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SBURB Beta FAQ/Walkthrough by pharaohLeap
Version 1.0, Last Updated 2016-04-13 View/Download Original File
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SBURB Beta Walkthrough
Version 1.0, April 13, 2016
By pharaohLeap

===================================================================== TABLE OF CONTENTS =====================================================================

1. Cavets and Condolences ............................................................ [ 0000 ]
2. Pre-Character Creation ............................................................ [ A000 ]
3. Character Start Up ................................................................ [ B000 ]
4. Entering the Medium ............................................................... [ C000 ]
5. Playing the Game .................................................................. [ D000 ]
6. The End Game ...................................................................... [ E000 ]
7. Miscellaneous Information ......................................................... [ F000 ]

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[ A000 ] Pre-Character Creation
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So you've taken an interest in this particular forum and you've started your character's application – but what's this? What's this gobblygook about fetch modii and personal planets? You don't think you've heard some of these words before at all, come to think of it, and you've only just quoted the application template! No worries, however, friend; this lovely walkthrough is here to help walk through all aspects of the SBURB experience, including the creation of the death fodder children needed to play it. Learn about or brush up on the following in order to accurately decide where to sort, what to assign, and what to design for your character respectively.

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[ A100 ] SBURB Sessions
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In a typical airing of SBURB, only one session is meant to bear fruition and all those who try to play the game outside of that singular session are doomed to fail. Because we are a roleplaying forum, however, and must take certain liberties to ensure that everyone has the chance to be included, we are offering not one, not two, but five separate sessions for your characters to take part in. In setup, there is nothing that really sets them all apart; the differences will come from which characters partake in them and how those characters try to see the game through to the end. Due to certain numerical limitations in God Tier classes and aspects – the likes of which will be covered in depth briefly – there may only be so many characters in each session, namely twelve character for each session. There is absolutely no exceptions for going over, and we will like for there to be no sessions that complete their chains with fewer.

Sessions, then, are comprised of twelve characters, hopefully those of which are in the same group of friends. After all, if you're going to be playing a multiplayer game, you're more likely to be playing it with people you know and like rather than those you are unfamiliar with. This does not mean, however, that you can't know and/or befriend characters from other sessions prior or during the course of the game. What it does mean, though, is that you won't be able to directly interact (face to face) with anyone outside your session with the exception of certain... places that, again, will be covered later in the guide. As such, prepare your characters accordingly for the road ahead, or if you already have an existing character in that session, make sure to be open minded to new characters coming in. It's fine to hate a few team-mates, but throwing a player in who does not get along with anyone is as disastrous as it is unrealistic for the setting.

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[ A200 ] Classes, Aspects, & the God Tier
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Oh, this one's gonna be fun. nOT.

MAGE
The understanding class, active in nature. While most classes still provide a nice deal of insight on their aspect, this knowledge is taken just a few steps forward in this class and it's passive counterpart. A mage can understand their aspect. Can understand through their aspect. Because they are an active class, however, simply understanding is not enough – they are tasked with using this understanding to change the things around them. To do anything but puts the people around you at risk. Mages do what needs to be done, regardless of whether or not peers understand what they are trying to do. They, like their passive counterpart, also have a great deal of trouble wrapping their minds around their opposite aspect. The opposite of a mage is an heir, while it's passive counterpart is the seer.
SEER
stuff 'bout dat class here.
MAID
stuff 'bout dat class here.
SYLPH
stuff 'bout dat class here.
THIEF
stuff 'bout dat class here.
ROGUE
stuff 'bout dat class here.
WITCH
stuff 'bout dat class here.
HEIR
stuff 'bout dat class here.
KNIGHT
stuff 'bout dat class here.
PAGE
stuff 'bout dat class here.
PRINCE
stuff 'bout dat class here.
BARD
stuff 'bout dat class here.
SPACE
one of the two most important aspects necessary in a session, the space aspect deals with spacial distance, exact location, an a bit of velocity and size. Space players tend to be quite skilled at these sort of things without really thinking. They are good at dealing with what is there and tangible rather than the abstracts and whatnot, typically oriented physically. Substance may be another part of the aspect, as well as creation. The opposite of space is time.
TIME
stuff about that aspect here.
BREATH
stuff about that aspect here.
BLOOD
stuff about that aspect here.
LIGHT
stuff about that aspect here.
VOID
stuff about that aspect here.
HEART
stuff about that aspect here.
MIND
stuff about that aspect here.
LIFE
stuff about that aspect here.
DOOM
stuff about that aspect here.
HOPE
stuff about that aspect here.
DOOM
stuff about that aspect here.
MASTER CLASSES
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[ A300 ] Prospit Dreamers & Derse Dreamers
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Keep 'em balanced.

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[ A400 ] Fetch Modi & Strife Specicibi
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What are they and how do you pick them?

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[ A500 ] Individual Player Planets
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THE LAST ONE, HALLELUJIAH