Character Class Summary

(There’s nothing new in this post; I’m just collecting together information on each class from the Core Rules and all the supplements in a single location to help new players make their characters more quickly.)

(A few comments on character creation… Note that there are no dice rolls required for starting PCs. And although there are references to the Creep in the Core Rules, starting characters are assumed to be pure-strain humans with no mutations.)

Each PC must select a class. Enforcers are athletic and skilled at combat. Scouts are swift and perceptive. Thinkers are smart and have a knack with Ancient relics.

Characters start out as Humans, but upon exposure to radiation and other mutagenic hazards may transform into Near-Humans or even Mutants. Pure-strain Humans gain +2 bonus hit points and +10% to XP earned.

Starting PCs begin at rank 1 with 0 XP. A PC then requires an additional 1,000 XP multiplied by his current rank to advance to each new rank; i.e., a total of 1,000 XP to reach 2nd rank, 3,000 XP to reach 3rd rank, 6,000 XP to reach 4th rank, 10,000 XP to reach 5th rank, and so on.

Characters have 1 HD per rank. PCs start with maximum hit points at rank 1, then roll all HD at each additional rank, ignoring the new result if it is lower than the previous value.

Enforcers

From the Core Rules:

  • Enforcers have 1d10 hp per HD (12 hp for a starting human enforcer).
  • Enforcers add their rank to all attack rolls.
  • Enforcers add +4 to saves vs. fortitude.
  • Enforcers add their full rank to Athletics checks, and ½ their rank to Awareness and Lore checks.

From the Subterranean & Wilderness Exploration supplement:

  • Guarding: When the party is not moving, an enforcer may forfeit all other actions to ‘guard’ instead. This allows the enforcer to reroll a failed Awareness check against surprise at the start of an encounter.
    Similarly, an enforcer can forfeit his attacks in a given round to ‘guard’ an ally who is escaping from melee. To execute this maneuver, the enforcer must be able to engage the foes who would be allowed a parting shot.

Scouts

From the Core Rules:

  • Scouts have 1d8 hp per HD (10 hp for a starting human scout).
  • Scouts add +3″ MV if wearing light or no armour.
  • Scouts add their rank to all attack rolls with light or ranged weapons, otherwise they add ½ their rank.
  • Scouts add +4 to saves vs. reflexes.
  • Scouts add their full rank to Awareness checks, and ½ their rank to Athletics and Lore checks.

From the Subterranean & Wilderness Exploration supplement:

  • Scouting Ahead: If a scout has a movement rate higher than the rest of the party, he may ‘scout ahead’ of the others.
    When exploring subterranean ruins, this allows the scout to roll his own Awareness checks to detect hazards. If successful, the party may bypass the hazard entirely (earning ½ XP for the scout). However, if the check fails, the scout must face the hazard alone.
    When ‘scouting ahead’ in the wilderness, opponents must make two Awareness checks to avoid surprise and take the worse result. If the creatures are unaware of the scout, the party may bypass the encounter entirely (earning ½ XP for the scout). However, if the scout himself is taken by surprise, he must face the encounter alone.

Thinkers

From the Core Rules:

  • Thinkers have 1d6 hp per HD (8 hp for a starting human thinker).
  • Thinkers add ½ their rank to all attack rolls, but gain a +2 bonus with Ancient relics.
  • Thinkers add +4 to saves vs. willpower.
  • Thinkers add their full rank to Lore checks, and ½ their rank to Athletics and Awareness checks.

From the Core Rules and the Relics supplement:

  • Ancient Relics: When attempting to decipher an Ancient relic, thinkers have the special ability to re-roll a failed Lore check after one additional turn of study. If this second roll is also a failure, an experience rank must be gained before retrying, as with other characters.
    Thinkers are also the only class that can attempt to repair broken relics. A successful Lore check is required, as are spare parts (mechanical or electrical, as appropriate) equal to 1/10 the regular TU value. On a failed check, ½ of these parts are wasted. If successful, award XP equal to the 1/10 the regular TU value.

3 Responses to “Character Class Summary”

  1. As an option (if a player really keen on having a character with mutations) you could start out as a near-human with one minor mutant perk and one minor mutant flaw. You can pick one mutation (either the perk or the flaw), but the other would be randomly determined. In addition, you will start with some Creep contamination.

    We could assume that your character is one of the new generation who is starting to display genetic abnormalities.

  2. Moses Says:

    This sounds fine. I will make a character now and if you want to run something tonight he will be ready.
    Xavier got the 1/10exp for fixing the gun right?

  3. Actually, I forgot about that XP. I’ll add it later…

    (Update: It is done.)

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