Classes and Advancement

An adventurer's class determines a variety of statistics relevant to the character from health points to available moves. A fundamental part of character creation, a Basic Class is selected from the list below.

Basic Class

Experience

Throughout their adventures, a character gains Experience Points, which represent practice and lived experience. Experience points are typically gained through surviving combat encounters, or tense social encounters, ultimately their accumulation is determined by the GM assigning them when they have been earned narratively.

Advancement

During periods of rest, adventurers will reflect on the moments throughout their expeditions and that experience culminates into new skills and refinement of existing ones.

Whenever a character heals to Maximum Health they may spend 5 experience points to learn a new move or increase one of your stats. You can only increase your stats to meet the requirements of the advanced moves of your class.

Levels

Levels are a vague measure of total character ability, as the total number of times a character has advanced. Some moves have level requirements and can only be unlocked after a set number of advancements.

Additional Moves

When unlocking new moves, a character may unlock any move that they meet the requirements to unlock. Classes have a set list of advanced moves associated with the class, these advanced moves determine both the maximum stats a character can have and are prerequisite to the character capstone ability. In addition, they all must be unlocked to take an advanced or epic class.

Most moves give an increase to the character's max HP. When learned as class starting moves, the character does not need to meet their requirements and does not gain the additional max HP they otherwise provide.

When a move Replaces another, while you know both for the sake of prerequisites, you can only use the upgraded move.

Move Slots

Characters have a set allotment of Move Slots, a restriction of the number of readied abilities and active effects. Learned moves can be swapped around freely any time the character could advance.

Moves fall under 3 types of moves; Active (Moves that must be intentionally used), Triggered (Moves that can only be used in response to certain triggers), and Passive (Moves that serve as static effects.) Triggered, and Passive move slots are shared, and are set and increased by classes. Active move slots are set and each character has 6 Active Move Slots.

Capstone Abilities

Capstone abilities are the penultimate accumulation of talent by a character within a field of study. Requiring having unlocked all of the advanced move of a class, these powerful moves serve as a reward to dedicating oneself to mastering an art. One capstone ability per class can be learned regardless of other prerequisites.

New Classes

Once the advanced moves of a class have been fulfilled, a character may chose to dedicate themselves to an another class, furthering their development as an adventurer. When doing so, a character may choose any basic class, or any advanced / epic class that they meet the prerequisites to unlock. They may use dedicate an advancement to learning the starting moves of that class, additionally gaining any other benefits of the class.

When choosing an additional basic class, a character spends an advancement and learns both the starting moves of the basic class, and gains maximum health equivalent to the starting health of that class. Starting gear, on the other hand is not gained through advancement.

When choosing an advanced or epic class, a character spends an advancement to learn the starting moves of that class, and gain any additional benefits listed with the class. Advanced and Epic classes both have prerequisites that must be met in order to learn.

Advanced Class

Epic Class