  • Overwatch has a cast of heroes that behaves much like classes — the player can switch between them in spawn rooms, and they each fill different roles on the battlefield.

  • Team Fortress 2, and its predecessor Team Fortress Classic, (and its predecessor Team Fortress) are based entirely around classes. There are nine total, each balanced for different playstyles, situations, and enemies.

  • Transformers: War for Cybertron has Soldiers, Scouts, Scientists, and Leaders.

    Racing Games 
  • The Mario Kart series divides character up based on weight (or size in Wii). Each category performs differently, and in Double Dash!! and Wii, racers have access to different karts depending on their class. There are typically three different categories (Light/Small, Medium, Heavy/Large), but 7 adds in the Cruiser (between Medium and Heavy) and Feather (below Light) for a total of five categories.
    • Wii and 8 also include different types of vehicles. In Wii, bikes were typically lighter and had better handling than karts, and they had the ability to do a wheelie to get a speed boost, at the cost of only having a single level of mini-turbo strength compared to the two that karts had. 8 makes the wheelie aesthetic and gives bikes back the ability to use the stronger mini-turbo, but keeps their proficiency at steering. ATV's were also added, and perform differently from both bikes and karts.

    Real Time Strategy 
  • World in Conflict had four "Roles", albeit only in team multiplayer: Armor (tanks roughly equivalent to RPG Fighers), Support (mainly AA+repair = Clerics, but also artillery = Long-Range Wizards), Air (attack helicopters = damage dealing rogues), and Infantry (...bards?). Each player can only assume one of them and has to rely on the rest of their "party" to compensate their role's weaknesses.

    Tabletop Games 
  • The Classic and New World of Darkness primarily use a Point Build System, but a werewolf's Auspice, vampire's Clan, mage's Path, and so on are class-like in that they define particular strengths, weaknesses, and predispositions.

  • Dungeons & Dragons is the most famous, and the Trope Maker. The third edition of D&D gave the world the d20 System, allowing other publishers to use the same general mechanics of the tabletop RPG Ur-Example. Many — but not all — d20 RPGs also use classes.

  • Earthdawn calls them Disciplines. They're somewhat more fleshed out than in many cases, with social context given, as well as how the worldviews of different disciplines work together (or don't). Also, if you act against your discipline (wizards not thinking things through if they have the time, beastmasters hurting animals that aren't attacking them), you may lose some of your powers.

  • Ironclaw uses a mix between character classes and a Point Build System. Career is treated like an ability score (like Body, Mind, Speed, Will, and Species) that is applied to certain skills, and in 2nd edition comes with three traits. Players can increase their Career with experience, or buy a secondary one if they have the associated traits, or spend their XP on their other abilities or skills or traits.

  • Numenera starts with the Fighter, Mage, Thief archetype and expands from it. Glaives are the Fighter, equally capable of being built as a heavily armored Badass Normal or a Fragile Speedster. Nanos are the Mage, who uses the power of numenera to work what amount to miracles. Jacks are the Thief, whose name comes from "jack-of-all-trades" and have a lot of tricks to make them the setting's skillmonkeys. The CRPG Torment: Tides of Numenera uses the Numenera Game System.

  • Palladium Books's Megaversal system uses character classes, though the exact system varies slightly by specific game.
    • Most Palladium games such as Rifts have O.C.C.s (Occupational Character Class), as well as R.C.C.s (Racial Character Class) for non-human characters. Where it gets confusing is that sometimes a character's R.C.C. doubles as his O.C.C(this usually happens when the race is either extremely powerful on its own, or so physically or culturally isolated it doesn't use the usual O.C.C. set), and sometimes a player has to pick an O.C.C. as well as an R.C.C. Then there's P.C.C.s, for Psychic Character class, but that terminology is barely ever used in the books since functionally they're no different from O.C.C.s.
    • Palladium Fantasy has players select an O.C.C.s and a race, much like the classic Dungeons and Dragons class and race system.

  • The Star Wars D20 RPG uses a Character Class System for basic roles like Noble, Jedi, Scout, and so on, and adds Prestige Classes for more customization.

  • Powered by the Apocalypse games tend to rely on Playbooks built around common character archetypes in the genre they're emulating. In Monster of the Week, for example, the Professional is good at remaining cool under pressure, providing nice things for the team and turning up with lots of guns, while the Monstrous is a Friendly Neighbourhood Vampire (or werewolf or whatever) and tends to favour weird superpowers. You're limited to one of each to ensure niche protection.

  • Blades in the Dark, which is somewhat related to PbtA but is very much its own thing, has seven Playbooks for its Scoundrels: Cutters (violent criminals), Hounds (trackers and sharpshooters), Leeches (technically gifted saboteurs and medics), Lurks (stealthy infiltrators), Slides (social manipulators), Spiders (Diabolical Masterminds) and Whispers (witch-thieves).

    Turn-Based Tactics 
  • XCOM: Enemy Unknown has each rookie soldier (randomly) specialize in one of the four fields upon reaching the Squaddie rank: Assault (close-range frontline combat), Sniper (long-range damage dealing), Heavy (suppressive fire and explosives), and Support (healing and buffing allies). Each class has a separate Skill Tree that gives them unique abilities and bonuses as they Level Up. Later in the game, soldiers who exhibit psionic potential can be upgraded into Psi-operatives. The Enemy Within expansion also allows promoted soldiers to reclass into MEC Troopers.

  • XCOM 2 uses a similar system as its predecessor, with some changes made to the classes. Key among the changes: Assaults are now Rangers who can fight with a Sword and Gun, and Supports are now Specialists who can use remote-controlled drones to remotely heal allies or perform hacks on terminals and robotic enemies. In lieu of MEC Troopers, the DLC "Shen's Last Gift" adds "SPARKs", Mecha-Mooks that benefit from a natural immunity to most status ailments and jump jet-aided mobility. The War of the Chosen expansion adds special classes for each recruitable faction: Reapers are enhanced Sharpshooters with better stealth capabilities, Skirmishers are enhanced Rangers who can attack multiple times and use grappling hooks to improve their mobility, and Templars are enhanced Psi-operatives who can pulverize enemies in melee combat.

  • Hogs Of War. Promotion points could be found in each level and as a reward. Similar to the above, your units could be upgraded in 4 different routes; Artillery (Blow stuff up from a distance), Engineering (Blow stuff up close and see minefields), Sniper (Stealth) and Medic (Heal your units). Once maxed out, all routes converged into Commando and Hero (Do everything)

    Western RPGs 

  • In For the King, part of the premise is that every character starts out as an ordinary villager who's just set out for adventure, so the classes are named after the occupation the character's everyday occupation: the starting four options are "Blacksmith", "Hunter", "Scholar", and "Minstrel". Each class has one or more unique passive abilities, and a set of initial character stats suiting them to one or more of the game's four fighting styles: the four starting classes are built for melee combat, ranged combat, spellcasting, and Magic Music respectively; other classes that can be unlocked over time may be built to be equally comfortable in two styles, such as the Monk who can do melee combat and spellcasting.

  • Grim Dawn has 6 classes, although you can dual-class anytime after level 10, which result in a new class name. The core classes are Soldier, Demolitionist, Shaman, Nightblade, Occultist and Arcanist. The expansions add the Inquisitor, Necromancer and the Oathkeeper.

  • The Elder Scrolls
    • The first four games in the series play with this trope a bit. Each game has a number of pre-made classes the player can choose from, or create a custom class. Each class has a set of preferred skills, and, if chosen, gives a substantial initial boost to that set of skills. Increases to these skills also go toward leveling up overall. The skills outside of those preferred by the class are still available to the player, they just start lower and increases in those skills do not contribute toward leveling up. (Though they do apply to multipliers for those skills' governing attributes. See Empty Levels for additional details about that.)
    • Skyrim does away with the series' class system in favor of pure skill-leveling. Leveling up any skills contributes toward leveling up overall, and with each level-up, you get the opportunity to select perks within any of your skills that make you even more effective, reminiscent of the Fallout sister series. The higher your skill level, the more perks you have access to.
    • The Elder Scrolls Online, an MMORPG prequel set 500 years prior to the start of the main series, goes for more of a Skill Tree approach. Ultimately Subverted, as only three out of many more skill trees available to your character.

  • Marvel: Avengers Alliance has six general classes: Blaster, Scrapper, Infiltrator, Bruiser, Tactician, or Generalist. Other than Generalist, each is strong against one class and weak against another. Heroes have a native character class; Agents may switch between them at will with a change of uniform. Some alternate costumes also provide an alternate class.

  • Marvel Strike Force has five charcter classes: Blaster, Brawler, Protector, Controller, and Support

  • Marvel Super War has six classes: Fighter, Energy, Marksman, Assasssin, Tank, and Support

  • Mass Effect has three ability types, Combat, Tech, and Biotic, from which the classes pick up to two for six classes altogether. Soldiers are pure combat, Engineers are pure tech, Adepts are pure biotic. Infiltrators are combat/tech, Vanguards are combat/biotic, and Sentinels are tech/biotic.
    • Mass Effect: Andromeda downplays this heavily: instead of being restricted to a single class throughout the entire game, the Player Character can learn, mix, and match various abilities from Combat, Tech, and Biotic skill trees. The classes from the previous games take the form of "Profiles", a Job System that provides passive bonuses based on the classes' capabilities, which also introduces a Jack-of-All-Trades setting called "Explorer".
  • Might and Magic have gone through several variations of class systems and classes over the games. The first five games had a basic class system (chose one class when you create a character, that is that character's class), VI and VII had two-step linear upgrade-able classes (VII split at the final upgrade in design but not in play, as the final class promotion for each class depended on which side you aligned with, and for the most part weren't all that different from the counterpart), VIII consolidated race and class into one choice and only had a single class upgrade step, IX split both back and had each class promotion be a genuine choice (starting from basic Might or Magic and then branching out towards the old, more specialised, classes), and X had each race have one Might and one Magic class that could be upgraded twice.

  • Pillars of Eternity is not directly based on D&D, though the influence is especially obvious when you consider who the devs are. The classes are Barbarian, Chanternote , Ciphernote , Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue, and Wizard. The sequel allows you to multiclass, which grants you a new class name based on what combination you have.

  • South Park: The Stick of Truth has four classes available; Warrior, Mage, Thief, and Jew. However, unlike a lot of RPGs, the class only determines what the New Kid's special attacks are. They can equip any weapon or armor they wish, though some have effects that are a little more beneficial to one class than the others. The sequel changes it to a Job System.

  • StarCrawlers starts with seven classes, with the eighth class being unlocked after a few missions into the storyline.

  • Titan Quest has 10 masteries, although you can dual-class anytime after level 8, which results in a new class name (full list can be found here). The core masteries are Warfare, Defense, Hunting, Rogue, Nature, Spirit, Earth, Storm, Dream, and Rune.

  • World of Warcraft has quite an extensive system with twelve classes as of the Shadowlands expansion — Warrior, Paladin, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Monk, Druid, Demon Hunter, and Death Knight. The class is further influenced by the racial traits and the faction of the character to the point of some races being outright incompatible with certain classes (an Undead will never be a Paladin, for instance). When the player approaches the current highest level, armor tiers, the talent tree, and focusing on either Player Versus Player or Player versus Environment will greatly affect each Class' skillset and limitations. Often, this will revert the Tactical Rock–Paper–Scissors. Many of World of Warcraft's classes stem from the units used in Warcraft.

Non-gaming examples:

  • The Dream Park series: Warriors, magic users and thieves appear in all four novels, and clerics appear in the first and third. Engineers feature prominently in Dream Park, as do scouts in California Voodoo. Multi-class characters turn up in the original novel (Holly Frost) and the California Voodoo tournament.
  • The Gam3, being about a galaxy-spanning MMORPG, has Character Classes as a central element. All players have one or more classes, which opens paths to further specialized abilities.
    • Each player is offered a game-chosen class following the tutorial or may make their own choice of class (which is very expensive).
    • Each class has a selection of Major Abilities, effectively sub-classes that further specialize the player. Only one may be chosen by a player.
    • Access to additional classes is possible, and we do not yet know how common it is.
    • Advancement in a class occurs not by levels, but by developing class-specific abilities and by completing sidequests assigned by your class mentor, a stronger player who has chosen to guide your advancement.
  • The True Game features twelve different inborn magical "talents".note  These are mixed in myriad combinations to create literally hundreds of character classes like Herald, Bonewalker, and King, used in the chess-like battles of the setting. People without a talent (normal humans) are called "pawns".
  • In Homerooms & Hall Passes, the In-Universe game of the same name has "ten rigidly defined character classes" corresponding to school clique stereotypes. The ones mentioned by name in the book are Class Clown, Overachiever, Loner, Gamer, Nerd, and Jock.

  • Homestuck:
    • SBURB assigns each player character to a mythological role with the title [Class] of [Aspect] that determines their powers and shapes their personal quest arc within the session. Aspect determines what objects and forces within the game the player can influence and class determines the ways in which they can influence their aspect. For example, the Time aspect is Exactly What It Says on the Tin but a Seer of Time will have influence primarily through comprehension of past and future events while a Knight of Time will manipulate time travel for combat purposes. Aspect and class definitions are not always immediately obvious from their names, as Light denotes luck instead of literal light, and Bards are highly destructive. While aspect seems to be largely innate player class is more closely tied to acquired personality traits—Thief characters tend towards pathological narcissism, Knights tend to hide their true personality. There is in-game speculation about a possible underlying active/passive class "thing" and perceived gender bias in-class assignment.
    • For the interested, the classes are Bard, Knight, Heir, Mage, Maid, Page, Prince, Rogue, Seer, Sylph, Thief, and Witch (though the powers of each class are strictly vague, this is just one possible interpretation)., and the aspects (which are more firmly defined) are Blood, Breath, Doom, Heart, Hope, Life, Light, Mind, Rage, Space, Time, and Void.

    Real Life 
  • Older Than Feudalism: Roman gladiators were typically trained in specific fighting styles that were meant to counter each other in interesting ways. The earlier examples divide gladiators into Retiarii (lightly armored, wielding a trident and a net) and Secutores (heavily armored, wielding a short sword). As the gladiatorial games evolved, the "class system" became more and more complex, adding in a wider variety of matchups to keep crowds entertained.

Alternative Title(s): Character Class