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Traits

Coming soon!

Classes

FEATs

Coming soon!

     JUST A PREVIEW

     Here you can find a preview of all the classes and their abilities. (For more details, please check out the Free Download link at the main page to download the class book.)

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     CLASS SYSTEM

     Choosing a class determines what abilities you’ll be able to inherently learn upon character creation, and upon reaching Hero Level 2. (We say “Inherently”, because you can use the 7th attribute TEC at any time to learn abilities outside your primary and subclasses.) Upon reaching Hero Level 3, you’ll be able to inherently learn abilities from any class in the game.

 

     The class system exists to help you quickly build a character with a direction in mind. It does not exist to box you into a certain play style. Just be aware that since a good amount of your abilities are learned early on, this decision does have some weight to it.

 

     Your primary class and subclass also allow you to use their special Force Breaks at will, but only during your turn (unless otherwise noted.) You can only use 1 force break between long rests, and only after the 3rd round of any given combat. Since combat typically lasts 3 rounds, you’ll likely only need to use them during the toughest of fights. There is a little more to this mechanic, explained in the Advanced Rulebook, pg. 16.

 

     Finally, classes offer you a form of identity, so that if you tell someone you’re a Hunter/Thief, a Guardian/Warrior, or a Druid/Geomancer, they have a general idea of what you’re capable of. Enemies and NPCs might be able to know your primary class just by looking at you, while only those that are close to you would know your subclass. The labels melee fighters, ranged fighters, mages, defenders, supports, and summoners only exist to help organize classes. A Ninja or Low Priest could play like a defender, and an Astrologist or Druid could play as an offensive mage. Most mages have at least one Summon Spell, and many melee fighters have a few Ranged Skills and support-like abilities of their own.

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     HOW ABILITIES ARE LEARNED

     Whenever you gain +1 Primary Class Ability, or +1 Subclass Ability, you may learn an ability from that class. You don’t automatically know every ability from your classes, you must learn them individually. (The only exceptions are force breaks, you do automatically know them.) You may learn abilities one of 3 ways: By leveling up, increasing your TEC, or acquiring a trait or class feature that allows you to.

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     At Character Creation (Hero Level 1), you get to learn +2 Primary Class Abilities and +1 Subclass Ability. (Via Hero Level 1 Awards.)

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      ABILITY ARCHETYPES

     Abilities are special skills your character can perform. Most characters rely on the use of their abilities, especially support and summoner type Heroes who can’t always rely on strong attacks. They come in 4 different types:

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     1. Always Active (AA)

     Always Active abilities “(AA)” are passive or used at will, and do not require an action of any type to use (unless otherwise noted.) These can be used at any time and provide great options for roleplay outside of combat.

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     2. Combat Active (CA)

     Combat Active abilities “(CA)” are passive or used at will, and do not require an action of any type to use (unless otherwise noted.) They do, however, require you to be in combat to be activated, due to limited resources or the Adrenaline required to perform it (such as exhausting battery life, special ammos, chemicals, divine favors, stamina, epinephrine, demonic aid, etc.) A Hero may request to use a combat active ability outside of combat at the cost of Vitality. The amount of Vitality required, if any, would be determined by the Game Master.

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     3. Activated (1-9)

     Activated Abilities take an action to use and have CDC (Cooldown Counter) costs associated with them, from (1) to (9). When you use an Activated Ability, you put CDCs on it equal to its CDC cost (if an ability has a CDC cost of (3), you will put 3 CDCs on the filled-out ability card.) Whenever you cooldown, you will remove 1 CDC from this ability. When all CDCs are removed from the ability, you will be able to use it again. Outside of combat, each CDC equals 10 seconds of time you must wait before you can use it again. Many factors, such as equipment bonuses, may influence the amount of CDCs required to use an Activated Ability. (Because of this, some abilities may cost 0 CDCs to use. These abilities still take an action to use, but are immediately available for reuse thereafter.) Mana potions and the “Cooldown” action can help you use high CDC cost Activated Abilities multiple times per combat.

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     4. Enemy

     Enemy abilities can only be used by enemies, or Azure Battlemages. These abilities don’t have CDC costs, but still take an action to use. Each enemy ability can only be used once per round.

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