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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, such as healing allies or attacking enemies. The Skills 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.
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 unlike Skills, Perks 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.
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.
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:
- 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!
Spending Skill Points
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:
- 3 points per new Class
- 2 points per Class upgrade
- 2 points per new Perk
- 1 point per new Skill rank
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:
3(new class) + 10 (5 skills upgraded from rank 0 to rank 2 so 5×2=10) + 2(Class upgrade) = 15 skill points
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.