Classes
In Fallen Syndicate, all factions have similar military capabilities. Much like in real life, combat innovations and martial classes tend to be universal across militaries. When an opposing force sees an innovation, they will copy the innovation. For example, every military has an air force, a special forces branch, and a sniper corp. Therefore, it is reasonable to think that militaries in a fantasy world would follow a similar development path.
As such, every military will have a ranged unit, a light fighter, a medium fighter, and a heavy fighter. The names might be different, or in some cases, they may be combined. No faction will be locked out of a class type. Classes are different than military ranks. Ranks denote one’s
ability to give battle commands, whereas classes are related to specific garb and kit.
In the Fallen Syndicate, there are five class archetypes, and each faction has specific names and requirements for their version of the class. Factions determine the gear and kit requirements for their classes.
1. Archer – A player that uses a bow.
2. Light Fighter – A player with no armor or light
armor.
3. Medium Fighter – A player wearing medium armor.
4. Heavy Fighter – A Player with heavy armor
5. Player with Mismatched Gear – A player who does
not meet a specific class’s garb or kit requirements. These are given mercenary
names within each faction.*
*It should also be noted that if a player shows up without the specific kit to fit into a particular class, their class will be Player with Mismatched Gear.
Classes provide no specific combat advantage (i.e., an archer does not deal more damage with a bow than a non-archer); classes are meant to bring life to the different factions and show their unique cultural identity. Additionally, as the game continues, factions may alter or add classes based on the combat viability of the classes.
Concerning viability and role on the battlefield, archers are seen as support units who fire at ranged targets, then move back, and only engage in combat after the frontlines have connected.
Typically, light fighters are analogous to cavalry units. They can move quickly and generally are used to assist the frontline fighters.
Medium fighters are either on the front line or directly behind the frontline. They support heavy fighters who act as the front line.
Heavy fighters will typically try to create a shield wall or use some other blocking tactic to try and protect the fighters behind them. If there is a shortage of heavy fighters, then medium and light fighters will sub in as necessary.
These are not strict requirements for the placement of troops but merely suggestions based on best practices.
Eldarians
· Longbowman – Bow and Any Armor Combination
· Man At Arms – Any Weapon Combination and
Light/Medium Armor
· Knight/Centurion – Any Weapon Combination and
Heavy Armor
· Condottiere – Player with Mismatched Gear
Visklin
· Genitour – Must use a bow, sword, and small
shield; may use any armor
· Shotel – Light armor and a spear or two swords
· Ghulam/Ronin – Medium armor and a spear or two swords
· Savar/Immortal – Heavy Armor and spear or sword
and shield
· Murtaziq – Player with Mismatched Gear
Rivian
· Scout – Sword and Light Armor
· Rabbit – Short Sword, Bow, and Light Armor
· Fox – Swords, Axes, Spears, Shields, and
Light/Medium Armor
· Bear – Great Sword, Dane Ax, Maces, Spears,
Shields, Tower Shields, and Heavy Armor
· Group Leader – Spear, Shield, and any armor
· Falcon – Player with Mismatched Gear
Sin-Jarin
· Raider – Bow, Any Weapon Combination, and Light
Armor
· Hirdman – Any Weapon Combination and MediumArmor
· Hearthguard – Any Weapon Combination and Heavy Armor
· Varangian – Player with Mismatched Gear
Non-Combatants in All Factions
Noncombatants can take many specific roles to make the world feel more alive and immersive. There are a lot of potential roles. They are:
I. Herald
a. These players perform announcements and other
admin tasks
II. Advisor
a. These players advise a leader on some specific
course of action
III. Messenger
a. These players deliver messages to allies and
enemies
IV. Bookie
a. These players take bets and encourage gambling
V. Merchant
a. This role is only open to players with some sort
of good or skill.
b. They will be provided with a space and table and
can peddle their wares or crafting services.
i. For example, if a player works with leather a
lot, they can bring their leather working kit, try to gain sales, and teach
leather working.
c. Efforts should be made to have realistic
merchants who provide actual services instead of fake merchants who just play
pretend.
d. These merchants are different from vendors for
the event because these merchants may only sometimes act as merchants. Other
times, they might have other roles.
i. Vendors are not really participating in the
game, they are just providing goods services and atmosphere.
VI. Artisan
a. Similar to the Merchant the Artisan is a
specialist, but they do not provide services to other players.
VII. Town Drunk
a. This person’s goal is to wander around and cause
trouble.
VIII. Diplomat
a. This person is sent to try and negotiate various
things.
IX. Bard
a. Musically inclined players can go around doing
bard things.
X. Cartographer
a. This role makes maps for use during the event.
XI. Artist
a. This player goes around drawing and painting
things.
XII. Jester/magician/juggler
a. This role goes around trying to lighten the mood
and entertain.
XIII. Healer/Medic
a. These characters heal others either in combat or
outside of combat.
XIV. Peasant
a. These characters are essentially background
characters in the LARP
XV. Priest/Priestess
a. These players provide religious/mystic services
related to the Eldarians and Visklins
XVI. Druids
a. These players provide religious/mystic services
for Rivians and Sin Jarins
XVII. Seer/Psychic
a. These players provide fortunes and help event
staff “influence” future events.
XVIII. Scholar
a. These players research the lore and world of the
LARP
XIX. Alchemist (i.e., drink preparation)
XX. Banker
a. On larger events, this player operates a “storage
area” for players to deposit their goods.
XXI. Innkeeper
a. On overnight events, this player arranges the
lodging and tent placement of other players
XXII. Scout
a. A noncombatant who does scouting
XXIII. Spy