A character’s class delineates his role within the party. Upon initial character creation, the class you select provides:
- A one-point increase to an Aspect
- A one-point increase to a Combat Value
- Starting Skills
- Initial Weapon and Armor Proficiencies
- First-level Talent
As the game progresses, players accumulate experience points. When these points surpass specific thresholds, a character can ascend to a new level, deepening their mastery of that class.
Starting Skills
Each class offers four or five skills, each beginning at one rank. Additionally, each class allows you to select any other skill to gain one rank. You cannot opt for a skill already conferred by your class. If either a designated skill or your chosen skill aligns with what your Generalization provides, you possess two ranks in that skill.
Leveling Up
As you adventure in the world of 99 Towers, you will face adversity and hardship. We all know that what does not kill us only makes us stronger, and this is represented by experience points (XP). As you explore the world and defeat foes, the experience you gain will improve your character, granting you new abilities and capabilities.
A new character starts at level 1 with 0 XP. When he reaches 1,000 experience points, he reaches level 2. The chart below shows the amount of experience a character needs to reach each level:
List of Classes
- Aethermage
- Blackcoat
- Career Officer
- Chaplain
- Church Vanguard Knight
- Cinderbrand
- Collegiate Mage
- Counsel
- Entertainer
- Everblade
- Fade
- Falconer
- Frostbound
- Grailwarden
- Gun Mage
- Gunslinger
- Hanging Judge
- Marshal
- Rifleman
- Royal Duelist
- Runecaller
- Sanctioned Witch Hunter
- Sentinel
- Skirmisher
- Sniper
- Squad Mage
- Thief
(more to come)
Level | Experience (XP) | Benefit |
---|---|---|
1 | 0-999 | +1 to a specified Aspect score, +1 to a specified Combat Value, Skills, Proficiencies, Rank 1 Talent, Money |
2 | 1,000-1,999 | +1 to one Combat Value, 1 Skill |
3 | 2,000-3,299 | Advantage, 2 Skills |
4 | 3,300-4,999 | +1 to two Aspects |
5 | 5,000-6,999 | Rank 2 Talent, Specialization, Familiarity |
6 | 7,000-9,499 | +1 to one Combat Value |
7 | 9,500-12,499 | Advantage, 2 Skills |
8 | 12,500-15,999 | +1 to two Aspects |
9 | 16,000-19,999 | Rank 3 Talent, Specialization |
10 | 20,000-24,999 | +1 to one Aspect, +1 to one Combat Value, Familiarity |
11 | 25,000-30,999 | Advantage, 2 Skills |
12 | 31,000-37,999 | +1 to two Aspects |
13 | 38,000-45,999 | Rank 4 Talent, Specialization |
14 | 46,000-54,999 | +1 to one Combat Value |
15 | 55,000-64,999 | Advantage, 2 Skills, Familiarity |
16 | 65,000-76,999 | +1 to two Aspects |
17 | 77,000-89,999 | Rank 5 Talent, Specialization |
18 | 90,000-104,999 | +1 to one Combat Value |
19 | 105,000-124,999 | Advantage, 2 Skills |
20 | 125,000+ | +1 to one Aspect, +1 to one Combat Value, Familiarity |
Characters can span levels one through twenty. Upon reaching a new level, a character reaps the benefits affiliated with the next tier of his class. Every class possesses a corresponding chart detailing the rewards at each milestone. As you level up, this chart can outline specific perks, as listed below:
+1 to one or two Aspects: Gain a rank in one or two distinct Aspects. When an Aspect score elevates, if it’s linked to a Combat Value, that value also increases. If the Aspect is either External Endurance or Internal Endurance, your STUN and LETHAL values increase. At first level, this Aspect increase is predetermined by your class. No player character’s Aspect can surpass a value of six without the GM’s consent.
+1 to one Combat Value: You gain a rank in a Combat Value. Like with an Aspect, at level one the Combat Value is specified by the class. At higher levels, you may choose any of the options. Human characters cannot go above an eight in any Combat Value without the GM’s permission. If a character goes up in an Aspect that would bring a Combat Value above an eight, it does not go up any higher.
Advantage: Select a new advantage or augment the rank of an existing one, ensuring prerequisites are met.
1 or 2 Skills: You gain a rank in one or two skills. If you get to choose two, they must be different skills (but they can be existing skills you have or new ones).
Familiarity: You can choose an Advanced skill that you do not have a rank in. You gain familiarity with it. If you later use a skill point for the same skill, it replaces the familiarity.
Talent: You gain access to your next class talent.
Specialization: You can choose a specialization in a skill in which you have one or more ranks.
Upon reaching level twenty, a character’s cumulative gains include:
From his class:
- Eleven Aspect increments
- Seven Combat Value increments (with some enhanced due to corresponding Aspect elevation)
- Four or five starting skills and eleven supplementary ranks for existing or new skills
- Four familiarities
- Four specializations
- Five talents
- Five advantages
From his generalization:
- One Aspect increment
- One skill with its paired specialization
- One advantage.