Rules (Memory Fading)

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This Memory Fading page is a stub. More information will be provided eventually.

The classes of Memory Fading are following a much different path than the core classes, or even than those originally described on the Memory Fading website. There will be seven core classes, each of which can take a number of different paths. Depending on whether I go with 4E or stick with 3.5 will determine if each path is part of the overall class, or if the paths will be part of the paragon tier.--Ishmayl 21:47, 22 March 2008 (EDT)

Champion – The cause is everything. Paladins, clerics, and vampire hunters are all champions of some cause. The Champion has focused his entire life to a cause, whether it be holy in nature, or just as a protector of innocents. Charisma, Strength, and Wisdom are the most important attributes.

Knight – The knight is loyal to his liege, and no other. He defends, fights for, and does the bidding of his master at all times.
Templar – This warrior fights specifically for a church or religious organization, and his abilities are holy in nature.
Defender – To protect the innocent is the duty of the defender.
Cleanser – This champion's cause is to rid the lands of a particular race, species, or group (such as undead, or the Vile Lords of Darkness, etc)


Channeler – This type of magic user channels the energies around him, either of the spiritual sort, or the natural elements of all the lands. Whether she is the druid or the wizard, she knows the powers at her command. Intelligence and Constitution are very important.

Shaper – The shaper can take the natural elements of Ord (Air, Earth, Fire, Water), and shape them to his will. (Positive)
Shaman – The spirits of the world come to the beck and call of the shaman.
Fane – The darker elements of the world, those of shadow, are those channeled by fanes. (Negative)
Runelord – Through the use of signs, sigils, and runes, a runelord is able to perform amazing feats.


Expert – A craftsman or master of building and creating, the expert is an excellent source for his comrades. The master weapons smith, the artificer, and the magical fletcher are all experts. Intelligence and Constitution are the most important attributes.

Alchemist – A master of potions, poisons, and concoctions.
Smith – Able to create and use powerful weapons and armor for himself and allies.
Scholar – A master of memory and lore, with powerful knowledge of all enemies and people.
Mentalist – So proficient is the mentalist's mind that he is able to use his abilities to create powerful illusions and deceive his enemies.


Rogue – Treasure hunters, adventurers, and thieves are all rogues. They tend to fight from the shadows when they fight, preferring to stay out of the way of the big swords. They are skirmishers who attack from a distance. They use their charisma and their luck.

Assassin – He kills for profit, and is a master of attacking from the darkness.
Highwayman – A jack of all trades who picks up skills and knowledge from all over the lands.
Marksman – A bowman who has mastered the art of attacking from a distance.
Manipulator – He steals information for trade, or uses his amazing charisma to work his way up political systems.


Savage – The barbaric berserker or the unfettered warrior of wilderness – the Savage is one who is unbound by the laws of civilization and by the typical rules of combat. Nature tends to play an important role. They use their wisdom and their strength.

Wildlander – A warrior of nature who uses his knowledge of the land to combat.
Rager – A warrior who has learned to use his inner turmoils and anger to aid his battles.
Juggernaut – He uses brute strength to overwhelm an opponent.
Guide – One who uses his knowledge of local enemies or geography to properly help travelers through the land, or use their abilities to scout in battles.


Vessel – The vessel takes in a particular energy, source, or power and allows it to infuse him with various strengths, but at a cost. Summoners, binders, and conjurers all fight as a vessel Charisma and Wisdom are very important.

Incarnate – The will of a deity or demon infuses the incarnate.
Shifter – An animal allows the use of its strength for temporary times.
Nexus – A nexus absorbs the powers of his enemies to fight.
Mimic – The mimic has amazing powers to copy his allies abilities in battle.


Warrior – He has trained in the use of either his body or a weapon to fight for whatever reason – a cause, a friend, or even money. Strength and Dexterity are very important.

Soldier – Extensive military training and discipline are the traits of the soldier.
Brawler – The brawler has used years of tavern fights to perfect his fighting.
Martial Artist – A highly trained warrior who can use his body and weapon equally.
Dragoon – This warrior is highly trained in the use of horseback warfare and the lance.