Every class in Calythera runs a resource, and every resource bills you. Aether forced through a body that wasn't built for it. A charge that pays for protecting the party and for staying upright, out of the same pool. A gauge that empties the moment someone sees you. Chemistry that rots by morning.
Nothing here simply swings. Pick by what you want to be deciding.
Highest damage in Calythera, bought by flooding your own body with raw aether. What you lose is the ability to decide anything.
A wall that decides. The charge that protects the party is the same charge keeping you upright.
Ten feet of reach, and they pay for entering it as well as leaving. Momentum is built, never given.
One mark at a time. Commit to the right target early, then move — being found is the only real risk.
You don't fight the battlefield, you build it. Every new device means giving up an existing one.
Every group in the room has a state — Unaware, Suspicious, Alerted — and the whole table can see it change.
Every dose is mixed the night before and worthless by morning — reaching the person who needs it is the whole job.
Deals almost no damage. The trick is landing the swell on exactly the right turn — friend or foe, the music doesn't check sides.
Your subclass is permanent. Every class commits at level 3 and the choice cannot be changed. It isn't a build option — it's who you became.
Your gear is a character. Weapons advance through Calibration Events and carry properties you choose or roll for. Armor doesn't advance at all; it accumulates fitted components, each one trading something for something. Every Relic is registered to a single holder, and only the registered piece works.
Where you stand matters. Aether comes in densities, and thin air changes what several of these classes can do. See the wiki for the world underneath all of it.