Post by The Overseer on Aug 11, 2020 1:40:40 GMT
Choosing a class is, in a way, like choosing your character's path in life. Classes grant you access to an almost unlimited array of abilities, allowing for everything from strict specialization to the downright absurd. Anything can be a class, though some may come with prerequisites before the class itself is usable, and some may even conflict with each other. For example, anyone can choose to pursue the yoyomaster class, but you can't become the god of yoyoing without some serious experience and achievements under your belt, and if you take the yoyoloser class alongside yoyomaster, you're going to have a bad time.
Sometimes, when certain requirements are met, a special type of class may be offered to you. You're under no obligation to take this class, it's simply there as an option you've earned over the course of your adventures.
You're free to pursue as many classes at one time as you'd like, but beware that spreading yourself too thin may be more detrimental than beneficial. Each class will have an associated tat, which will be used to roll for actions drawing on that class's powerset.
Class points- Each time you level up, you'll receive 1 class point. these points can be invested to level up your chosen class on a 1:1 ratio. You don't have to spend these points if you don't want to, but there's no real benefit to saving them. If you can't decide on a class, it's ok to keep your points and choose later.
CLASS LEVELS
Investing in a class allows you to raise it's level. The pattern for class level bonuses is as follows:
Level 1-
Lvl 1 passive ability granting access to the class itself
+1 to associated stat
Levels ending in 5-
+1 unique skill slot
+1 to associated stat
Levels ending in 0-
+1 true unique skill slot
+1 to associated stat
All other levels-
+1 skill slot
+1 to associated stat
NOTE: There are two additions to this formula, at lvls 10 and 20 you gain your second and third class passives. These passives unlock a secondary and tertiary stat for your class, and will be written up for you when needed. Don't worry too much about this until you hit lvl 10.
SKILL SLOTS
While you're free to try out any of your new class powers, each action you take must pass what's known as a 'performance check'. This is a 1d100 roll, with the outcome determining whether or not you successfully pull the skill off to begin with. However, if you have an empty skill slot and manage to successfully pull the technique off with a high enough performance roll, you can choose to learn it permanently. This means that during missions, you won't need to roll performance the first time you use any of your slotted skills.
Repeated uses of the same slotted skill will again require a performance check, but in some cases you may not need to use a skill more than once during a mission.
Whether or not your performance check is considered high enough to slot a certain skill depends on how complex the skill itself is, and on how many times you've tried and failed to slot the skill already. The more times you try, the easier it gets until eventually the next roll will guarantee slotting the skill. Practice makes perfect, and if the situation allows it, even a failed attempt can be considered progress.
UNIQUE AND TRUE UNIQUE SKILL SLOTS
Some skills are so powerful that a regular skill slot just won't cut it. Uniques and True Uniques represent the growth you've achieved within your class, and allow you to slot incredibly specialized or powerful abilities. The level at which you unlock these slots plays a big part in how powerful the ability they can slot will be, so keep in mind that a lvl 15 unique is likely to pack more punch than a lvl 5 unique.
The difference between Uniques and True Uniques is the magnitude of the ability being slotted. For example, if as a druid, shifting into a bear is a unique, then a true unique would be something closer to shifting into a basilisk.
NOTE: While it's entirely possible to slot regular skills as uniques or true uniques, it could be considered a waste of a higher level skill slot. That said, slotting a regular skill this way will cause it to become a much more powerful version of the original skill. For example, if you're trying to slot a fireball as a unique or (god forbid) a true unique, the next time you utilize the skill you'd find yourself launching a genuine firestorm towards your opponent.
RESPEC AND REINVESTMENT
Should you find yourself unhappy with your current class, you're fully welcome to reimburse your points and choose another one, at the cost of 1000 Pages per class point. Keep in mind however that when you do this, skills slotted at levels you've refunded will immediately be lost, and even if you swap back to your previous class, you will have to redevelop them again.