TOMAGOMB Supers Classes

Choose a Super Name
This isn't necessary as a first step, though it helps to keep your goal in mind.

Proficiencies
All characters get 2 weapon and/or armor proficiencies +1 / 10 levels for free. For every 2 extra proficiencies at 1st level, it costs 1 class point. Another possibility is to increase the rate at which the character earns proficiencies by level. For 2 points, the character will gain a new proficiency every 5 levels instead of every 10. For 3 points, the character gains a new proficiency every 4 levels instead, and for 5 points the character gains a new proficiency every 3 levels. Be certain you actually want this many proficiencies before committing to this progression!

Skills
All supers get 80% worth of skill bonus +2% / level afterwards for free, with a 60% cap on skills at level 1. For each class point spent, you get +40% more skill bonus at level 1, and for every 2 points spent this way add +1% / level afterward increase. Also, for every point spent, add a +20% cap to a single chosen skill at 1st level, or a +10% bonus to two skills. This cannot bring a skill cap higher than 80% at 1st level.

Another way to increase skill is to buy up the increase by level after 1st level directly. For every 2 points spent, the character gains +3% skill / level after 1st. This is a long-term investment in the future that will eventually overtake the skills earned by the first method, but starting skills will suffer greatly. The upside is that the character can achieve very high skill amounts more quickly after 1st level than other classes can.

Super Abilities
Each special ability will get its own entry, and none of them are free: each must be bought if the character wants to have them. This section will foreseeably grow continuously as more abilities are added.


 * * The GM may allow characters in a more cinematic campaign to purchase the damage higher starting off