- Commoner: +Body. Salt of the earth, hard-working drone from the fields, ports and guilds, they know a lot of niche stuff about the very heart of life, surviving in the wild, simple improvised crafts, and other common-ish knowledge
- Noble: +Presence. Blue-blood of the tops, they are versed in the fine arts, sciences and high-class events, but often see others as low-lives.
- Wanderer: +Movement. Always on the move, they've learned to never be hungry and cold in the hardships of travel. They are nature-wise and can stand for themselves, but often they do not blend good in a society of anyone but other wanderers and -alike
- Outcast: +Sneak. Being driven out of any place they stay in, those who've been condemned to be an outcast learned not to trust anyone, including their own kin. They are secretive, non-talkative, and often find themselves frowned upon. But usually they've been thrown out for some... peculiar skills and knowledge.
- Clerk: +Mind. Spending their lives attending stocks and fulfilling orders, they are usually not very attentive to the "grand scheme of things", but meticulous in details.
- Hero: +Aid. Decorated, renowned and full of tales - no matter the reason why they are concidered heroes, the only thing that matters is that they are always around to lend a helping hand.
- Blood-descendant: +Presence.
- Survivor:
- Artisan:
- Urchin:
- Merchant: