# Introduction Classes are part of a character's defining tool kit, describing their general modus operandi. The classes are organized into three main types: Movers, Operators, and Shakers. Classes are defined by their [[Aspects and Proficiencies]], and may be modified by their [[Main Glossary|Affinities]]. # Movers Movers are physical based classes with gameplay focused on calculating and manipulating hard numbers. These action-oriented characters have clear strengths and limits, and are ideal for dealing with combat scenarios and map-based gameplay. These are the most traditional classes compared to typical TTRPG gameplay. - [[The Anima]] - [[The Architect]] - [[The Assassin]] - [[The Hero]] - [[The Tempo]] - [[The Rogue]] - [[The Dharma]] - [[The Smith]] - [[The Soldier]] - [[The Warlock]] - [[The Witch]] - [[The Warrior]] # Operators Operators are system manipulators. They usually have skills that involve understanding the underlying game mechanics and exploiting them for the benefit of the party. Puzzles and mysteries are their forte. Players who choose these classes should be prepared (and eager) to do plenty of homework between sessions (and their Narrator should be prepared to dole it out). These classes lean heavily into knowledge based gameplay, and will heavily depend on preparation, resource management, and out of the box thinking. - [[The Atelier]] - [[The Hunter]] - [[The Jack]] - [[The Mage]] - [[The Navigator]] - [[The Physician]] - [[The Sage]] - [[The Scholar]] - [[The Strategist]] # Shakers Shakers are social navigators. Their features assist their talents as a roleplayer, and promote narrative storytelling. These classes are the most difficult to play, as their strengths and weaknesses are intentionally designed to be fuzzy, allowing for a wider interpretation to be decided as negotiation between the player and the Narrator. While they may be put on the spot to justify or explain their interpretations, they can be the most powerful characters in a campaign under the right circumstances, using their creativity to help shape the circumstances and consequences of events at a level nearing the Narrator's. Shakers excel at speaking with NPCs, improvisation and adaptability, and negotiating the interpretation of consequences with the Narrator. There's an additional level of trust when playing these characters between the player and the Narrator; the player must trust that the Narrator will respect their class and not consistently overrule their fuzzier strengths, and the Narrator must trust that the player will not attempt to abuse their class' fuzzier powers to consistently attempt to negotiate impractical and unlikely consequences that trivialize and minimize the consequences of the overarching campaign. It's a give and take relationship that must be worked on, but this dynamic perfectly enshrines the dilemmas that Shakers excel at. - [[The Artisan]] - [[The Charlatan]] - [[The Emissary]] - [[The Herald]] - [[The Fool (Class)]] - [[The Magnate]] - [[The Witness]]