Not a Chapter [Class] Principles

Name:Apocalypse Redux Author:
Not a Chapter [Class] Principles

Evolution Thresholds

1st Evolution: Level 10

2nd Evolution: Level 25

3rd Evolution: Level 50

4th Evolution: Level 100

5th Evolution: Level ???

Evolution Gains

1st Evolution: [Inspect] and [Privacy] and [Class]-specific upgrades

2nd Evolution: [Aura]

3rd Evolution: [Bloodline] creation/empowerment, possibility of strengthening relatives

4th Evolution: Interpersonal interaction improvement, quality of life enhancements, possibility for a last-ditch respec

5th Evolution: ???

Rarity Explanations (Starter Class)

To start with, you unlock any [Class] that describes anything you do, from your job to your hobbies. In addition, most standard RPG classes are freely available, though [Mage] requires some degree of scientific expertise (good highschool education/first semester university) while [Healer] requires some medical expertise (more than the first aid most people know, but not by much).

Unsavory [Classes] are also unlocked for everyone so anyone who wants to go down that route can quickly and easily start gaining the [Skills] to avoid law enforcement.

Common: Common, Garden variety, basically just a job title.

Uncommon: Harder to obtain job title, experts in their field

Rare: World-class capabilities, other standout qualities

4th Evolution: 20 Stat and 1 Skill points

5th Evolution: ???

Skills Explanation

The cost of [Skills] changes based on their rarity, starting at one for common ones and reaching up to five for legendary ones.

Every [Class] except the Starter also has two core [Skills] with double the cost but they also carry a lot of the power of a [Class]. Some of them are also known as “cooldown [Skills]”, which have a separate mana pool that can even exceed the user’s own and allow the use of that [Skill] without requiring a large portion of one’s mana pool to be reserved.

Aspects

Most Aspects give a choice of offensive, defensive and movement [Skills], but monsters that lean more heavily in one direction can have two or even three [Skills] focused in one of those things, or just have utility [Skills] instead, but it can vary heavily on the Aspect in question.

An Aspect can offer between one and five [Skills], with higher Tier ones granting a higher number of them.

Everyone starts out with one open Aspect slot and will gain an additional one each Evolution. Further ones can be purchased for XP, the first one will cost 1,000, with the cost doubling for each subsequent one.

Up to four Aspects can be slotted into each slot, with one each from the Tier 1-3, 4-6, 7-9 and Tier 10 groupings, and they must all be slotted sequentially, from lowest to highest. When stacking Aspects, the [Skills] from the weaker Aspects are upgraded into the version the new Aspect holds, and the user can take on additional [Skill] from the stronger Aspect.

As the Aspect’s Tier increases, this “stronger version” becomes less about doing the exact same thing but better and more about sharing same spirit of the weaker [Skill].

XP Gains

You can only gain XP from a certain maximum number of creatures per category, limited based on the Tier, and as you exhaust more categories, the number of creatures you can hunt dwindles in the remaining ones of that power grouping.

Tier 1-3 lets you hunt 100 monsters per category for XP.

Tier 4-6 lets you hunt 50 monsters per category for XP.

Tier 7-9 lets you hunt 25 monsters per category for XP.

Tier 10 lets you hunt 10 monsters per category for XP, but that number does not dwindle as categories are exhausted.

Aura

You can buy as many [Auras] as you want for 10 [Skill] points each. Everyone unlocks one for each Aspect and [Class] they hold, as well as one for their personality and one for their goal, and a series of them for random achievements gathered throughout one’s lives.