Table of Contents
Custom Professions
Chimera classes can be used as stand-alone professions or combined to create new professions particular to a given campaign.
When combining classes, add the Advancement Cost and Wound Limit adjustments of each. Abilities of each class are considered class Abilities for purposes of advancement; if an Ability is common to two or more combined classes, it gains AR +1. The character has access to Special Perks from all combined classes.
Based on popular genres, here are some effective class combinations:
Fantasy
- Cleric/Priest: Faithful + Scholar
- Druid: Animist + Scout
- Paladin: Faithful (w/Holy Roller) + Veteran (w/Buttress)
- Ranger: Scout (w/Nature Ways) + Veteran (w/Enemy Mine)
- Rogue: Burglar + Veteran
- Wizard: Occultist + Scholar
Modern or Historical
- Big Game Hunter: Scout + Veteran
- Corpsman: Medic (w/First Responder) + Scout
- Gangster: Burglar + Thug
- Private Investigator: Scholar + Thug (w/City Ways)
- Professor: Scholar (w/Flash of Genius)
- Recon Specialist: Burglar + Scout
- Reporter: Profession (journalist) Ability + Scholar
- Sniper: Scout + Veteran (w/Dead Eye)
Sci-fi or Apocalypse
- Bounty Hunter: Burglar + Thug (w/Stare-down)
- Empath: Mentalist + Scholar
- Hacker: Profession (comp sci) Ability + Scholar
- Technocrat: Gearhead + Scholar
Some of these examples are composed of classes and particular non-class Abilities. You can create these by buying non-class Abilities during Step #4 of Character Generation.