We made number one over at the Nexus, which is truly an honor :)
I'm glad to say every step of the process was worth it, and with more to come, I hope we retain our spot for as long as possible... so thanks once again!
a few of you were expressing concern at the direction the Time Lord player race is taking recently, so I wanted to put all worries to bed with a very, very clear and brief rundown on the Class system process...
- 3 Classes; Good, Evil and Neutral (In addition to the standard Time Lord Physiology, each class grants specialist Abilities, whilst Neutral contains only Base Abilities)
- Each Class monitors and dishes out penalties accordingly if you do not act in the manner appropriate for that Path. Good Time Lords don't kill people. Bad Time Lord's don't do charitable deeds.
- Perform enough of a bad job at playing your Class profile, and you'll slide into either a Depression, or Insanity, each with their own debilitating perks. Continue to slump during these Moods, and you'll end up switching onto the opposing Class. Moods can be cured by specific methods within the confines of the TARDIS.
Just be wary that your actions in the Wasteland will shape your inner Time Lord.
Classes are literally the tip of the iceberg with this one.
You've got Time Lord Physiology, Travelling Companions, Psychic Abilities, you name it; Wave 2 is going add a whole new level of depth to your Fallout Who experience, I can assure you that.