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Classifications
Provide different categories, like a character's nationality, class, caste, religion, belief, profession or any other non-permanent properties that can be changed at a player's choice. A player can choose a single classification when they create their character for the first time. They also may change their current classification at any time after a rest. They may occur in different levels of power or profession and so a character may evolve or change their orientation or preferences over time.
To change classifications, players must discard their current classification, then they may take a new one afterwards. The character may keep a certain amount of skill proficiency, in case the newly acquired classification provides one or more skills with similar names. For each of those skills, the character may keep the skill proficiency level of the skill from the discarded classification, with a small penalty of -1.
Classifications usually have restrictions to a certain set of the character’s attributes but may be also limited in some exceptional cases like when the narrator or a specific adventure asks for it. For each attribute required, a player's character must provide a level of proficiency of equal or higher value. They will not lose the classification after it has been received, even if it doesn't fulfill the requirements anymore.
Classifications provide some bonuses as well as 4 unique skills that are typical for them. A character loses all skill proficiency and practice, as well as any bonuses it received, whenever the classification is discarded
The ultimate goal of splicing is to take a look at the best parts of a classification and find ways to implement them best into a character’s playstyle. Any two classifications can be merged into a hybrid classification that counts as if it is one newly created classification whenever a player creates their character for the first time or switches their current classification later. Splicing may also be limited to a certain set of classifications in some exceptional cases like when the narrator or a specific adventure asks for it.
Players then have to oppose their chosen classifications and pick bonuses and abilities from the left or right side. This means that bonuses and abilities are mutually exclusive and only bonuses from one of them can be active and only one of the two skills per row can be used in the first, second, third and fourth row. A player needs to choose a skill for each row and mark any other bonuses and skills as inactive; e.g. by scratching it with a non-permanent marker
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