Healer

This image has been somewhat forged between clerics and the 'hedgemagickers' that preceded Christianity. Our modern view of the fighting 'Healer' stems from early medieval clerical use of bludgeoning weapons, so as not to break the implied Biblical prohibition against drawing blood.
Example: Hippocrates, Chiron, Elrond, Goldmoon, Archangel Raphael, Galenus, and the Hospitallers
Garb: Red sash
Armor: None
Shield: Medium, will subtract from magic points
Weapons: See the Magic section for a listing of weapons used. Weapons subtract from the Healer's magic points.
Immunities: None
Lives: 4
Abilities & Traits:
Magic-user: Healers are magic-users and gain magic at each level. See the Magic Section for more details.

Monk

Shaolin and Buddhist temples manned by fighting Monks who learned to fight with their hands and strange implements when their warlords forbade them to use swords are the classic image of this class. However, many Asiatic and American tribes had strong traditions of wrestling, and the Shogun-era Japanese had a plethora of armed warrior Monks whose wrath was feared by even the Emperor.
Examples: Bruce Lee, Qui Chang Kane, Dread Pirate Roberts, the Bloodguard, Benkei, Pachomius, the Sohei
Garb: Gray sash
Armor: None
Shields: None
Weapons: Dagger, short, long, pole arm, staff
Immunities: Gained at later levels
Lives: 4
Abilities & Traits:

Levels
1st Heal (m) (1/life, Self only)
Missile Block (T)
2nd May now use throwing weapons (T)
Immunity: Poison
Transfer Life (ex) (1/game)
3rd Immunity: Control
Touch of Death (ex) (1/game)
4th Greater Missile Block (T)
Banish (m) (1/life)
5th Banish (2/life)
Immunity: Death
Sanctuary (ex) (1/life)
6th Immunity: traps
Heal (2/life, Self Only)

Monster (Non-Standard)

Monster is a special class. Credit in Monster can only be taken twice a month, but as you increase weeks in Monster, you increase it for ALL monsters. Thus if you have 13 weeks in Monster, you can play a 2nd level Monster of any type.

Paladin

The perfect good guy comes to save the day. Paladins exist in the myths and legends of all cultures. Be it the Geatlander Beowulf slaying Grendel or the Norse god Thor battling the Midgaard Serpent, Paladins have been with us since prehistory. Examples: Joan of Arc, Galahad, Bovide, King Arthur, Roland, Percival, the Twelve Peers of France, Don Quixote, Arcite, Palamon, Dietrich von Bern
Garb: Must wear white belt and have a White Phoenix openly displayed on clothing or armor
Requirement: Must have been a Knight for 12 weeks
Armor: 4 points
Shields: Large
Weapons: All melee, javelins
Immunities: Subdual
Lives: 4
Abilities & Traits:

Levels
1st None
2nd Heal (ex) (1/game)
3rd Extend Immunities (m) (unlimited)
4th Resurrect (ex) (1/game)
5th Innate Ability (choose two before game starts):
a. Heal becomes (1/life)
b. Resurrect becomes (2/game)
d. Awe/Fear (m) (2/game)
6th Immunity: Death

Peasant (Non-Standard)

Peasants are players who do not have appropriate garb for a class but still want to play. You may take credits in peasant but they have no levels, so no advantages are gained from doing so.
Garb: None
Weapons: Dagger, short
Armor: None
Shield: None
Lives: 4
Limitation: Is only played if a player does not have garb and equipment for any other class. Must be played if appropriate garb is not worn.

Raider (Non-Standard)

A new player can choose to play the raider class during the first four weeks of his attendance.
A new player can take credit his first four weeks as a warrior even if he plays raider.
A player must always have the basic garb requirement (the sash) to play a normal class, even as a new player. However, new players are not required to have full garb (tunic, etc) to play a class. Players who have four or more total credits are no longer considered new players and should have full and appropriate garb. Players without appropriate garb must play the peasant class.
Garb: Black and white or headband.
Requirement: May only be played if the player has a combined total of four credits or less
Weapons: Dagger, short, long, reach
Shield: Large
Armor: None
Abilities & Traits:
a. Have two points of Protect on them each life. Cannot be dispelled. (T)
b.They and their equipment are immune to all non-spirit magic. (T)
c. Their equipment is indestructible by any means. (T)
Limitations: May not carry enchantments.
Lives: 5

Scout

Anyone who survives for any time in the wilds learns the lay of the land. Many Native Americans are rightly seen as good trackers or Scouts, as were the mountain men who followed.
Examples: Strider, Hiawatha, Little John, Baden Powell
Garb: Green sash
Armor: 3 points
Shields: Small
Weapons: Dagger, short, long, staff, throwing weapons, short bows
Immunities: Immune to both magical and non-magical forms of Lost
Lives: 4
Abilities & Traits:

Levels
1st Heal (ex) (1/life)
2nd Innate Ability (choose one of the following):
a.Stun Arrow (1/reusable) (T)
b.Flame Arrow (1/reusable) (T)
3rd Antidote to Poison (ex) (1/life)
Truth (ex) (1/life)
Camouflage (ex) (1/game)
4th Immunity: Traps
Tracking (ex) (1/life)
5th Earth Bind (ex) (2/game)
6th Tracking becomes (2/life)
May now use a longbow instead of a short bow (T)
Attuned (T) (2/game)

Warrior

Pure Warrior traditions also abound. Outstanding examples included the 300 Spartans who opposed the great Persian king Xerxes and his 10,000 Immortals, the incredibly warlike five nations of the Iroquois, and the fierce Maori clans native to New Zealand.
Examples: William Wallace, Lancelot, Achilles, Spartacus, Mad Mardigan, Miyamoto Musashi, Charles Martel, Roman Praetorians, and Julius Caesar
Garb: Purple sash
Armor: 4 points
Shields: Large
Weapons: All melee
Immunities: None
Lives: 5
Abilities & Traits:

Levels
1st No additional abilities
2nd May wear up to 6 points of armor (T)
Improve Weapon (ex) (1/game)
3rd Total lives increases to 6 (T)
May now use javelins (T)
4th Improve Weapon becomes (1/life)
Improve Shield (ex) (1/game)
5th Repair Item (ex) (1/life)
6th Armor of Quality (T)
Improve Shield becomes (2/game)

Wizard

The alchemists of the Dark Ages can be said to be Wizards, but 10,000-year old cave paintings in France indicate that the concept of fusing the spirit and physical worlds has been with us since the start.
Examples: Alannon, Gandalf, Morgana le Fey, Erasmus, Merlin, the Ithryn Luin
Garb: Yellow sash
Armor: None
Shield: None
Weapons: See the Magic section for a listing of weapons used. Weapons subtract from the Wizard's magic points.
Immunities: None
Lives: 4
Abilities & Traits:
Magic-user: Wizards are magic-users and gain magic at each level. See the Magic Section for more details.