Select Character Class
Classes are “bundles” of Abilities that represent professions. You can use classes singly or in combination to create your character’s vocation in the campaign. Character classes are defined by a common set of characteristics:
AdCost: The Advancement Cost of the class; add this value to your racial AdCost.
WL: The class modifier to your character’s Wound Limit.
Abilities: Capabilities received as a result of your profession; class Abilities start at AR +1.
Special Perks: Also known as “Sperks,” these are talents available only to members of a particular race or class. Sperks are optional: You may select some, all, or none, but your AdCost increases by +1 for each Special Perk you choose.
Sample Classes
Choose a class (or combination of classes) to represent your character’s profession. The classes listed below are generic, so you can use them in any setting or Tech Level.
Animist (Anm)
Those possessing great affinity for the natural world, able to draw upon the “essence” of all things to produce powers.
AdCost: +3
WL: +1
Abilities: Survival, Wield
Special Perks
- Essence: Access to 1 power school
- One with Nature: Increase mana by level while in the wilderness
Burglar (Brg)
Individuals generally on the wrong side of the law, adept at breaking and entering, stealth, and thievery.
AdCost: +6
WL: +2
Abilities: Chicanery, Observe, Sneak, Tinker
Special Perks
- Backstab: Use Sneak to attack undetected (use foe’s Surprise TN; melee only and cannot be used once engaged or if detected)
- Escape Artist: Improve ARs related to escaping confinement by level
Faithful (Fai)
Devout worshipers of a deity; they receive powers as divine miracles in exchange for their faith.
AdCost: +3
WL: +1
Abilities: Mettle, Wield
Special Perks
- Holy Roller: Increase attack ARs vs. the infidel by level
- Miracles: Access to 1 power school
Gearhead (Grh)
Gearheads are adept at operating and repairing machines, gadgets, computers, vehicles, and other technical devices.
AdCost: +4
WL: +2
Abilities: Manoeuvre, Tinker
Special Perks
- Overhaul: Use Tinker to reduce a hit’s severity by level; one attempt per hit each day (machines and vehicles only)
Medic (Med)
Those with this profession are trained to administer medical attention in the field.
AdCost: +5
WL: +2
Abilities: Athletics, First Aid, Mettle
Special Perks
- Bedside Manner: Increase patient’s natural healing rate by level
- Ditch Medicine: Use First Aid to reduce a wound’s severity by level; one attempt per wound each week
- First Responder: Use First Aid to revive an unconscious or stunned patient or to extend poison onset up to 1 turn/level
Mentalist (Mnt)
People with heightened awareness or advanced brains who wield powers as psionic abilities.
AdCost: +3
WL: +1
Abilities: Observe, Wield
Special Perks
- Blank Stare: Improve Resistance vs. Enchantment by level
- Mind Blank: Improve Resistance vs. Divination by level
- Psionics: Access to 1 power school
Occultist (Occ)
Those who study ancient lore to obtain the secrets of magic spells.
AdCost: +3
WL: +1
Abilities: Academics, Wield
Special Perks
- Magic Resistance: Improve Resistance vs. Powers by level
- Spells: Access to 1 power school
Scholar (Sch)
People with formal education possessing broad knowledge in diverse fields and adept at research.
AdCost: +3
WL: +1
Abilities: Academics, Observe
Special Perks
- Eidetic Memory: Improve recall-based ARs by level
- Flash of Genius: Academics rolls made with 2d20; take best result
Scout (Sct)
These folks are at home in the wilderness and used to picking their way through harsh environments and hostile territory.
AdCost: +5
WL: +2
Abilities: Observe, Sneak, Survival
Special Perks
- Frontiersman: Survival rolls made with 2d20; take best result
- Nature Ways: Improve ARs in the wilderness by level
Thug (Thg)
This profession is for street toughs and hired goons, prone to strong-arm tactics and intimidation.
AdCost: +5
WL: +2
Abilities: Athletics, Coerce, Street Smarts
Special Perks
- City Ways: Improve ARs in urban environments by level
- Stare-down: Coerce rolls made with 2d20; take best result
Veteran (Vet)
Anyone with formal combat training is a veteran: soldiers, mercenaries, warriors, guardsmen, etc.
AdCost: +7
WL: +4
Abilities: Athletics, Fight, Shoot
Special Perks
- Buttress: Double the DF of armour worn (melee only)
- Deadeye: Upgrade the damage of ranged weapons by 1 die
- En Garde: Increase Parry by Fight AR (melee only)
- Enemy Mine: Increase attack ARs vs. specific foe by level
- Mighty Blow: Upgrade the damage of melee weapons by 1 die
Creating New Classes
You can create new classes by assembling appropriate Abilities and coming up with new Special Perks. Calculate Advancement Cost as follows:
- +1 per Ability
- +1 per WL adjustment
Special Perks are handled the same way as for races: they’re optional, and each one chosen increases the character’s AdCost by +1. Remember that a class Sperk is available only to members of that class, so if others could reasonably have access to it, you should consider representing the class via a combined profession instead of a stand-alone.