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Talents
When you create a character, you gain an amount of Talent Points (TP) equal to your Charisma Ability Score + 10. For every level up, gain an additional 5 talent points.
Optional Rule: After every session, the DM should give their players 1 additional TP. This is to encourage that there's some progress after every session even if the time was "wasted" (perhaps it was a full roleplay session or the session was cut short).
Multi-Classing
In WOR, there is no multi or dual classing like in other systems. However, the Talent Point system allows for players to dip into other classes/subclasses. To gain abilities from a class or subclass, you must first spend 10 TP to buy-in to the class. Buying-in to a subclass costs an additional 5 points. After you buy-in to the class, you may gain an ability if you spend an amount of TP equal to the level for the ability. Additionally, if you want to gain an ability above level 1, you must first purchase at least 1 ability prior to the one you're trying to purchase. You cannot purchase an ability which level is above your primary class' level.
Hubert the Hefty Handyman Rogue wants to gain access to level the Battler subclass of Warrior. To do this, Hubert must spend 10 TP to buy-in to Warrior. Then Hubert must spend 1 point on one of Warrior's abilities (e.g., the Charge SMA). Then, Hubert must spend 2 points to gain access to the level 2 ability: Martial Stances. Hubert wants to buy into the Battler subclass and so spends an additional 5 points. Then to gain access to the level ability: Dual Wield, Hubert must spend an additional 3 points. Hubert now only cares for the Battler abilities, and so can choose to get the level 5, 7, 9 (etc.) abilities as he wishes without purchasing the further Warrior's class abilities. However, if Hubert later wanted to get the level 10 Ability: Extra Attack, Hubert would have to purchase all the prior abilities.
Buying-into a class or subclass means that this new class is also considered a Primary for you.
Primaries, Secondaries & Tertiaries
A core philosophy of this game is Primaries, Secondaries & Tertiaries. These refer to the abilities, or perhaps underlying concepts, that a class or subclass is strong at. For example, the Warrior should excel in melee combat; this would be their primary. Rogue's and Rangers can often be good in melee combat, but they don't excel, and so melee combat would be their secondary. Mages, Druids, Priests, and Warlocks are not very good at melee combat and so this would be their tertiary. These are bucket classifications and it's not important to rank them within the buckets.
Spellcasting
For spell casting, the 8 spell schools are divided into Primaries, Secondaries & Tertiaries based on each spell casting subclass. Check it out in the Magic Rules.
Buying Spells: To gain access to a spell, the caster must first purchase the spell using Talent Points. The tables will indicate how expensive it is to purchase a spell based on the subclass and the spell school (or sub-school). If the spell is listed as 1, the cost is 1. If the spell is listed at 2, the spell costs 2. If the spell is 3, then the caster must buy-in to a different subclass that has access to the spell school as a primary or secondary.