# Character Classes Guidelines

When Players choose to invest levels in a Class, it means they care about what that Class can contribute to the game. Mechanically, Classes are bundles of Skills—but they also influence the character's general concept and inform the kind of scenes that will take place during the game, as well as the adversaries you will create.

Below you will find useful advice on how to help your group make the most out of their character Classes, and how to build situations around their abilities. Pay special attention to what Classes are chosen during character creation since they will determine the character's role and abilities for quite a while.

## ARCANIST

- Arcana should play an important role in the setting. Perhaps a cult or religious empire worships them, or they are seen as proof of noble lineage.
- Spend some time thinking up the kind of quest or trial required to bind each Arcanum. These should be tied to the Arcanum’s powers and concept—for instance, binding the T ower might require sacrificing something dear in order to protect others.
- Create new Arcana in addition to the ones presented in this book, using those as a guideline. If the Arcanist is also a Loremaster or comes from a long line of summoners, you should create these new Arcana together with the Player.
- An Arcanist's progression is based upon encountering new Arcana. Keep this in mind and make sure they get chances to do so.

## CHIMERIST

- Build scenes in which the conflict between nature and technology is central. Put the Chimerist in situations where they are expected to take a side: ecological and environmental themes should be a main plot point.
- Include multiple creatures from which the Chimerist can learn spells—beasts, monsters, and plants. Do this at least once every other session. One good strategy is to straight-out ask the Player what kind of spells they would like to learn and then design creatures from which they can be learned!

See page 302 for the rules concerning creature design.