A year and a half of adventure, battle, love, and betrayal has all come down to this final encounter. The GM is playing epic music. The pizza is going cold, and you can hear a ceremonial slurp of soda before every dice roll. Your character was raised by a great wizard of a father and a priest-like sage of a mother. You grew up around books and magic, yet because you picked up a sword, spells have been forever blocked from your path. Why? Because your class just doesn't work that way. Too bad you can't use that life-saving scroll your party has kept in your bag all campaign.
Time to throw off the shackles! Journeys: Role-Playing Game is designed to be balanced, filled with options, and yet nothing about your character's life choices prevents him from trying something new. In this system, the character's journey is truly yours. Your every action will determine how you grow. Want to cast magic? Everyone starts somewhere. It may blow up in your face, but you will have learned something about how to not make the magical mistake again. Want to be warrior? Then you better start picking up some steel and training with it over some poor monster's skull.
The rules of Journeys provide your GM with a strong referee system to make the world solidly realistic yet open enough to be wildly fantastic. When you create your character, you may start as anything you can image. No combination of skills is beyond the light of the rules here. But choose carefully what you decide to specialize in, because changing your mind later will mean having to work from ground zero on up. Your journey starts here.
Buy Journeys: Core Rulebook by Luke West from Australia's Online Independent Bookstore, BooksDirect.