Tabula
Rasa
Classes
AFS
Medic |
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AFS
Engineer |

The
Medic is an expert of microbiology
and organic chemistry. They use this
knowledge to heal and even resurrect
allies, and inflict disease and death
on the enemy. |
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The
Engineer is an operations expert who
can deploy technological field generators
and battlefield drones which can serve
to augment and extend a squad? time
on the field. |
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AFS
Guardian |
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AFS
Specialist |

This
military tactician concentrates his
efforts on close combat and territory
control. Once a Guardian digs in,
it takes overwhelming force to displace
him. |
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The
specialist is the first class in the
support line of classes. While the
specialist can still hold their own
in a fire fight, they use beneficial
skills and abilities to help teammates
and themselves. |
AFS
Soldier |
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AFS
Recruit |
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AFS
Commando |

The
Soldier is the first class in the
combat arms career path and are the
primary frontline troops, doing the
most direct damage on the battlefield.
Most soldier abilities are concerned
with aggressive direct damage. Soldiers
are supported by the Specialist classes.
Soldiers, along with Specialists,
are introduced to Logos abilities.
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The Recruit class is the first class
the player will play. As such, the
class is undifferentiated and contains
a variety of skills and abilities
fitting all of the different combat
roles in the game.
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What
Commandos lack in the subtlety of
the Ranger class, they make up for
in sheer brute force. Commandos are
the takers and controllers of territory,
while their Ranger counterparts are
all about intel and disruption.
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Combat
• Body, Mind, and
Spirit
Combat, your abilities, your weapons –
nearly every aspect of life in Sanctuary is intertwined
with the attributes of Body, Mind, and Spirit.
These attributes affect how you interact with
friends and foes alike.
Weapons and abilities (save Chi Strike, which
is explained below) are all inherently
aligned
with a specific attribute. When using an ability,
your store of that attribute will be decreased
– though it will replenish over time when
you are not engaged in combat. Unlike abilities,
your weapons will not consume attributes when
used for basic attacks.
Body, the attribute of physicality, is used for
traditional attacks and weapons associated with
physical prowess. Swords, claws, knockback and
poisoning are all examples of weapons or attacks
associated with the Body attribute.
Mind, the attribute of mental prowess, is used
for abilities and weapons of information. Prismatic
paintbrushes, holo-scrolls, and books are all
examples of weapons associated with the Mind attribute.
Mind abilities often focus on the transmission
of ideas and their affect on others: inflicting
the idea of pain on your opponents is an example
of mind abilities.
Spirit, the attribute of exhilaration, is used
for abilities and weapons associated with song,
dance, and music. Gongs, drumsticks, and other
musical instruments are all examples of weapons
associated with the Spirit attribute.
• The Path
Body,
Mind, and Spirit also govern your chosen pathways
and skills. As you gain levels of experience,
you will be given the opportunity to select from
class-based options for advancement. For the first
four levels, attributes and ability sets are intentionally
rather generic. This allows you to make an informed
decision in choosing the eventual direction you
will take when you determine what focus of study,
called The Path, you should pursue.
Your first branching choice is presented at level
five. It is at this point that you will select
either The Path of the Warrior (Body), Scribe
(Mind), or Musician (Spirit). As you continue
to advance, you may return to any branch point
and follow a different pathway – giving
you the freedom to explore other skill paths without
requiring that you return to the very beginning
to start over.
• Chi Strike
Finally, in addition to the Body, Mind, and
Spirit-based skills and weapons at your disposal,
you also possess an important skill known as Chi
Strike.
During the course of combat, your Chi raises
when you successfully strike an opponent and lowers
when you miss an opponent or an opponent hits
you. You may raise your Chi value quickly by alternating
weapons and abilities to balance Body, Mind, and
Spirit during combat. When any of the three central
lights in your Chi gauge are lit, you may use
the Chi Strike ability; however, the greater the
value of your Chi (the more lights lit), the more
devastating the damage Chi Strike will deal to
your opponent. Use of a Chi Strike as a killing
blow gives an additional bonus of replenishing
your consumables (Body, Mind and Spirit attributes.)
• High Fashion
Fighting
In
a world where the ultimate weapon is in your head
rather than in your hand, armor has no value in
combat and, therefore, it won’t be found
in Sanctuary or on the battlefields where you
will face off against opponents. All combat is
based on attribute vs. attribute calculations.
Quickly measure up your adversary before engaging.
Is he strong in Mind? Counter with something that
has the properties related to Body or Spirit.
Better yet, switch between the two. You’ll
find not only that your Chi increases more rapidly,
but that he will be dispatched more easily, too.
• Weapon Customization
You may choose to modify your favorite weapons
through the use of the binding affinity. A weapon
may be bound to you so that it increases in affinity
to you as you deal damage with the weapon over
time, following the same basic principle of a
samurai’s sword becoming an extension of
himself. Using a bound weapon to deal final blows
will raise affinity levels even more quickly.
The weapon will increase in levels and, with each
level increase, you will be able to add modules
to enhance its abilities.
Further customization is available through the
use of weapon dyes. These won’t add to the
ferocity of your attacks, but you’ll look
fabulous!
• Share and Share
Alike
All
of your characters, no matter what incarnation,
share everything: a common inventory, wealth,
house, reputation and even weapon bindings.
All new arrivals begin as Recruits. The early
choices recruits make, as they progress toward
various career paths, will define the skills,
abilities, weapons, tools, and armor that will
be accessible during their term of service.
Below is a brief introduction to the basic career
paths and the attendant skills and abilities that
will be made available to those who successfully
complete Recruit training.
All personnel and equipment specifications are
subject to revision.

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