Artist: Karen Hatzigeorgiou
Red Ash supports a custom class system. This is meant to be used by the species designer when building a campaign.
A class is a predefined level progression for describing a trained and/or educated member of a society for use by player and non-player characters. Keep in mind that the classes you define now are the only ones a species can use. After species creation it is difficult to start a new class, unless you have a specific power or via in game device, like training under a friendly species available classes.
An example of a typical class is the Soldier, a pure fighter that is trained to use armor, shields, and a select few weapons. Classes are usually related to a city building that will govern the max level that a character can train to. Once a character is past level 50 they can self level without the need for a master or building to train them. All classes have a total of 100 levels except for the conscript class which is limited to level 20.
The conscript class is a free class and all species have access to it. Unlike other classes it is not related to any building in the same way as other classes are. These people are often pulled from the slums of a society in defense of a city.
When designing your species leave points for the purchase of various classes. Using points to determine the number of classes you have available to your people and the advancement scale defined for each class. Classes are made up of a handful of root skills that will guide your class design with general "preferred" skills that will not cost as much to advance in. While other skills will cost much more to advance and some skills can be defined as restricted. This is an open skill system so unless you restrict certain root skills a player can take levels in any skill.
Any single class can not have more than 100 points (of population) used to define it. The first expense you need to consider is the advancement of physical and mental abilities. Any ability can be increased over the entire 100 levels of advancement and to allow the player more character build options you may opt to have selectable ability points. These are points the player decides where they will be spent.. A minimum value of 10 and a maximum value of 3 describes the +1 ability point gain over the value purchased (i.e. - a value of 3 means you gain a +1 to the selected ability every 3 levels). 0 is also defined for abilities that will not increase. The following chart may help clear up what I mean.
|Sample Advancement, 1st 8 lvls for a class and a species w/base abilities of 100|
|Physical (98 points used)||Mental (0 points used)|
|Next LVL||10th||13th||13th||11th||9th||No advancement for mental abilities||0|
|Life Pnts Mod|
Life Points Modifier is a value use in the formula to figure the life points you class hasa a specific level. The default value is 1 and can go as high as 4. Any value over 1 will cost population as the table here shows. Please review abilities, Life Points.
Before you decide on what root skills to relate with your class, you need to also define the number of skill points gained per level. For the sample class defined above I will have 4 skill points per level which will cost me 2 additional points. So now I have spent 41 points (98+2) and have I have 0 points left.
|Skill Pnts per/Lvl|
A university class, (1350s).
Original Source http://en.wikipedia.org/wiki/File:Laurentius_de_Voltolina_001.jpg
Purchase of root skills is simply a cost of 6 points per root skill. If you find you need a few more points you can also restrict root skills for 2 point per root plus the cost of any skills "required" (not optionals) for a class feat at an additional 2. Any excess points can be spent in abilities or increasing skill points per level. I will note here that purchased root skills will set the cost for your class to 2 skill point per level in any skill based on that root. Non-purchased skills will cost 3 skill points per level.
|Restricted||Applied in root skill restriction (above)|
|Open||per feat description|
|Related||3 at class build + per feat|
Class feats have 1 of 3 different status for each class and they are; Restricted, Open and Related. If you have sold a root skill above then you have also sold the feats that require the sold root skill or one of its child skills. In return you gain more points to build your class with in either better ability scores over each level and/or more skill points per level.
Related feats are, as the words imply, feats relate to the class you are designing. These feats will cost much less in skill points over the course of a character's leveling of that class.
Open feats are those that you did not buy and have not restricted by selling the root skills. These feats are still available to purchase with skill points but cost much more to do so.
Now name the building that will be used by this class to advance. All of these building will have the same effect in your city and are modeled after the generic character building above. Use original names for building per species to keep it clear what build is for what. Two different species can have a barracks, but within a single species do not have a building called a barracks for two different classes.