Noah writes: > I for one pondered at the very same thing a long time > ago. I think this will help. I went thru some of my > old notes and found something that may help. Mind you > I had to bend the rules a little bit, but in the end > it worked just fine. Bending the rules is fine, but... > This class could be used in case you invited a > non-christian to your game as a witnessing tool. But > how awkward it is that he/she may feel that in order > to play the individuals have to immerse too quickly. > This of course may cause some resentment in some > respects and give off a too forceful approach. Some > would rather avoid such confrontation may want to > suggest this character class though in the category of > single-born is potent enough to make gaming with > non-christians still enjoyable while enabling them > with the capacity to tell them about christ. > NEW CHARACTER CLASS: THE MENTALIST > Mentalists are an oddity in the world of Edenagain. > They are of the few who were born with an ability to > shake off the control of the Dragons, due to their > love of logic and reading. Early as children they were > seen as gifted and were noted by their peers for their > ability to concentrate on even the most mudane tasks > and to be in essence ,as they grow up, a natural jack > of all trades. Theologically, this is a problem. No Once Born human would be able to resist sin by logic. > Mentalists also attract the favors (or are cursed by) > of Dark creatures and may be in the keeping of some > due to their ability to see logically. They are in > essence born scholars and free spirits. They are your > back-yard scientists, your tinkerers and your > eccentrics. I can't see someone talking at length logically to a Fluster Beast or Wood Sprite. > A mentalist by Twiceborn standard is a bit frightening > since they will also have the habit of having > non-human friends. Usually monsters who were rejected > by their kindred. The mentalist though is oblivious to > the spell of outcast since he was used to it from day > one and found ways to fit in by making a niche of his > own. They will sometimes try to do the impossible like > listen to the sweet sounds of harpies, try to debate > or even teach hydras how to get along with their heads > by the use of a voting system or maybe even serve as > an accountant to frost giants. Being logical and foolhardy are two different things. It would seem to me that being logical would preclude someone from being foolhardy. > But that is not to say their lives are not without > incident. For one, they might have been rejected by a > lovely harpy (Love is blind), Been unanimously voted > as the village idiot by the hydra or even had his > derriere singed on a whim by the dragons. > *note they do not however get along with minotaurs or > trolls as with the first they find Minotaurs naturally > a blow-hard and trolls are just too obssesed with > pleasure potions, which in the mentalist's view weaken > his proudest achiviement, his intellect. If anyone, they would hang around with centaurs, exclusively. > SKILLS. > Mentalists cannot use wordrunes. But since they are > naturally born with the ability to be jacks of all > trades they naturally have DOUBLE the professions of a > normal single born. The skills a mentalist possesses > are left at his discretion. > They do however have two extra abilities, due in part > with their dealings with dark creatures. > -Mercy strike- > During a fight they can on a throw of the dice give > critical damage in a fight due to the fact they may > know of the monster's weakness. This can only be used > once per battle and it has no effect on Dragons. Seems like this should be called No Mercy Strike. > WEAPONS > They will be able to use any weapons they see fit. Impervious to sin and a very talented warrior? By making these guys mental giants, the converse says that LightRaiders are idiots for being susceptible to the powers of the dragons and Dark Creatures. This does not translate into real-life very well. We know that knowledge puffs up, only faith can be used as a real defense against the evil one. Also, the members of the RaidTeam would have to "ally" themselves with the Mentalist, which would go against one of the early Teaching Situations - "Do not be unequally yoked". So, I would think that instead of making a special character class for non-believers to use, it would make more sense (and be much more flexible - the non-believer could play any of a variety of character types and not be limited to one) to have the non-believer play a "regular" Once Born in the game (give them a decent amount of skills and such so that they can "hold their own") and have them tag along with the RaidTeam or be escorted by them. In this way, the regular players will be using WordRunes and counseling each other and NPCs, even the non-believer player - witnessing all along the way. The non-believer will see the LightRaiders in action, but not be required to act like them. However, the LRs will have opportunity to explain to the non-believer why they do what they do. I think that the NPC rules on my website would be sufficient to make such characters. Joe