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system:classes [2016/11/14 23:29] schrodinger |
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- | **Interim Classes Access:** | ||
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- | {{ :system:hoota_classes_v1.0.pdf |}} | ||
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- | ====== Skills ====== | ||
- | Skills are specialized actions, such as healing allies or attacking enemies and are used by Characters to interact with the world of Horizon. Each Skill performs only a single function, but a wide variety of Skills is available to the Character at any given time, making Skill builds highly customizable and a pivotal element in the playstyle of any Character. The rank of a Skill represents the depth of a Character's experience in that area. For each rank, the Character gains +1AP when making a test on that Skill. If a Character is forced to use a rank 0 Skill, a -10AP penalty is applied to the attempt. There are two main types of Skill: Root Skills and Branch Skills. Each Root Skill functions as the foundation for a group of Branch Skills, called a Skill Tree. Within each Tree, the Root Skill must be unlocked before any of its Branch Skills can gain ranks. For each rank in a Root Skill, the Branch Skills also gain a +1AP bonus when used, making the Root Skill the single most valuable Skill in every Skill Tree. | ||
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- | Classes represent the professions or training a Character has practiced. Each Class is defined by a different set of specialized actions called Skills and unique capabilities called Perks. The Skills and Perks available to a Character will depend on which Classes they have unlocked, making it important to consider what type of Character you want to play when choosing a new Class. | ||
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- | === Skills === | ||
- | Skills are bonuses that make a Character more effective at performing specific actions, such as healing allies or attacking enemies. Each Skill has only a single function, but it is possible to have many Skills at a time, making them highly customizable. Skills are also powerful, because each time a Skill advances to a higher rank its effect increases and this can occur an unlimited number of times. The combination of power and flexibility offered by Skills make them one of the most defining elements in a Character's abilities and playstyle. For all Classes, a new Skill may be unlocked at rank 0 each time the Class advances. This means 1 Skill Point must still be spent in the Skill to gain rank 1 and avoid the rank 0 penalty. | ||
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- | === Perks === | ||
- | Perks are bonuses that grant a Character special capabilities. Most Perks are unique to their Class and emphasize a particular aspect of its performance, offering different playstyles depending on the Perks selected. These bonuses prioritize diversity over raw power, so they tend to have broader effects, but unlike Skills, they cannot be advanced after purchase. For all Classes, a new Perk may be purchased after every 3 levels, making the first Perk available at Class level 3. New Perks require 2 Skill points to unlock. | ||
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- | === Using Classes === | ||
- | When a Class is first unlocked, it begins at level 1 and only has access to a specific pair of Core Skills, depending on the Class in question. As the Class gains levels however, it will offer more Skills and higher Skill caps along with a selection of Perks. Classes advance automatically, gaining a level every time a certain number of Skill Points have been spent in them. The number of Points required to advance increases for each level and is always equal to (the current Class level) + 3. This means at level 1, a Class will require 1 + 3 = 4 Skill Points to be spent. Each time a Class advances, the Player may unlock one new Side Skill for that Class. For every three advances, the Player may also unlock one new Perk. The maximum rank for Skills also depends on the level of their Class; a Side Skill may only have ranks equal to its Class level, while a Core Skill may have double that number. | ||
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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! |