UPD on jobs: we’ve added jobs to U7 rulebook in addition to classes. We’ll make sure to roll out a page on jobs; in the meantime, please see this post about them.
Aspect
Aspects have existed since Narian invasion, and all that time they were trying to dispel an opinion that what they do is “magic”. — Hifu Solson, series of public lectures on history of Kyos, Artas University, 315 AW
It’s not hard to see where this misconception comes from: thinking straight is hard when a fireball aimed at you appears seemingly out of nowhere. What Aspects actually do, however, is manipulate energies around them for their own benefit. To depend less on their surroundings, they carry around belts with catalysts, which contain small amounts of energies they require. During War, several higher level Aspects proved that it’s possible to use even Axis for strongest of spells, which makes one wonder if this source of energy really appeared as a result of Year 0 events.
Class skill — magic manipulation: Aspects are able to transform energies around them into offensive, defensive and supportive spells. Manipulation relies on one’s environment: although most spells can be cast anywhere, their strength and cost may vary depending on it.
Manipulation is the only skill which can be used across realities, meaning one can cast a spell into another subjective reality without jumping in there, provided their target was detected with flux. There’s nothing worse than an Aspect leecher!
Officer
What could be more effective than a group of trained gunmen? Officers are a ranged class with strong set of team-oriented support skills and primary endorsers for companies like Helmsmen Group and Slate Industries. They may lack the precision of Primes or raw power of Executors, but who cares about those things when you and your squadmates can happily decimate hordes of helpless enemies with MX-2 “Maw” particle miniguns.
We can’t give healing like Heralds do, but have other ways to benefit from teamwork. I’d rather have one good Officer with me than two exceptional Shades. If things got sour, those would surely stab me in the back, ha-ha. Get it?
Someone should apologize for this man’s poor attempts at humor.
Class skill — proficiency bonuses: Officers gain proficiencies faster than other classes, and more ranks are available to them.
Proficiencies: every firearm in U7 has a range in which it deals maximum damage. It may vary depending on ammunition, but how skillful one with their gun has a much stronger effect. Higher proficiency ranks for every type of firearm increase this range.
Prime
A shot from two thousand leagues away? Impossible. — PSF Walter Pyne on the assassination of Magister Claude
Primes are sharpshooters with advanced control over drones and basic CQC abilities. In a right set of circumstances it’s an unstoppable combination; other times it’s just deadly. Primes have highest capacity for critical-related stats (chance, damage and something special we like to call rebound) and have more control over drones than other classes: imagine using one in FPV mode to locate your target and assist you in putting a .905 in it’s head. It’s called Synchronicity, and it’s a seventh level skill.
Class skill — engineering: allows Primes to connect to machines, drones and androids to control them. Skill level determines chance of successful overtake and degree of control, which are also influenced by a number of secondary factors, such as type of target, its level, distance from it and so on.
Executor
No one can withstand a blow from high-level Executor; and if they did, they must’ve died of fear before it. Executors are a melee class which relies on physical strength and large health pool, but it would be a mistake to think of them as walking tanks. Higher level skills allow them to fight with finesse and precision, which, considering critical hit damage potential of weapons they usually wield, result in excellent, sustainable offensive capabilities. All of this makes them one of most efficient hostile jumpers: seeing an Executor fluxing at you with unfriendly intent is not only intimidating, but also very, very dangerous.
Class skill — wielding: Executors can equip two-handed melee weapons in one slot, and receive additional bonuses when using such weapon with both hands. They can also dual-wield melee weapons with little to none penalties.
Shade
Someone once said that the only thing stopping demonspawn from dominating Kyos is their typically large frames; otherwise, there would be too many Shades to handle. Septs practiced hiring demonspawn for their unsavory needs since the time of March of the Damned, and the nature of these tasks required stealth and cunning which demonkind perfected over the years.
Don’t think of us as simply assassins for hire. Some Shades are, but my kin has their code of conduct. Anyone looking for that kind of “help” must know Shade can easily turn against their master.
Of course, there are many excellent Shades among other races. It’s a very technical class which relies on fast movement, quick reflexes and detailed knowledge of one’s skills. Given the right circumstances, Shades can deal out highest DPS, albeit for a limited time.
Class skill — backstab: Shades attack from behind for a guaranteed critical/status infliction when undetected and an added backstab bonus at all times.
Rules of backstab: aside from traditional backstab performed with melee weapon (left), attack with a gun from behind also counts (center). However, backstab can’t be done with semi- or full-auto weapons, and on non-organic enemies, such as androids or Bygones (right).
~(=^–^)
Wizard Slayer [level 3] / Active / Enemy
Set a trap which activates when Aspect or Corrupted approaches in 3-league radius. The trap deals 200% primary weapon damage to everyone in 5-league radius and lowers all their saving throws and stats by 2 for 30 seconds. The trap also prevents Aspects and Corrupted using any active skills for 5 seconds.
Herald
Unlike espers, who manifest their Demons only once, Heralds can summon empyreans as often as their skills and resources allow it. These creatures are of different nature, too: in most cases, they serve their master obediently and stay corporeal for a limited time. They are versatile aides who can perform a variety of tasks, both offensive and defensive in nature.
Heralds are also talented healers: unlike other classes, which rely on items to keep them healthy, Heralds can cast healing figures, which provide a number of restorative effects.
Class skills — summoning, healing: Heralds can conjure otherworldly beings to do their bidding and cast healing figures to support themselves and their allies.