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Have you ever wanted to play an rpg where you can switch classes, and gain something from every class you level up in even while playing as another class?

 

Have you ever wanted to play a tabletop tabletop role playing game where you could switch classes; for the sake of variety, changing a decision you would otherwise regret, or even adapting temporarily to a specific role or upcoming situation? Are interested in running a tabletop game with an emphasis on mechanical depth/synergy but a limit on crunch or steep learning curves, and with a focus on streamlined combat?

 

If you’re more familiar with video games, have you ever wanted to play a rpg or other story based game where you had complete freedom in how you control one of the characters and the plot is influenced by every decision you make? Are you interested in designing a game or interactive story but don't have the resources to actually make one? 

 

Well I can't definitively say my game will definitively help with any of that but Job class ttrpg is designed to be a middle ground between job class jrpgs and tabletop rpgs, so I think theres a good chance that it will. I encourage you to look at the site and decide for yourself! The rest of the homepage is dedicated to the lore of the setting/game, if you prefer to go straight to mechanics check out how to play, and if you want to learn more about what a tabletop roleplaying game is or the design philosophy of this one in particular, head over to rpgs! It’s still a work in progress, but there should be more than enough developed to run a short combat focused adventure, like the one provided in campaign/contact.

 

Out in a frigid, wasteland of ice, a lone castle stands. No life, not even a hint of greenery is first visible as one scans the environment, but on second glance, a lone figure is visible. Pushing against the swirling snow laden winds, his very presence seems to create a pocket of safety against the storm. A group of haggard looking scholars follow him, uncertain and afraid but gaining confidence as they catch sight of the castle. Inside is a roaring hearth and grand feast of food kept fresh by the regions prevalent ice; a line of robed mages prepare to bring cold and ice more brutal than even the storm down on any invaders that might be following the castles guests, prepared to freeze not just them but even time itself if it is necessary to stop them in their tracks.

 

The crackling fire of a lighthouse draws in ships to shore, on one such ship, swaying in time with the flames, a dancer captivates the crew, raising their spirits as much as the signs of land. Once upon land their journey continues, In a crowded tavern with a radiant hearth, around a roaring campfire, the dancer goes wherever there is warmth and merriment and spreads just as much of it themself as the flames they follow. As the dancer journeys on, they join other nomads, chasing brush fires across the open plains. While just as in tune to the blaze as the dancer, some of them are more likely to use their talents to conjure burning ever spreading cascades of flame upon their enemies rather than warm the lives of their friends.

 

The wide expanse of the sky spreads ever outward, normally only birds are visible within it, but weaving in amongst them is a strange silhouette. As it lights down amongst a group of startled onlookers and begins to speak, it, though they would be more accurate their personhood is now clear, converses easily with the group, eager to learn the customs of their people. The mage’s travels continue, spanning anywhere the horizon touches, moving through buildings as if they were air, connecting everywhere they visit as the sky does. Eventually the journey brings them back to a forrest of towering trees, buildings protected not only by their place among the canopy, but the watchful eye of expert archers guarding the forest from any monsters or travelers not welcome to it.

 

Caverns of once unyielding rock honeycomb a mountain from heart to exterior. Stretching out in all directions, spiral staircases join one level of tunnels to the next. Rooms, from dwellings, to shopfront lined squares, to cavernous great halls overlooked by towers, are violently carved out in explosions of stone. Mages not only hew into the stone with spells, but create features out of spires of stone they generate. Still most of their effort goes to a spider web of tunnels that follows the path of ore. From this ore myriad weapons are forged, with which the mountains warriors train ceaselessly. Honing their skills and the weapons themselves, their strength and that of the structure of their home is such that only the mountains collapse itself could force them to leave it. 

 

Ice, fire, sky rock. These are some of the elements that make up the world. Rather than the elements of the periodic table that you might be familiar within your reality, here the basic building blocks that make up reality are similar to the classical perception of them as aspects of the observable natural world. Closer specifically to the idea that the world is formed of water, fire air, and earth, with a few significant deviances.

 

Firstly, most of these elements take a slightly different from than is typical, due to each elements pure form being as separate from the others as possible. Air may closer to earth and water than the sky high above the ground and any precipitation. Water is really ice that has been turned into liquid by heat, an aspect of fire. Finally earth is only soft as it is a form of rock softened by mixing with other elements.

 

Second, while many consider these four to be the “base elements”  and any other element, there are many, is just a result of combining them, there’s insist that each element is fully unique and worthy of reverence. The commonly known examples of these other elements, or secondary elements, are water, crystal, maelstrom, and moon. Often examples of these elements or even the base elements are not necessarily readily apparent. Heat is considered to be derived from fire, the energies crystals produce as much being an example of the element as its physical manifestations (crystal itself seems derived from attributes associated with two base elements rather than a result of their visible combination as well), and moon… well moon is an odd one. It is often questioned whether moon is the right term, or that the element itself is something else entirely, something not fully within the grasp of the sane mind, and that the moon just holds some association with that force.

 

Third and last, is the ability of many intelligent entities to attune to the elements, gaining the use of magic or special abilities in the process. It is because of this ability that we know that these elements are elements. Not only is the ability to attune to them indicative of their general importance, but in order to attune to a secondary element, one must have previously attuned to the corresponding base elements. This confirms to many that not only is the world as a whole made up of elements, but that the secondary elements are merely combinations of base elements, a belief referred to as elementalism. The cult of the elementalist is a religion that reveres the base elements over the secondary. Elementalism has in recent years become a very wide spread philosophy, and the cult of the elementals is now the most practiced religion, but the more roots of the cult of the elamentalist have their own beliefs that are relegated to specific cultures, each one centered on a specific base element. Of course those that attune to or revere a specific secondary element often reject the idea that their element of choice is “lesser”, and thus there is a cult for each secondary element separate from the cult of the elementalist entirely. Well an individual cult for three out of the four at least, the nature of the cult of the moon, if it even exists, is as elusive as the nature of the element.

 

Each player character is an individual who has the ability to attune to the elements, and each element has two classes associated with it. The classes for the base elements are detailed on the site, each base element having its own page with information on that element as well as the corresponding classes. The secondary elements have a single page dedicated to them, and four of the 8 classes corresponding classes (the moon and water classes) are included on the site on a separate page. For information on how to pick a class (as well as brief description of each class available at character creation), how to potentially switch to another one, and how to play the game in general, see how to play.

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