How Classes work
As with most class based systems, when you gain enough experience points you advance in level. When adding a level you gain the abilities listed for that level. Lower level abilities must be taken before higher levels. If multiclassing, the second class levels begin at level one. Or, should you prefer, mix the two classes via selecting one ability from each class, though you they must be of the same level and you must start your multiclassing this way.
Templates, such as lycanthrope or undead, replace one ability per level, player choice. “But my undead werewolf thief can’t backstab!” You’re probably thinking for some reason. Honestly, if you’re both a werewolf and undead, you’ve more important problems to focus on. Namely the lycanthrope and undead situations. Should an ability that offers bonuses get switched out, those bonuses get lost as well. Based on this, most diseases will probably work in this manner, replacing using abilities with abilities such as "coughing fit" and "bleeding from the ears." That is yet to be seen, however.
Further, based on the reaction I've gotten from the Erdgeist, I'm considering making the races work the same way. It may lead to hard choices, but that seems good to me.
The reasoning behind this, is simple: Tools are fun, bonuses are boring. Also, despite being super easy, bonuses go against trying to keep low numbers. Enough plus ones lead to plus fives, but then the types won't stack, because they never do, except for when they do, which is most of the time.
That sounds powerfully hassleful.
A difficulty I've run into, however, is with the fighting type folk. Fighting bonuses tend to be their jam. Also, a consideration weighing me is Magic folk can pick up swords and be fighting types too. Shitty fighting types, but fighting types. Fighting types, usually, can't just pick up magic. Something for thinkering.
Either way, here's the Thief and Berserker classes:
Thief
If Personality 15+, gain Master of Shadows - gain Personality bonus number of Mooks (doesn’t count towards limit) to serve as spies and informants. Can also fense. Rating is equal to Level. Require payment for services.
Level 1
Skilled Skullduggery - Gain levels in pickpocket and lockpicking per level of thief. Further, failed lock picking attempts now break your picks, rather than jam the lock.
Thieves’ Cant - You can speak the code of thieves and read their symbols.
Level 2
Quick Escape - Gain advantage to defense when moving out of combat
Advanced Tools - Select one spell. Unlike other non magic users, you've figured out how to activate a wand of that spell. Max level of spell is equal to thief level.
Level 3
Lightning Reflexes - Your time as a thief has taught you to be aware of your surroundings at all times. Whenever someone attempts to get the drop on you, you instead act first.
Get that thing I sent you? - When in a town or city, you may contact other scoundrels and ne’erdowells. By paying them an amount of gold, you receive a brown, paper wrapped package that takes up one inventory slot. If you find yourself in need of a certain, non-unique, one handed, single slot item of the gold amount or less, open the package and you’ll most likely find that item.
Level 4
Talented Smuggler - You gain two additional inventory slots. If you are ever searched, items in these locations are not found.
Luck - Level/2 times per day, you may take advantage on save rolls.
Level 5
Gang Boss - You gain five additional mooks, that don't count toward your Personality limit. These mooks are stat'd as level 1 adventurers, with templates from thief and fighter as you choose.Jack of All Trades, Master of One - Select a skill you're trained in. Stop bothering to make checks for it, you auto succeed.
If Personality 15+, you gain Mark of Victory - By wearing symbols of your victories, intelligent creatures instinctively know you are a force not to be trifled with.
Level 1
Berserkergang - After consuming psychedelics or alcohol in battle, a holy rage comes over you. Gain +3 Attack target number, +2 Damage, and immunity to Fear. Defense score drops by 4, but Shield bonus still counts. You lose the ability to make tactical decisions more complicated than “Hit them with weapon until they die.” You continue fighting until all enemies (or anyone who hits you) are defeated or you’re subdued. You can attempt to calm yourself as a free action, for a 1 in 6 chance of success.
Bear Shirt Champion - +3 hp/level if wearing fur armor and nothing heavier.
Level 2
Northern Courage - Can use booze as healing potion. Restores 1d6 vigor points. Adds to drunk points, may trigger Berserkergang, and counts if forced down your throat when unconscious.
Bloody Shield - With a scream of rage, you bash an opponent with your shield. Make a strength check modified by their defense. If you succeed, the target is stunned for a round. By every additional 5 you succeed by, you stun the opponent for another 1 round.
Level 3
Challenging Roar - You give a might roar while making threatening gestures. You make a Personality check against enemies that can see or hear you. If you pass, enemy ranks break, running from you. If you succeed by 10, they fall to the ground in overwhelming fear.
Woaded warrior - Covered in blue body paint, forming spiritual totems, you are immune to Enchantments and Illusions while in Berserkergang.
Level 4
Too tough to die - When below a fourth your Vigor score in health, take a general +2 to Target Numbers. Applies to all rolls and continues until you are dead, or healed a fourth of your Vigor score.
Skin Changer - While wearing the pelt of a creature, which you slayed and drank Heartsblood during a hunt, with a few moments of concentration, you may take the form of that creature, gaining its physical attributes. Berserkergang works in this form.
Level 5
Unrelenting Force - If you roll a critical while under Berserkergang, don't roll to confirm. Select a breakable object the target has (weapon, shield, armor, limb, etc). They lose it.
Kraki's Champion - When under the Berserkergang, neither fire nor iron harm you.