PERMUTATION system
While your alignment (Pathfinder, Strider, Reclaimer) somewhat outlines your personal arsenal in the Tenth Planet, "permutations" are an additional choice to be made which determines what abilities you receive. At the start, three permutations are available with three separated "sub-classes," each based on one of three element types.
All the permutations excel at different things in the Tenth Planet universe. While you can (mostly) adopt the same kit, Artifacts and powers as every other class, using a melee-type Artifact optimally as a swift Vandal who can quickly get in and out of situation is a different matter compared to the bulkier Crusader. Choosing your permutation can be one of the most important and time-consuming decisions an Annunaki will ever make. When it comes to Arda, there exists many choices that fit each role-player's unique and interesting fighting styles. While not all classes and permutations are created equally in terms of output and utility, each spec is unique in its own way.
Each of these classes come with their own unique progress tree, which serve as one of the main forms of development in your early days as an Annunaki. Each class is hugely defined by its "super ability," which allows Annunaki to charge up and utilize a single powerful onslaught during combat. This is complimented by your "class sanctions," which determines which Isu, Emanation, Aegis and etc. your class is allowed to have. This means that certain classes are restricted from being able to have defined powers that do not befit their "aesthetic."
All the permutations excel at different things in the Tenth Planet universe. While you can (mostly) adopt the same kit, Artifacts and powers as every other class, using a melee-type Artifact optimally as a swift Vandal who can quickly get in and out of situation is a different matter compared to the bulkier Crusader. Choosing your permutation can be one of the most important and time-consuming decisions an Annunaki will ever make. When it comes to Arda, there exists many choices that fit each role-player's unique and interesting fighting styles. While not all classes and permutations are created equally in terms of output and utility, each spec is unique in its own way.
Each of these classes come with their own unique progress tree, which serve as one of the main forms of development in your early days as an Annunaki. Each class is hugely defined by its "super ability," which allows Annunaki to charge up and utilize a single powerful onslaught during combat. This is complimented by your "class sanctions," which determines which Isu, Emanation, Aegis and etc. your class is allowed to have. This means that certain classes are restricted from being able to have defined powers that do not befit their "aesthetic."
Three Classes, Three Elements
Above are the foundation of your character, the three core permutations: Crusader, Vandal and Magus. There are three sub-classes within these main roles, meaning that there are broad and fine strokes in regards to how you build your character. For each individual permutation there are three individual sub-classes defined by the three Elements of the Tenth Planet universe: Arc, Solar, Void: And so, when we Annunaki channel our light we can do it through three elements, each of which is an amalgam of similar "elements." Arc, for example is more than just lightning. It's static, electricity, magnetism. The manipulation of ions in the air. Solar power is more than just fire. It's nuclear energy, fission and fission of atoms, and raw solar heat. Void, as described, is using our light to channel the fundamental universal elements to create wells of gravity, suppression fields of pure dark matter, and the vacuum of space to slow and wound people, even those in-atmosphere.
Above are the foundation of your character, the three core permutations: Crusader, Vandal and Magus. There are three sub-classes within these main roles, meaning that there are broad and fine strokes in regards to how you build your character. For each individual permutation there are three individual sub-classes defined by the three Elements of the Tenth Planet universe: Arc, Solar, Void: And so, when we Annunaki channel our light we can do it through three elements, each of which is an amalgam of similar "elements." Arc, for example is more than just lightning. It's static, electricity, magnetism. The manipulation of ions in the air. Solar power is more than just fire. It's nuclear energy, fission and fission of atoms, and raw solar heat. Void, as described, is using our light to channel the fundamental universal elements to create wells of gravity, suppression fields of pure dark matter, and the vacuum of space to slow and wound people, even those in-atmosphere.
elements of the light
Related to electricity and arc energy.
Related to fire and thermal energy.
Related to gravity and dark energy.
elements of the deep
If there is Light, there also must be Darkness. One reveals the other. Tends it. Carves it like marble to reveal a new shape. There is a balance between them. Therefore, to understand the Darkness we study the Light. Just as Light is connected through space and time, so is the Darkness. And, just as the Light has those who serve, who act as hands, and heart, and will, there are those who wield the Dark in the same fashion.
Related to cold.
Related to entropy and degradation.
crusader
The first Crusaders built up Nibiru, and gave their lives to defend it. Now, you stand in the same high place, steadfast and sure, protecting all who shelter in your shadow, facing any challenge head-on, blunt force instruments of the Light's will. You hail from a long line of heroes, forged from strength and sacrifice. Our enemies may be deadly and merciless, but so are you.
Crusaders are the most durable of the Tenth Planet's class triad, sacrificing agility and recovery for the ability to withstand a tremendous amount of punishment. Much like its Vandal and Magus brethren, the Crusader class is divided into three subclasses at present; each specialization offers unique abilities and alters the manner in which the class is used.
Crusaders of old would push themselves to outlast their opponent, to withstand all aggression without retreat. They believe that if the enemy cannot match their endurance, then a battle could be won without having even commenced. They sought to choke an opponent of all resources; that sheer strength could erase any resistance.
Crusaders of old would push themselves to outlast their opponent, to withstand all aggression without retreat. They believe that if the enemy cannot match their endurance, then a battle could be won without having even commenced. They sought to choke an opponent of all resources; that sheer strength could erase any resistance.
VANDAL
You are a Vandal. You slip through life like a thief. Come out into the light. You will never be diminished again. No one will ever rebuke you with a blade. Your unique brand of daring and ingenuity is needed now more than ever.
Vandals are characterized by their swift and uncompromising onslaught, holding nothing back and recklessly attacking their foes, vanquishing an opponent before they had the chance to steel themselves. Speed and savagery characterize this class
Available Isu: Nergal, Ereskigal, Nabu, Belet-Edin, Nabu
Available Emanation(s): Concordia, Eos, Prometheus, Eurynome, Cerberus
Available Emanation(s): Concordia, Eos, Prometheus, Eurynome, Cerberus
MAGUS
"No matter how learned and knowledgeable, how wise and how wonderful, how powerful and puissant, there is always one more sliver of power, one more bit of knowledge, one more secret to be learned by any Magus."
This permutation focuses on knowing their enemy, and the Magus of old believed that to truly understand a foe would confer the greatest advantage upon a warrior. They have long since studied the First Flame, mastering some of its energies. As a starter class, Magus' fulfill a middle-of-the-road role between both the Crusader and Pursuer. They're not as slippery as a Pursuer or as resistant to damage as a Crusader, but they're easy to pick up and have some minor support responsibilities. They offer stability and utility, and they can sometimes hog the glory with high damage.
Available Isu: Tiamat, Nammu, Haia, Istaran, Ninurta, Nabu
Available Emanation(s): Hyperion, Eos, Prometheus, Astraeus, Keranos, Okeanos
Available Isu: Tiamat, Nammu, Haia, Istaran, Ninurta, Nabu
Available Emanation(s): Hyperion, Eos, Prometheus, Astraeus, Keranos, Okeanos