A Subclass represents a hobby, trade and/or service that your character specializes in. Each player has access to a single “Subclass Slot” at start. Duty Experience Points (DXP) is invested to advance the Subclass level, and new Subclass Slots can be purchased up to a total of 3. A starting character begins with enough DXP to raise 1 Subclass up to Rank 3, or to purchase a second one at start.
Subclass Slot 1: Free at Start
Subclass Slot 2: 2 Skill Points or 14 DXP
Subclass Slot 3: 4 Skill Points or 28 DXP
Subclasses are generally non-combat abilities you can use during events that can greatly increase the ability of a player to change and affect the world around them. Some subclasses are more complicated than others, and we have divided them up into several categories of difficulty below to help you make your choice.
Apprentice: Apprentices work under other specialists, helping them in their endevors. This is a good starter subclass if you can't decide what you'd like to specialize in.
Carpenter: Carpenters build things from wood and nails, and can craft buildings and barracades.
Courtesan: Courtesans are skilled at helping others relax, and resore their strength and focus.
Farmer: Farmers provide food for the large peopels of the city.
Herbalist: Herbalists collect plants required for potions and poisons alike.
Housekeep: Housekeepers maintain a cozy atmosphere where everyone can work.
Miner: Miners pull ore, crystla, and metals from the earth.
Scholar: Scholars make it their business to know things, and can amass impressive collections of lore quickly.
Alchemist: Alchemists craft potions and poisons with a wide variety of effects.
Artisan: Artisans create jewelry and ornate weapons and armor that can have magical effects.
Brewer: Brewers craft alcoholic beverages for the enjoyment of others, and thrive in city settings.
Chef: Chefs imbue real food with magical effects, and are a fantastic choice for people who like spending time in the kitchen
Deepcrag Dweller: Deepcrag Dwellers have learned to survive in the deadly Ananke Crags, where no one from the surface dares to go.
Merchant: Merchants are the heart of economy. They play the market, and keep the town supplied.
Scribe: Scribes are able to copy recipes, duplicate scrolls, forge official paperwork and write powerful contracts
Tailor: Tailors are crafters of fine cloths and garments.
Blacksmith: Blacksmiths craft weapons and armor.
Esper Warden: Esper Wardens upkeep the shrines to Espers in the Pantheon, and can often ask for aid in return for their work.
Fortune Teller: Fortune Tellers can tap into the powers that be for hints of what is to come.
Militiaman: Militiamen are Leaders of small armed troups, from Soldiers to Bandits.
Ruinstalker: Ruinstalkers find and pillage ruins. They are especially skilled at 'finding plot'.
Skyrunner: Skyrunners man and fly airships and move goods, messages, and people across the world.
Spy: Spies make it their business to know things going on around the world, and can subtly influence politics.
Tinkerer: Tinkerers deal with technology, old, new, and experimental.
All characters, no matter their Subclass, have access to three basic abilities:
Basic Travel: Cost: 3 NPC Shifts
Basic Travel is the ability to travel from the location the game is taking place in, to another location such as another Town or City, and back during an event. Generally it is assumed that when you use Basic Travel, you have time to do something minor and come back. If you are requesting to do something that would take significant time, you may be required to do additional NPC Shifts. Basic Travel is often Dangerous, and there is a chance you may come across Danger, or be killed in an attack.
Experimentation: Cost: DXP/Resources
Questgating, or Time Experimentation is an attempt by a Fatetouched to create something new, or discover something hidden or secret in the world. This can be Subclass-related, or Combat Skill-related; it can be used to find new Recipes, or pieces of information in the world.
Town Assistance: 1 Time Unit
You may contribute 1 Improvement Point to any town project.
By investing DXP into a subclass, you will eventually increase in rank.
0 DXP: Rank 1 Profession. You have access to your profession’s Base Skill as well as all Rank 1 abilities.
7 DXP: Rank 2 Profession.
14 DXP: Rank 3 Profession. You must complete a staff-assigned quest before you gain access to Rank 3 abilities.
36 DXP: Rank 4 Profession.
90 DXP: Rank 5 Profession. You must complete a staff-assigned quest before you gain access to Rank 5 abilities.
Anyone may drop one of their Subclasses and forfeit all EXP, Duty Quest Cards, and Recipes they know in that Subclass. Once you drop a Subclass, the slot is open and you may pick up a new one. You may do this as much as you’d like.
DXP can be gained by assisting with the event, such as staying late to help clean or coming early to help prepare for the event, but is most often gained through the completion of Duty Quests.
Duty Quests are Quests/requests from the people of the world (and sometimes the players). They often represent an opportunity to use your Subclass Skills, and are physically represented at Events by small note cards with the pertinent information on them, posted on the Duty Board in the Inn (explain that this is there OOC at events?). Duty Quest Cards should be brought to staff to gain any rewards, and signed off once completed. Completed and signed Quest Cards should be dropped into the Completed Quest box by the Duty Board.
Subclasses have passive abilities, abilities that require NPC shifts, abilities that require Time Units, and abilities that require the use of Focus.
Passive abilities can always be used so long as their prerequisites are met, an example of one may be: “While in a Hunting Ground, you may call Detect Animal.”
Abilities that require NPC Shifts require you to NPC to gain the benefit of that skill.
Abilities that require Time Units require you to have Time Units stored up in your Ledger.
Abilities that require Focus require you to expend your limited focus pool to receive the benefit.
All Subclasses share a Common Focus Pool that is based on the Rank of your Highest Subclass. More Subclasses do not grant additional Focus, but more Focus can be purchased for DXP. Focus is spent from the same pool, regardless of the Subclass that is using them. Many skills require Focus Expenditures. Focus is refreshed at the beginning and end of every Event; it can only be refreshed during Events by Skills that specifically restore Focus.
Focus based on rank:
Rank One: 1 focus
Rank Two: 2 Focus
Rank Three: 4 Focus
Rank Four: 5 Focus
Rank Five: 7 Focus
Purchasing Focus:
9 DXP: +1 Focus
18 DXP: +1 Focus
27 DXP: +1 Focus
45 DXP: +1 Focus
All Subclasses require the use of a “Ledger”. This is a Book that records your Subclass Discoveries, Crafting Ingredients, or Recipes. Any Recipe or Discovery handed to you by Staff Members should be signed by that Staff Member, and it should detail the information about the item. A Ledger is also very useful for tracking Money and Income, and some classes have skills that use it more directly.
Some Subclasses can produce items, most of these items are 1-Use Consumables, Crafting Components, or Mundane Items such as Clothing, Basic Weapons, or Basic Armor. Production Players may create their own tag (which you can find here). They are responsible for bringing their own blank tags, which must contain the item properties, who it was made by, the date it was made, and a signature from the Player who made it.
Some Subclasses, especially production based Subclasses, have recipes hidden throughout the world, or waiting to be discovered. Some classes are more adept at Discovering Recipes than others, but everyone may attempt to discover one through Experimentation. Recipes that you know cannot be shared unless you have a Skill that specifically allows you to do so, such as in Scribe. Players who learn a Recipe should record their knowledge of a Recipe in their Ledger, and have a Staff Member sign off on it.