Primary Ability Progression Rule
The Legend of William OhThe Primary Ability Progression Rule is the central growth constraint governing a Class’s Ability build. It turns the first two Ability choices into long-term commitments: they receive the most upgrades as a Climber advances, while later additions offer breadth without the same accumulated power. In practice, the rule makes early selection a decisive part of character development rather than a minor interface choice.
Definition and Operation
Everyone begins with two Primary Abilities, and the first two Abilities selected gain the strongest upgrades over time. Their growth and increasing power form the core of a Class’s fighting style, meaning that a Climber’s build is shaped not only by which abilities are available but by the order in which they are chosen. The rule therefore establishes a hierarchy within the Ability set: Primaries are the foundation, while subsequent Abilities are supporting additions.
A Climber may choose another Ability only every ten levels. That later selection is permanently disadvantaged in developmental terms, beginning ten, twenty, or even thirty levels of growth behind the Primaries depending on when it is acquired. The progression system consequently rewards specialization and makes experimentation costly once the initial choices have been made.
Will’s First Selection
The rule becomes concrete during Will’s Class formation. After the system asks him to choose his Primary Abilities, he pauses to study the meaning of Resourceful Climber before committing himself. He understands that the choice will determine how his abilities develop and wants the Class’s context before deciding what kind of future the available options imply.
The selection interface presents options including Sourdough and Phantom Hand, followed by Stone Charge. Will’s hesitation shows that the system’s menus are not merely descriptive; they are strategic pressure points. Because the first two choices will remain the most heavily upgraded abilities, understanding the Class is part of choosing a viable long-term identity rather than simply selecting an immediately attractive power.
Systemic Consequences
The rule makes the System’s progression model cumulative. Leveling does not provide equal opportunities to replace or improve every part of a build. Instead, it produces an entrenched core whose earliest components continue to widen their advantage. A later Ability can expand a Climber’s options, but it cannot easily displace the foundational pair because it enters with a built-in developmental deficit.
This structure also gives the interface a governing function. The System first requires a choice, then distributes future growth according to that choice; the character’s later power is therefore partly the consequence of an early decision made under incomplete knowledge. Will’s need to investigate Resourceful Climber before choosing illustrates the rule’s narrative pressure: information has practical value because an apparently small selection can shape every subsequent stage of advancement.
Place in the Advancement Framework
The Primary Ability Progression Rule operates alongside the wider progression machinery of Classes, levels, Charges, quests, and rank. Will is asked to choose Primary Abilities during Class creation, after a failed attempt to generate a Class Seed from a suboptimal sacrifice. Later, the System issues quests such as the Establishing Quest: Break the supply lines and, after Will reaches level five on his first Establishing Quest, directs him to ascend to the 2nd Floor. These developments show the rule embedded in a larger sequence in which choices, advancement, and quest performance continuously reinforce one another.
The rule’s importance is therefore both mechanical and dramatic. It converts Ability selection into a commitment with delayed consequences, rewards deliberate planning, and gives the leveling arc a clear shape: a Climber develops around an early core while later levels add secondary possibilities at a measurable cost. As Will’s advancement continues, the first two Primaries remain the abilities most strongly tied to the identity and power of his Class.
