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Warriors

A Warrior is dedicated to mastering his body and the skills of combat. It is the Warrior's responsibility to protect
Warrior
the party with prowess and defeat beasts and opponents.
This class is the base Warrior class.
Proficiencies The Warrior wields weapons with a purpose.
E Keen Eye
+1 THAC to both Range and Melee initially and for each Class Level advanced
n
Perks The Warrior is a physical creature.
f
Buffed +CN Mod to initial HP and any additional HP dice. +1 on all Physical MP for
o each Class Level advanced.
r Just can't kill one!
c Bloodlust
For every fatal bow dealt, +1 THAC & +1 DMG cumulative until battle over.
e Armor Concerns None
r Training 2 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level.
Steed-related training an additional week.
Followers None
This class is modeled around the theme of medieval knights.
Proficiencies Develops proficiencies in three specific weapons and will carry all three.
K Trinity Force +1 THAC for each weapon proficiency initially and for each Class Level
advanced.
n Perks Knights are known for their counterpart, the steed, and thus are adept riders.
i Delta Duo +2 to initial Riding Skill Level and all actions while mounted on steed gain
g +ADV rolls.
Armor Concerns Knights are required to wear mail armor or more advanced.
h Training 2 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level.
t Steed-related training an additional week.
Followers As a Knight's fame grows, so does the opportunity to attract followers.
Followers accumulate at one for every third Class Level (3,6,...)
This class is modeled around military leaders (officers, aka the Brass).
Proficiencies The Marshal's military genius is not by chance.
Altered Humans will have an additional Mental mutation, Genius Capability
Minerva (Military).
M Pure Strain Humans will have the equivalent Class Skill, Genius Capability
(Military).
a Weapons fabricated by the Marshal are better than average.
r My Weapon If the Marshal has the skill, Weaponsmithing, the MP mod (of Genius
Capability) applies to that weapon.
s Perks The Marshal is a complete warrior and is always equipped with a ranged weapon and two
h Loaded melee weapons.
Must carry one ranged weapon and two melee weapons.
a Armor Concerns None
l Training 2 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level. 1
week of formally teaching other(s). Sum of trainee levels can not exceed the
Marshal's Class Level.
Followers As a Marshal's fame grows, so does his militia.
Militia accumulate at one + CH Mod per even Class Level.
This class is modeled after the weapon specialists with a flair for Martial Arts.
Proficiencies Weapon The Weapon Sage is highly proficient with their preferred weapon.
W Mastery +2 THAC to Primary Weapons and +1 THAC each Class Level advanced.
e A Weapon Sage is no fool and has a backup weapon.
Next Please
a +0 THAC to Secondary Weapon.
Unfamiliar weapons produce unusual results.
p What's This?
-ADV to ATK Rolls with other weapons.
o
Perks A Weapon Sage is feared in combat for their veracity.
n
When the Weapon Sage wins three consecutive Melee Combat Initiative rolls,
Moxie the Weapon Sage gains one additional ATTK per round until that opponent is
S Defeated, Disengaged, or the Weapon Sage's HP is down to 10% (DDD).
a The Weapon Sage will strike first and last of each combat round, no Combat
g Initiative roll is needed.
e Armor Concerns Armor worn must not hinder the dexterous moves for weapon proficiency.
Training 2 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level.
Followers None, but sought after to mentor others in the proficient weapons.
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Thinkers

A Thinker has explored the depths of their own mind and body. They understand it well enough to exploit such of
Thinker others. A master of mental disciplines, the Thinker seeks battle on their level.
This class is modeled after the mental giants like Gandalf, Dumbledore, and Dr Strange.
Proficiencies The Mentalist is a mentally intune creature.
Whiz +CN Mod to initial HP and any additional HP dice. +1 on all Mental MP for each
M Class Level advanced. +1 to initial Health and Perception scores.
The Mentalist is shrewd and precise and disciplined.
e Savvy The combined ATTR Mod bonus points for MS, IN, CN can initially be applied to
any MS, IN, CN Class Skill level.
n Wired
The Mentalist has access to more brain power
Gains additional (MS Mod) Mental mutations
t Brain Train
Training the brain improves the success of Mental Attacks.
MHAC initially +1 and for each Class Level advanced.
a Perks Simple is Simple
The Mentalist only uses simple weapons because the mind is complex.

l The Mentalist can only use BW, FW, and SMW weapons.
Just can't defeat one!
i Egregious Ego For every fatal bow dealt mentally, +1 MHAC & +1 DMG cumulative until battle
over. Recovers 1d6 N with each defeat.
s Id
A Mentalists fears decrease with fame or infamy.
Remain Unseen decreases by 1 every Class Level.
t Armor Concerns Can only wear non-metal armor. Armor is last line of defense.
Training 3 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level.
Followers Although they seek to follow none, they do like to have similar intellectual
conversations and seek a league of like minds.
This class is modeled after those pursuing a performance career: Musician, Actor, Vocalist.
Proficiencies
The Bard desires to be a star and talented with Voice, Musical Instrument, Acting.
Stage Persona
+1 to initial skill (Musical Instrument, Singing, Acting). Additional +1 for each
Class Level advanced.
The Bard is a performer, not a fighter.
Limelight
-1 to initial THACs
Training the brain improves the success of Mental Attacks.
Brain Stretch
B Perks
MHAC initially +1 and for each even Class Level advanced.
The Bard enjoys doing improv performances!
a Concert +1 to rolls influencing the surrounding events, cumulative per round up to the
Bard's current Class Level. Other Bards can join/jam increasing the influence.
r Cacophony
The Bard enjoys doing improv performances!
+1 to rolls distracting the surrounding events, cumulative per round up to the
d Bard's current Class Level. Other Bards can join/jam increasing the influence.
A Bard will go to great lengths to protect their musical instrument AND others' as well
and anything that could be mistaken for one.
Precious
Protecting or acquiring such equipment becomes a primary objective. +ADV to
rolls involved in protecting/acquiring.
Armor Concerns They are not fools nor fighters so minimal armor allows best performance.
Training 1 week of formal training (Mentor/Hired Teacher) to advance a Class Level. After
all they are an artist.
Followers Followers (CH Mod) can be attracted at every even Class Level.
This class is modeled after martial arts specialists and dancers.
Proficiencies The Acrobat desires to be highly proficient with their primary skill of movement and
Got Talent finesse. (Choose one: Acting, Blind-Fighting, Dancing, Gymnastics, or Martial Arts).
A +1 to chosen Primary Skill to start and each Class level advanced.

c Perks
Ta Dah!
When the Acrobat incorporates their Primary Skill into their attack, look out!
When ATKs include the Primary Skill and that Skill Check is successful, the
r Acrobat gains +ADV to ATK and DMG rolls.
When the Acrobat wants to evade an attack, they are quite successful.
o Elude Can evade being attacked if Melee Combat Initiative is won and a skill is
included in the exit and that Skill Check (+2), then all attacks targeting the
b Acrobat are -ADV for that round.
Armor Concerns The Acrobat is nimble and desires not to be encumbered by their armor.
a Cannot wear metal or other like that it hinged and/or heavy.
Training
t The profession of Acrobat involves thorough structure and repetition in their 2
weeks of training across their Class Skills.
Followers None, but sought after to mentor others in the similar movement and finesse
Class Skills.
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Tinkerers

A Tinkerer is the most prized profession of Gamma Terra. They can decipher the uses of the artifacts of the
Tinkerers
ancients.
This class is modeled after ?
T Proficiencies Archie The Techromancer specializes in artifacts and technology.
e +1 to all Class Skills initially and for each level advanced.
The Techromancer is a true observer and user of Technology.
c Geek +5 to Use Artifacts and Robot Recognition initially and +1 for each Class level
h advanced.
r Perks Coming from at least a Tech IV culture, the Techromancer is properly equipped.
Techie Starts game with a Tech IV item from Loot tables, weapon will have 4d6 rounds
o of ammo or several full power cells.
m The Techromancer craves technology.
a Tech Lust +ADV to all ATK and DMG rolls when using Tech IV+.
-ADV to all ATK and DMG rolls when using Tech III-.
n Armor Concerns Can only wear Tech IV+ armor.
c Training 2 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level.
e Followers Although they seek to follow none, they do like to have similar technological
conversations and seek a Manual of like minds. All Techromancers belong to
r some faction of the Cryptic Alliance, Restoranists.
This class is modeled after its namesake, Angus MacGyver. Duct Tape anyone?
Proficiencies Handyman The MacGyver is Jack-of-all-Trades, a Fix-It Go-To guy.
The MacGyver class has access to many skills without the initial start-up point.
Nerd The MacGyver is a true observer of technology.
Use Artifact and Robot Recognition +1 initially and for each Class Level
advanced.
+ADV for all Use Artifact rolls and disarming traps and explosive devices.
Mechanized The MacGyver's genius is not by chance.
An Altered Human will gain one additional Mental Mutation, Genius Capability
(Mechanical).
A Pure Strain Human will have the equivalent Class Skill, Genius Capability
M (Mechanical).
a Gains MP/Skill Level Mod for weapons fabricated, must also have
Weaponsmithing skill.
c Brain Stretch Training the brain improves the success of Mental Attacks.
G MHAC initially +1 and for each even Class level advanced.
y Perks Gun Shy The MacGyver greater dislikes personally using guns and will not use one.
The MacGyver will make an effort to first disarm an opponent equipped with and
v using a gun when possible and plausible. For these efforts, MacGyvers have
e +ADV rolls.
P.E.T.C.O. The MacGyver disproves of senseless killing, especially for sport.
r
The MacGyver will make an effort to prevent senseless and/or merciless killing
and vocalize such. For these efforts, MacGyvers have +ADV rolls.
Got Tape The MacGyver can craft/fix many things with duct tape.
The MacGyver will always have one roll of duct tape on hand to start an
adventure, (2d30)m roll.
Once per adventure the MacGyver can request a care package of 1d4 rolls at
GM's discretion.
Armor Concerns None
Training The profession of MacGyver involves short intense training.
1 week of formal training (Self/Mentor/Hired Teacher) to advance a Class Level.
Followers None, but friends many.
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Hunters

A Hunter is at home on the wilderness or concrete jungle. A Hunter guides the party and provides shelter and
Hunters
food. Although not greatly appreciated by all of society, someone finds each class invaluable.
This is the base Hunter class.
Proficiencies The profession of the Scout is to be the Tracker and Survivor.
Survivalist The Scout class excels in skills related to tracking, trapping, hunting, survival,
and navigation.
The Scout is known for their keen senses.
S Sixth Sense +2 to Perception, Stealth, and Remain Unseen initially and +1 for every Class
c level advanced.
o Perks The Scout is not always where you think they are!
A successful Remain Unseen roll results in a decoy that can only be dismissed
u Decoy
when an opponents Perception CHK ( DR = RU roll +5 )
t Also the Scout gains Surprise at GM's discretion.
Armor Concerns None
Training The profession of Scout involves some structure and location.
1 week of formal training (Mentor/Hired Teacher) to advance a Class Level.
Followers None
This class is modeled after the marauding warriors of Vikings and Huns.
Proficiencies Simpleton Barbarians do not understand advanced technology.
Cannot use anything of Tech Level III or greater.
B The Barbarian dislikes losing and can slip into a Berserk Rage.
Perks
a When the Barbarian loses three consecutive Melee Combat Initiative rolls, the
r Rage Barbarian gains an additional ATK per round until DDD and +ADV to all ATK
and DMG rolls. Enraged, the Barbarian no longer needs to roll for initiative and
b will strike at the beginning and end of each round.
a Armor Concerns The Barbarian dislikes being encumbered by armor and considers heavy metal armor for
cowards.
r Cannot wear metal or other like heavy armor. However the Barbarian considers
i sports gear as armor, fashionable.
a Training The lifestyle of Barbarians involves little structure in developing their primary skills.
They learn more from their mistakes?
n 1 week of formal training (Mentor/Hired Teacher) to advance a Class Level.
Followers Barbarians do not really follow each other but like mercenaries, the promise of
blood and booty draws them together superficially when employed.
This class is modeled after the likes of Legolas, Deadpool, and Green Arrow.
Proficiencies Equalizer The Rogues like to even scores especially when unjust or unfair.
The Rogue class excels in skills related to tracking, trapping, defending, and
pilfering.
Eye of the SniperThe Rogues specialize in sniping.
An Altered Human will gain one additional Physical mutation, Heightened
Precision.
R A Pure Strain Human will have the equivalent Class Skill.
Perks Show Off Showboating and Taunting are sometimes the snare that trips our hero?
o At GM's discretion, such an exhibition will gain the Rogue +ADV rolls related to
g the exhibition. However a natural 2 is like a 1 and a natural 1 is epic.
Elude When the Rogue wants to evade an attack, they are quite successful.
u
Can evade being attacked if Melee Combat Initiative is won and a skill is
e included in the exit and that Skill Check (+2), then all ATKs targeting the Rogue
are -ADV for that round.
Armor Concerns The Rogue dislikes noisy heavy metal armor as it prevents quick strikes and stealth.
Cannot wear metal or other like heavy armor. However the Rogue never shuns
kevlar vests or other tactically advantageous protection.
Training The profession of Rogue involves some structure and lots of target practice.
1 week of formal training (Mentor/Hired Teacher) to advance a Class Level.
Followers None

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Hunters

This class is modeled after the likes of Rambo, and Tanks


Proficiencies Smash-n-Swipe The Thug brings the bang to the party and the pick to the pocket.
The Thug class excels in skills related to tracking, trapping, lockpicking,
The Thugs are especially lucky when it comes to battle.
Willful Weapon
+2 initially to either THAC and +1 for either for each Class Level advanced.
Perks The Thug often appears to unhittable by their sheer boldness in charges.
Panic Attack The DX Mod for AC is doubled when charging recklessly into a battle.
Attacks targeting the Thug are -ADV until DDD.
Locked and Loaded! Lookout!
Attack Accuity When charging into a battle with multiple weapons drawn, Thugs do not suffer
any penalties until DDD.
The Thug envisions his window of opportunity.
T When initiating combat (first strike) Thugs gain +4 to their ATK roll.
Combat Clarity
h When engaged in any physical combat, the Thug can defer to attack last with
u +ADV ATK and DMG rolls.
Adrenaline rush!
g Rampage When a Thug has 10% HP remaining ALL rolls are +ADV until DDD.
All DMG Mods are doubled until DDD.
Gotta have it!
The Thug is always on the lookout for the biggest baddest weapon. The Thug
Weapon Envy will constantly scheme to acquire it once the Thug sees it. To acquire the
weapon from enemies, stealth over force is preferred. To acquire from allies, a
deal must be made.
Armor Concerns None
Training Thugs are basically loners and somehow simply get better as things happen.
3 days of self/formal training (Self/Mentor/Hired Teacher) to advance a Class
Level.
Followers None, who has such a death wish?
This class is modeled after Tarzan, Dr Doolittle, and other Animal Handlers.
Proficiencies The profession of Animaster is to protect animals and utilize them effectively.
Animal Lover The Animaster excels in many skills related to tracking, animals, and the
wilderness.
Perks Animasters are quite protective of their Familiars and defenseless animals. They are
diligent about the humane treatment of all beasts normal or mutated.
Pet-aphile The Animaster will make an effort to prevent a senseless/merciless/inhumane
abuse or destruction of animals and will at least vocalize such. Any efforts to
prevent or free such an animal, the Animaster gains +ADV to ALL rolls.
A Talks with animals.
Whispering
n Using the Animal Handling skill, the Animaster can Speak with or Hold a animal.
Animasters are known for their counterpart, the steed, and thus are adept riders.
i Delta Duo +2 to initial Riding Skill Level and all actions while mounted on steed gain
m +ADV rolls.
a The Animasters are not always where you think they are!
Decoy A successful Remain Unseen roll results in a decoy that can only be dismissed
s when an opponents Perception Check ( DR = RU roll +5 )
t The Animaster is known for their keen senses.
e Sixth Sense +2 to Perception, Stealth, and Remain Unseen initially and +1 for every Class
Level advanced.
r Armor Concerns The Animaster dislikes being armored especially with civilized armor.
Can only wear leather (not studded) armor or furs/skins. Large creature
scales/hides are also allowed.
Training The profession of Animaster involves much repetition especially with animals.
2 weeks of formal training (Mentor/Hired Teacher) to advance a Class Level.
Followers Not humans, but beasts of any size.
The Animaster gains a Familiar for every 3 Class Levels advanced starting at
3rd. When working with a Familiar, the Animaster gains +1/Class Level to all
animal-based skills.
Last Revised 02/23/17

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Hunters

mal.

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