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system:classes [2016/11/09 10:43] schrodinger |
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- | ====== Classes ====== | ||
- | **Interim Class List**\\ | ||
- | {{ :system:hoota_classes_v1.2.pdf |}} | ||
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- | Classes are groups of Skills representing professions or training a Character has practiced. Skills are specialized actions, such as repairing machinery or hacking computers. Improving Skills is the primary way to enhance a Character's interactions in the world of Horizon, so correctly matching the Skill-set of a Class with the type of Character you want to play is very important. Each Class has a range of Skills available to it, depending on the type of Class involved. For example, a Combat Class will have more Skills for fighting enemies effectively, where a Support Class may offer superior training in Chemistry or Medicine, along with many other options. Even after choosing the right Class for a given playstyle however, the maximum potential, or "rank" of a Class' Skills may also depend on the level of the Class itself. Every Class has three levels; Basic, Advanced and Master. Each new level can unlock additional Skills or raise the maximum rank for existing ones. At Basic level a Character will be competent but still has limited capabilities, even within their own skill set. Upgrading the Class to Advanced level usually improves the maximum rank of core Skills while also broadening the Character's capabilities with a wider selection of supportive Skills. At Master level, a Class reaches its maximum potency, offering both a high rank in core skills and a wide selection of support skills at moderate rank. | ||
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- | === Upgrading Classes === | ||
- | In order to upgrade a Class, all Core Skills for that Class must be raised to the highest available rank. Once this has been achieved, the next level of the Class may be purchased with Skill Points. | ||
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- | === Perks === | ||
- | Perks are bonuses that add special functionality to a Character and are purchased with Skill Points. Most Perks are unique to their Class and emphasize specific aspects of its performance, offering different playstyles based on the Perks selected. Before a Perk can be purchased, a given number of Skill Points must be spent in the associated Class. The allocation of these points is not important and any expenditure, including Class upgrades or purchasing other Perks, counts towards the total. Most Classes have three such milestones but no Perk may be purchased more than once. This means it is only possible to have three Perks for each Class by the time it has been mastered and the benefits of a given Perk cannot be improved over time. Choose wisely! | ||
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- | === Earning Skill Points === | ||
- | As mentioned before, unlocking and upgrading Classes and Skills costs Skill Points. A large number of Skill points are given when creating a new Character to help them get started, but afterwards they are only awarded to Players after each play session and the number achieved can vary greatly depending on the Player's performance. The exact number of Skill Points awarded to each Player will always fall to the Director's discretion, but as a general starting point, Skill Points should usually be awarded as follows: | ||
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- | * 1 automatic point each session for every participating Player | ||
- | * 1 additional point for every Player when the group successfully completes a **Side Objective** | ||
- | * 1 additional point for every Player when the group successfully completes a **Main Objective** | ||
- | * 1 special point awarded to Players for an especially strong performance; this can take the form of an impressive feat of bravery or skill, good leadership, effective teamwork or a strong delivery of roleplaying. If someone is contributing a lot to the group, the gameplay, or especially both, consider giving them a little extra reward! | ||
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- | === Spending Skill Points === | ||
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- | Once earned, Skill Points can be spent in four ways; unlocking new Classes, Upgrading existing Classes, Upgrading Skills or purchasing Perks. Each of these actions has a different cost to reflect their significance: | ||
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- | * 3 points per new Class | ||
- | * 2 points per Class upgrade | ||
- | * 2 points per new Perk | ||
- | * 1 point per new Skill rank | ||
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- | As an example, if a Character was to unlock a new Class with five Core Skills, upgrade all those Skills to their maximum rank of two, then upgrade the Class from Basic to Advanced, the cost would be: | ||
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- | **3**(new class) **+ 10** (5 skills upgraded from rank 0 to rank 2 so 5x2=10) **+ 2**(Class upgrade) **= 15 skill points** | ||
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- | Remember that Characters may also purchase Perks periodically as they spend Skill Points. In the above example a Perk could also be purchased if the Character has spent enough points in the Class to reach a milestone. This does not depend on upgrading the Class. |