Overheard at a bar

I plan to spend most of the upcoming blogs giving some overviews of our 32 classes, but I thought before I dug in on those I could give an overview of the systems in which they live. Most of the abilities that characters gain as they level up are combat abilities. If discussed in it’s simplest terms our combat system can be broken up into two sections, Supernatural and Physical. For the sake of our classes we break these down further into four class types. Supernatural is broken down into Magic and Faith types. Physical is broke into Melee and Normal types. Each of these types have their own perk that gives them a unique and fun combat play-style, and there are 8 classes of each type.

Magic classes cast spells with powerful and sometimes volatile affects. These spells are empowered by words and gestures learned through years of study and dedication by some, and manifesting in others from a power beyond any Scholar’s understanding. Most spells require 100% of the casters attention and as such take a full round to cast. Spells also have an open-ended critical and damage system meaning they can crit multiple times with a single spell which will greatly amplify its effect. The perk of the magic system is a usable resource called Focus. Focus is gained as you level up and can be used once per combat to empower your spells in different ways. This empowerment combined with their open-ended criticals leads to some of the most powerful and dangerous abilities in Undestined.

From a lecture by the Scholar Verig:

Casting a spell may seem easy; just memorize what it is you need to say and say it at the proper time and in the proper order and BOOM, the result.  For the most part that’s right. Yet try memorizing an equation that is three lines.  Not too hard, sure.  Now imagine reciting the same three lines properly with a battle raging about you, with arrows flying past your head, men jostling, screaming and bumping into you.  Now imagine reciting it while a grotesque beast wielding an immense sword covered in gore from its previous victims is charging you, and you know you will not finish the spell in its entirety before the beast reaches you.  This is the concentration of a true spell caster.

Faith classes invoke spells as guided by their belief. These caster’s gain their abilities through the empowerment of their god. As they grow in levels they also grow in their Faith. Successful invocations increase their Faith during combat and make them more and more powerful as the fight wears on. This Faith and how it increases the power of the character throughout combat is the perk of the Faith system. It leads them to becoming dangerous foes if they are not shut down early in the fight. Whether empowering and protecting their allies or weakening and corrupting the minds, bodies and souls of their foes, a Faith user’s belief in her deity makes her enemies fear and respect her strength.

From the journal of the Priest Quetza:

I wasn’t even aware of the ambush when I felt the cold steel buried in my side. I didn’t take the time to gather who or what had attacked. Instead I closed my eyes and felt the warm embrace of Andrella. Crying out for her mercy and guidance I felt the dagger being pushed out by her warmth. Immediately Andrella sent to me a Vision. I saw an arrow pierce the heart of Sevarin and her lifeless body sinking into a pool of her own blood. I do not know how, but I knew this was to pass without Andrella’s intervention. I pled with Her to let Rala loose her arrow first. When I opened my eyes I saw Rala’s arrow stick into the eye of the dark armored bowmen. His arrow shot into the ceiling, and Sevarin, heedless of her plight, fought on. I felt two more daggers sink into my back, but I had no fear. Andrella’s might was with me on this day and our foes did not stand a chance.

Melee classes thrive in the chaos of battle. Where others might hesitate, or fear the results of their actions, Melee classes are bold, comfortable,and confident. Their instincts allow them to see the fight and react as it happens. The perk of the melee system is called Combat Awareness. In our combat system, players must decide their actions prior to each round and these actions take place based on their initiative. By the time it gets to be your turn, it is possible your action has been nullified by the actions of those that went before you. Melee classes do not have to abide by this rule. In each moment of the round they are aware of the situation and able to react immediately on their turn.

From Adelina’s Rage written by Dana of the Thrak Gulch Clan:

The feel of blood drying between her fingers only made Adelina feel more at home.  The fury of battle was the only place she truly felt alive anymore: watching for any opening in her opponent’s defense; constantly raining her anger down on them; watching the blood from previous kills spray onto their faces as steel rang on steel. All the while she was prepared at any moment to break her attack and use her momentum to deflect any attack her foes were bold enough to throw back at her.

Normal classes succeed, not by magic, training, or the grace of some deity but rather, by sheer force of will. These classes are often more mobile and elusive than most others, and their capacity for making the best of the worst situations sets them apart from those around them. Their talents and abilities arise from something inside of them driving them to become greater. The perk of the Normal system is called Improvise. Normal classes are able to ignore the pain and impediments of the wounds they suffer. While all other classes may suffer severe penalties from the damage they take, Normal classes do not. Instead of letting the tides of battle turn against them, they Improvise and find a new way to keep their advantage.

Overheard at a bar:

So this giant, no-brained beast of an ogre thinks he has me back against the wall. I mean, he literally did. It was the only thing holding me up after he crushed my leg. Anyhow, I heard an echo when my back hit it, so I knew what I had to do. I let him swing his big dumb club right at my head. I ducked at the last second and the beast knocked a hole into the wall. He had to gather himself from all the dust, so I dove on through. It was dark inside, so I just ducked beside the hole and waited. He yelled a few times and his stinking breath almost drove me back out to him. Only had to wait a few seconds for him to stick his ugly head in the hole and my short sword sheathed nicely in his ear.