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.