Classes
What class means
Your class is the clearest answer to "what do you do when danger arrives?"
Power in the Lethean Age has five sources, and each class draws on one or more: trained physiology, disciplined cognition, inherited biology, recovered technique, or an active contract with a real intelligence in the world. The world is old, weird, and physical, and the class is how a character meets it.
Class overview
| Class | Primary stat | Choose this if you want to... |
|---|---|---|
| Furyborn | STR | Open your body as a conduit and survive by force. |
| Tradent | CHA | Preserve memory, speak power into shape, and keep the group moving. |
| Sage | WIS | Channel rare clarity through faction discipline and restoration. |
| Shifter | WIS | Change your body through inherited metamorphosis and local ecology. |
| Fighter | STR | Trust training, arms, armor, and repeated martial excellence. |
| Unfettered | DEX + WIS | Fight unarmored with the Wind inside your own nerves. |
| Sworn | STR + CHA | Bind yourself to an oath until the oath becomes power. |
| Scout | DEX + WIS | Track, mark, range ahead, and read terrain before it kills you. |
| Scavenger | DEX | Find the opening, exploit the flicker, and get out alive. |
| Bloodborn | CHA | Let inherited resonance wake through your bloodline. |
| Changed | CHA | Serve, bargain with, or exploit a vast intelligence that grants access. |
| Mage | INT | Use pattern, technique, and a codex to shape reliable effects. |
| Cultivator | INT | Work the Lattice through Seeds, Slates, and Greenhouses to turn dead glass into living yield. |
Furyborn
A Furyborn channels a miasma surge through their own tissue. Armor blocks the conduit, so the bare torso is practical, not theatrical. When the surge opens, the body becomes harder to break and more dangerous to stand near.
Choose Furyborn if you want direct physical pressure, endurance, and the feeling of the world roaring through muscle and bone.
Tradent
The Forgetting erased records, doctrines, and songs. A Tradent survives by keeping things in motion: memory, signal, rhythm, warning, morale, instruction. Their performance is not decoration. It is a channel.
Choose Tradent if you want to support allies, carry lore, speak across social lines, and make the act of saying something matter.
Sage
A Sage channels through insight, clarity of will, and disciplined thought. Their factional practice narrows the mind into a clean instrument. The Healer path reaches rare white miasma associated with restoration and mending.
Choose Sage if you want careful power, recovery, restraint, and a character whose discipline makes the impossible look almost merciful.
Shifter
A Shifter carries a heritable metamorphosis capacity. Their cells can absorb a local fauna pattern by observation and reshape the body through miasma-sourced energy and pattern-data.
Choose Shifter if you want the body to be adaptable, ecological, and strange from the first level of play.
Fighter
A Fighter is the least hidden class. Training works. Armor works. Practice works. A Fighter survives because they know position, timing, reach, endurance, and how a weapon behaves when everything else fails.
Choose Fighter if you want martial clarity without needing a channel to explain your competence.
Unfettered
The Unfettered fight without armor, without reliance on weapons, and without letting fear close the body. Their inner resource is Wind: conditioned nervous system contact with the Winds, shaped through stillness and motion.
Choose Unfettered if you want speed, discipline, bare-hand control, and a character whose body is the interface.
Sworn
A Sworn binds themself to a behavioral compact so completely that the compact becomes a channel. A Lawsworn binds to The Law specifically. Break the oath and the channel collapses.
Choose Sworn if you want a character defined by commitment, protection, and will made visible.
Scout
A Scout is a wasteland tracker, pathfinder, and practical reader of miasma and terrain. Their powers are not showpieces. They mark targets, read routes, find sign, and keep the group alive before combat begins.
Choose Scout if you want to range ahead, understand places, and make the wilderness legible.
Scavenger
A Scavenger survives by speed, attention, and exploitation. When a foe is off-balance, its miasma signature flickers. A Scavenger strikes in that moment.
Choose Scavenger if you want stealth, mobility, ruin-work, leverage, and the pleasure of being gone before the danger finishes turning.
Bloodborn
A Bloodborn is born with an inherited channel. Their blood pigment resonates with a miasma color, though blood color and miasma color are not the same system. The first intentional use is often called the lineage waking.
Choose Bloodborn if you want innate power, bodily identity, and channel-shaping that feels discovered rather than taught.
Changed
A Changed has a contract with an active intelligence: a Fallen Redoubt command system, a fungal gestalt, a dormant broadcast, an awakened android network, or some other vast mind with real leverage.
The patron is not outside the world. It is in the world, and it wants things.
Choose Changed if you want power with obligations, unclear instructions, and a relationship that can be negotiated, betrayed, or misunderstood.
Mage
A Mage uses pattern, geometry, ritual, and a technique-codex to shape miasma effects. The codex is a real object: recovered data, copied diagrams, annotations, and tested methods. Mage power is reproducible because it is studied.
Choose Mage if you want learned precision, preparation, codex hunger, and the satisfaction of making the world obey a pattern.
Cultivator
A Cultivator works the Lattice rather than the Winds. Where the Mage, Sage, and Bloodborn channel the Winds' volatile power-flow, the Cultivator works the stable, programmable data-dimension beneath it — through Verdant Glass, Seeds, Slates, Totems, and Greenhouses. A Cultivator wakes dead glass, tunes the half-alive, repairs the broken, and turns recovered relics into reliable yield.
Choose Cultivator if you want technical mastery, slow and reproducible craft, and the kind of power that builds a settlement's future as readily as it wins a fight.