John looked at his notes for the meeting one last time. Short explanation on his understanding of the interaction of Cultivation and Classes and Mutations, check. Short list on several of his findings on Interface functions necessary for everyone, check. Summary of Classes and chosen Professions for the entire group, check. Suggested choices for Professions that still needed to be chosen to complete the groups roster, check. Suggestions as to what they should do next, check. With the accuracy of his notes confirmed, he took a big breath and started addressing the group arrayed before him.
“So, I’ll start with the lecture folks, I’ll cover a couple of topics but it would probably be best to start off with my findings, in consultation with several people, on what the System is and on the Interactions between Classes, Cultivation and Mutations. Several conclusions are pure conjecture and unless I specifically indicate it’s something we know, take everything with a grain of salt. Please refrain from asking questions until I am done,
Anyways, as far as we can determine, the System is a method of likely pan-galactic governance an unknown party, with the help of the System Administration, implemented on Earth. We assume its run with the help of nanotechnology powered by what the System refers to as Quantum Energy, which according to the explanations we have received drives every interaction between lifeforms within the System. Operating under our assumptions, it is clear we have been genetically, or otherwise, manipulated to have our bodily function running on this very same energy. I base this last conclusion on the information I have received from Ryan, who, at this stage, remains our only Cultivator who has unlocked or accessed his core.
The Interface informs us that the Class System and the Interface itself is implemented and driven by a core artificially grafted into our own body or soul or whatever. It is supposed to function like a training aid to assist us with the concepts of cultivation and increase our personal level of power early on. We also assume it provides supplementary functions that are not normally available to all Cultivators, such as, for example, the Inventory and Currency generation. To what extent the two conflict is beyond our ability to determine for now, but it is safe to say that they overlap in parts and that conflicts may likely arise at some stage. The Interface also seems to track gains that can be attributed to cultivation from what I can determine from Ryan’s stats.
Mutations are a supplementary function provided by the Interface and from what I can determine also includes artificial implants, there is no distinction I can determine and it is unclear to what extent they interact with the Energy based Interface and Cultivation strengthening of oneself. Developing mutations is clearly another way to increase personal power.
In summary, mutations are either implants and/or mutations not based on the energetic improvement of the Interface and Cultivation although some of them cost energy to obtain and maintain. Cultivation and the Interface or Class System are based on energetic reinforcement of our physical selves and we are uncertain of the permanence of these improvements. All three systems probably interact more or less fluidly. From what I can determine Energy is basically equivalent to the oriental mystic concept of life-force, or Qi.
At this stage we have no clear idea how to progress in cultivation, except trying to accessing your core and trying to actively harvest or cultivate Energy. Since Ryan has no idea what he is doing we don’t know how he can use cultivation to improve himself, besides the fact that unlocking his core greatly increased his capacity to hold energy and regular Cultivation brings smaller incremental increases. So that’s what we know for now.
Next, I’d like to address several Interface functions we have all been neglecting and which should be trained or utilised as soon as possible. First, the Inventory. Yes, we appear to have a small pocket dimension available. It’s easy to access and increases in size with regular training, for example by moving a coin in an out of the inventory. I have explained this previously but it seems that either few of you we’re listening and some were not present. It costs energy to materialise and dematerialise items and the bigger the inventory is the more energy it costs to maintain, but the effect is practically negligible. Oh, and for heaven’ sake, do not try to dematerialise items that are bigger than your Inventory, it’s a deeply unpleasant experience.
Second, we can create currency by designating a percentage of our Energy regeneration to creating said currency. It was added as the Skill Crystallise in the patch but it’s actually an Interface function that can be simply toggled on or off and converts about one hundred regenerated Energy into one Quantum Crystal. These can also be consumed to recoup Energy, precisely one Energy per Crystal. Don’t ask me why or how it functions, I have no idea. The toggle is somewhat hidden in the Interface, so I’ll forward a written explanation how to find it and set it as a HUD element to everyone, something I suggest you do.
Third, I assume everyone has played around with their HUD and notification settings, but I advise that you spend some more time on it if you haven’t spent some time on it after the patch. Might be you find some useful modifications. On another similar note, I suggest everyone take any opportunity to practice their Scavenging Skills as much as possible. Please just don’t destroy stuff we might need. Particularly old power tools without circuit boards.
Now, for the important stuff: Class and Profession selections. You all provided me with the information in your Character Sheet and most of you have also kept one Profession slot open. I’ll quickly summarise what I have learnt about the Class System, then outline our class selections before I move onto the Profession system.
My understanding of the Class System is that it forms the basis of our progression and unlocks certain Skills, Skill-paths and Mutations. Class Skills can be active or passive and unlocking them grants the Player basic knowledge on how to use them, often together with necessary complementary knowledge. They need to be trained to be more effective, recall Ryan’s Dimensional Shift. In any event, there is still a wealth of things we do not know, but from what I can deduce, Classes are divided into three main groups, namely combat classes, non-combat classes and enhancement classes. We all chose Survivalist as the suggested Enhancement Class. Combat classes are easy to describe, they provide Skills that are useful for combat. Non-combat cover a wider spectrum, support, leadership, administration to name a few fields, they also allow overlap with the Profession System. Crafter as a class for example enhances, from what I understand, a Player’s crafting Professions. Professional allows system support for non-crafting Professions, as far as I understand it a Player can craft their own skillset into a System recognised Profession, probably something like electrical engineering, industrial engineering or university lecturer would qualify.
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I’ve collated all the Information and have made a list which I’ll keep updated with new information. However, for now I’ll let everyone introduce their class and profession choice and explain what it means. Please keep it brief. You can also chose to explain your motivation for the choices and explain what they hope to achieve. With that said, I’ll first call out our combat classers to introduce themselves: Ryan”
“My class is Wild Shifter with the sub-classes of Survivalist, Shifter and Hunter. I specialise in getting into and out of combat with teleportation skills and utilising primarily ranged weapons. It looks like I’m geared to survive in the wilderness and primarily eliminate beasts and animals. I’ve chosen Smithing and Leatherworking as my professions, keeping the last slot open.”
“Alexis, and please, no need to mention the Survivalist Class, everyone chose it.” “I’m a Reinforcing Combat Healer; with sub-classes Combat Medic and Healer. I’m a combat focused healing class that allows for several avenues to heal injuries in an out of combat. I can also assist with guiding improvements via Directed metabolic reinforcement. I chose Surgeon and Alchemist as Profession to support my Class and Animal Husbandry to help me with my Pet, Kira.”
“William”
“My class is called Beacon of Hope with Commander and Paladin as sub-classes.
It’s a defensive melee class with limited utility support, it uses a Skill called Aura that can boost the healing of nearby allies, it can also improve energy regeneration, oh and I doubled down on the leadership skills by choosing Commander as a Class. I haven’t chosen any Professions yet.”
“Mike”
“I’m a Bulwark; with Guardian and Juggernaut. I’m a defensive melee type, utilising shields, melee weapons, close combat. I’m focused on standing my ground protecting a single target or, in the alternative to keep moving and disrupt opposing targets. I’m a Smith and Woodworker.”
“Lucy”
I’m a Shadow Rogue. I chose Survivalist, Mage and Rogue. I utilise a combination of skills that allow me to remain unobserved, and to confuse and disable my enemies. It’s more of a control or CC class than damage class. I haven’t chosen any Professions yet.”
“Carmen”
“I’m a Gunslinger; with Sniper and Marksman. I rely on firearms to rain lead on our opponents, no matter how close or far away they are. I chose Gunsmithing, Ammosmithing and Alchemist as my Professions to support my reign of projectile destruction.”
“Miguel”
I’m what’s called a Wild Scout with Survivalist, Scout and Hunter. I am uniquely suited to gather information in the field and can defend himself with ranged weaponry. I prefer to stay out of sight and collect information on our enemies rather than engage in direct combat. I haven’t chosen any Professions yet.”
“Jaco”
“I’m a Monk with Pugilist and Monk. I use unarmed combat, boosting my body and can heal myself. Maybe I can heal others too later. No Profession.”
“Celeste”
I’m a Witch; with Mage and Elementalist. It’s difficult to understand what exactly my classes do, but my understanding is that I use Skills to directly harm enemies at by modifying either their physiology and/or environs. No professions yet.”
“Johannes”
“Ek’s ‘n Pack Alpha, with Tamer and Beastmaster. I’m not certain I’m a combat class, but I can tame and control many beasts and bond with one beast. I think it depends on the beasts I tame. I also am an Animal Husbandry, Butcher and Herbalist Profession.”
“Gabriel”
“I’m an Assassin; Rogue and Assassin. I focus on taken out a single target, close or far and then escape with no-one having seen me. I chose Alchemist and Blacksmith as Profession.”
“That’s it for our eleven combat classers, as far as I am concerned it will allow for a decent variety of combat strategies and hopeful safety for the entire group. As for our non-combat members we have a variety of choices that have been made and I’ll let everyone introduce their Class again. Lizzy.”
“I’m a Tribune; I chose Tribune and Professional. Basically it means I’m a non-combat leader class. It should also allow me to develop a profession in that vein. I want to keep everyone alive and think this plays to my strengths. I haven’t chosen a Profession yet but one slot is locked as Professional.”
“Michelle”
“My class is called Comms, yeah I know. The sub-classes are Survivalist, Relay and Shielder. It allows me to co-ordinate the communication in the group and won’t continue costing me experience like before. I chose Shielder to protect myself and others, I can cast energy shields on allies. From what I can see, together with my marking skills from relay I might be able to cast and refresh Shields at a very long range later.”
“Anna”
“I’m a Crafter; with Crafter and Rogue. I chose to be a crafter but not remain defenceless. So far I’ve only chosen Smith, but would be interested in other crafting professions but haven’t been offered the choice of anything interesting. I’d love to craft wooden weapons and armour, but no sauce yet.”
“Leah”
“I’m an Artisan, yeah. Crafter and Professional. I want to ensure that Miguel has the best equipment to stay safe. So far I’m a Leatherworker, Clothier and Professional. But I want to build Professional into a profession that allows me to outfit anyone.”
“Carina”
“I’m also an Artisan, same subclasses as Leah. Professions are Quartermaster and Herbalist, Herbalist allows the growing and harvesting of any Plant and should secure our food supplies. Quartermaster allows for co-ordinating and storing resources, it’s my Professional Profession. God, that sounds weird.”
“Stephen”
“I’m a Runesmith. I chose Crafter and Mage as Class with Smith and Runecrafting as Professions. Basically, I can smith and enchant my creations. No idea what is possible yet. My Mage class has no combat application but supports my professions.”
“Stoan”
“I’m an Administrator. Chose Analyst and Co-ordinator. It allows me to do administration. My only chosen Profession so far is Scribe.”
“Tanya”
“I’m a Reinforcing Healer. I chose Healer and Professional. I also chose Surgeon as Profession and hope that I can develop my Professional Class into a researcher profession.”
“Katrina”
“Ek’s julle kok”
“Katrina chose Crafter and Healer as Class, with Cook, Butcher and Herbalist as Professions. She’ll ensure we never go hungry. As for me, my class is called Spymaster with Analyst and Logistician as subclasses. I can collect, collate and analyse information and churn out reports quickly. So far, I’ve only chosen Scribe as a Profession, it allows for faster and more accurate recording of any information.”
“Anyways, that’s our classes and professions. It’s a decent distribution of skillsets. At this stage, we do not have any particular gaps in our professional coverage I can determine, but as I am unaware of what exactly is available and possible that doesn’t say much. For those that haven’t chosen a Profession or all Profession’s yet I suggest delaying the choice until you find or are offered something interesting. Please discuss any new options with me, even if you elect not to choose them.
For now, I have set up a notice-board next to my ‘office’ that will list out what we have to do next and will give advance notice of any new significant happenings, such as the next meeting. Our suggestion for the next few days is to fortify our position here and for everyone to train, increase their understanding of their Skills and attempt some crafting. I’ve added a list of tasks that we need to complete and ask everyone to volunteer for one or more of those. Oh, Lizzy forgot to mention that she can assign these as Quests with a minimal Experience reward. She’s still trying to figure out how exactly that’s supposed to work.
In any event, dinner has been waiting for a while now so everyone head to the mess and dig in. It’s also the last beer we’ll be having for the foreseeable future, we’re out.”