Fantastical Character Classes
The Darken/Nier series is one of those classic "I frequently forget this is technically fantasy" series, and it's one that's shaped my tastes in characters quite a bit. It's also one that's helped break out of what I usually would consider to be "reasonable" character classes - Often PCs and their options are fairly well bounded into semi-humanoid "run around and do the thing" avatars. However players of more gonzo and surreal tabletop games can tell you anything and anyone can be a player character ((something something Between the Skies is still slowly rewiring my brain)) - So since I can't sleep let's go over a smattering of character classes (options?) that I think would make for an exciting fantasy campaign:
OF NOTE : Only one of each option can ever be picked in a given campaign at a time - This is to make each (intentionally very powerful) character feel truly unique, and also to ensure players are relying on each other. Thus if someone was playing a human, that human would have to die before they or someone else could make a new one. This list also generally assumes you're not doing fantasy races a la Dwarves, Elves, etc ~
The Human - A (fairly) normal human who has the benefit of (relative) charisma and being easy to hide.
The Curseborne - Afflicted by a scrawling rose vine (the Cursebloom) that covers an entire limb, the Curseborne is nearly unkillable. They feel every drop of pain inflicted on them, but as long as a bit of their heart or brain remains, the Cursebloom will rend them back to life in an excruciating ritual. This eternal life comes at a cost; The Cursebloom has a goal they need their Curseborne to fulfill (usually one to propel the world towards a cosmic entropy).
The Monster - A fearsome ancient reptile the size of a house, with imposing wings and unbreakable fangs. Their appetite is as mighty as their strength, and fresh blood slicks the gullet for their tremendous fire breath barrages.
The Spirit-Bearer - In a moment of desperation (and possibly depravity) they traded away a vital part of their body to a corrupted spirit (rageful half-memories with tremendous magical potential). This spirit is slowly robbing them of their life force and memories, and they are destined for an early grave. In exchange it grants them an innate sense for the magical, and the occasional ability to channel the corruption (trading away even more of their life) to enter a near-invincible rage state of super-human strength.
The Weapon - Reforged for the sole purpose of violence, their visage is horrifying and their skin cold and metallic to the touch. A wry grin hides marks the vile mask that hides their pain. Whoever made them has long since been murdered for their hubris by the Weapon or one of their siblings. They can learn and cast magic spells, as well as wielding gravity bending magi-technologies.
The Grimoire - A floating sentient talking book, penned in the blood of divinity. The Grimoire not only contains an array of apocalyptically powerful spells, but can also learn new ones from ruins and rivals alike. Casting these spells usually requires three primary components: A willing blood sacrifice, accumulated soul power (which can be stored in the Grimoire's pages) and time. Soul power is wrought from strong wishes, usually from enemies at death's door, but sometimes from close allies whose request you've completed.
What I learned from this thought experiment - I think player character options are at their best when they're radically different and will immediately start shaping the way a character is played. For instance, the monster is unparalleled in martial strength but would similarly be unable to do anything stealthy. Meanwhile the human's simplicity and mundanity becomes its greatest asset.
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