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40 lines
3.2 KiB
Plaintext
<p>Defines the playstyle available to the <a href="/blessfrey-gdd/character">character</a> through associated <a href="/blessfrey-gdd/skill">skills</a>, <a href="/blessfrey-gdd/perk">perk</a>, and <a href="/blessfrey-gdd/attribute">attributes</a>. Your choices generally describe the kind of person you are and your approach to social interaction, puzzle-solving, combat, and life. <p>
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<p>Most of the enemy NPCs will have the same jobs available to the player, so the player will learn both to use and defend against the same skills. </p>
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<p>There are six standard jobs available to the <a href="/blessfrey-gdd/player">player</a>, but more can be discovered during gameplay. </p>
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<p>The basic jobs are... </p>
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<ul>
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<li><a href="/blessfrey-gdd/armsman">Armsman</a> </li>
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<li><a href="/blessfrey-gdd/brawler">Brawler</a> </li>
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<li><a href="/blessfrey-gdd/chemist">Chemist</a> </li>
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<li><a href="/blessfrey-gdd/disciple">Disciple</a> </li>
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<li><a href="/blessfrey-gdd/hacker">Hacker</a> </li>
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<li><a href="/blessfrey-gdd/idle">Idle</a> </li>
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<li><a href="/blessfrey-gdd/tamer">Tamer</a> </li>
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</ul>
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<p>The rest of the jobs, whether they were ever used or not, are... </p>
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<ul>
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<li><a href="/blessfrey-gdd/artist">Artist</a> </li>
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<li><a href="/blessfrey-gdd/elementalist">Elementalist</a> </li>
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<li><a href="/blessfrey-gdd/geometer">Geometer</a> </li>
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<li><a href="/blessfrey-gdd/gunner">Gunner</a> </li>
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<li><a href="/blessfrey-gdd/jinx">Jinx</a> </li>
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<li><a href="/blessfrey-gdd/life-priest">Life Priest</a> </li>
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<li><a href="/blessfrey-gdd/linguist">Linguist</a> </li>
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<li><a href="/blessfrey-gdd/martial-artist">Martial Artist</a> </li>
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<li><a href="/blessfrey-gdd/necromancer">Necromancer</a> </li>
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<li><a href="/blessfrey-gdd/shape-shifter">Shape-shifter</a> </li>
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<li><a href="/blessfrey-gdd/slayer">Slayer</a> </li>
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<li><a href="/blessfrey-gdd/tarot-mage">Tarot Mage</a> </li>
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<li><a href="/blessfrey-gdd/traffic-control">Traffic Control</a> </li>
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</ul>
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<h2>multiclassing</h2>
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<p>A character can have a job and a side gig. All associated skills and attributes will be available to the character from both jobs. This mix of playstyles defines a custom multiclass and lets players be creative. An Armsman/Disciple can be played like a paladin or cleric, a Hacker/Brawler can be played like a spy or assassin, and a Chemist/Tamer can poison his arrows using field medicine. </p>
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<p>Perks are a special attribute. Only jobs come with perks. It bestows a constant boon on the character, which increases in power as the perk is increased. Although a character cannot increase a gig's perk's value or gain its boon, he will have access to all the perk's associated skills, albeit at their lowest effectiveness. </p>
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<h2>structure</h2>
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<p>A character has a $Jobs node that contains all jobs as children. Information about its job, gig, and perk and attribute values are stored in this scene. </p>
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<p>The $Jobs node has exported String variables first_job and first_gig for startup. Later, the jobs should be loaded from a save file, etc. </p>
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