Archive for Classes

Class Options – Survivalist & Stalker

Posted in Game Rules, Minimalist with tags , , , on 27-Dec-14 by K-Slacker

Here are two more class variants – the survivalist and stalker. Each fills a role partway between that of enforcer and scout, acting as hardy skirmishers.

(The survivalist presented here is an update of a previous post.)


Midden

Survivalist (Enforcer Variant)

Survivalists are hard-bitten adventurers who are too strong to culled by ordinary dangers. The survivalist goes where others dare not and lives where others can only die.

Unless stated below, a survivalist is identical to the enforcer in terms of rule effects:

Combat Ability: Survivalists add their full rank to attack rolls with light or medium weapons; with heavy weapons they add ½ their rank (rounded down).

Adventuring Feats: Survivalists add ½ their level (rounded down) to all adventuring feats, with +2 to Might and Skill checks.

Saving Throws: Survivalists have a +5 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)

Enforcer Abilities: Survivalists do not get the Weapon Familiarity or Combat Specialization abilities of the enforcer. Survivalists do have the Guardian ability (starting at 1st rank) and gain Cleave at 5th rank (instead of 3rd).

Scout Abilities: Survivalists get the Tracking and Foraging abilities at 1st rank, and Creep Detector and Elusive at 3rd rank. These abilities work in the same manner as described in the scout class description.


Stalker

Stalker (Scout Variant)

Stalkers combine swift movement and tracking skills with additional fighting ability. Stalkers tend to engage in combat more frequently than scouts, but are not as tough as enforcers.

Unless stated below, a stalker is identical to the scout in terms of rule effects:

Combat Ability: Stalkers add their full rank to attack rolls with light or medium weapons; with heavy weapons they add ½ their rank (rounded down).

Adventuring Feats:: Stalkers add ½ their level (rounded down) to all adventuring feats, with +2 to Might and Skill checks.

Saving Throws: Stalkers have a +4 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)

Scout Abilities: Stalkers get the Increased Movement, Scout Ahead, Tracking, and Foraging abilities at 1st rank. They gain Sneak Attack at 3rd rank (instead of 5th). They do not gain the Creep Detector or Elusive abilities.

Combat Specialization: Stalkers gain the Combat Specialization ability at 5th rank. This ability works in the same manner as described in the enforcer class description.

Class Option – Slayer

Posted in Game Rules, Minimalist with tags , , , on 14-Dec-14 by K-Slacker

Slayer

Another variant class, this time an alternate to the enforcer. Slayers are based on a Dwarven Glory class option.

Slayers are warriors dedicated to hunting a particular type of foe. Different types exist – mutant-slayers, beast-slayers, human-slayers, robot-slayers, etc.

Slayers often fill a prestigious role either as elite soldiers and protectors or as far-ranging hunters who spend years at a time wiping out as many enemies as they can before returning home.

Slayers are an enforcer sub-class. They may serve as common soldiers, but are most effective against their chosen foe.


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Class Option – Dog Handler

Posted in Game Rules, Minimalist with tags , , , , on 13-Dec-14 by K-Slacker

I picked up Mutant: Year Zero this week and one unusual class caught my imagination…

Dog Handler

Humans are not the only inhabitants of Tau. Your ancestors brought their canine companions to the vault, where they survived alongside your people. The dogs breed constantly and can survive by feeding on refuse and – when needed – each other. You can’t even remember how your sorry excuse for a dog became yours, but now it’s worth more to you than any human. You live in a symbiotic mutual dependency – you give your dog grub, and it will tear the jugular off anyone who stands in your way.

This class is similar to the scout, though weaker in ability. Their disadvantages are compensated for by the handler’s canine companion.


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Genotypes and Classes Supplement

Posted in Game Rules, Minimalist with tags , , , , , on 18-Apr-13 by K-Slacker

UPDATE 18-Apr-13: I’ve added a Genotype Summary to the original Character Classes info to create a combined supplement, and revised this post accordingly…

I’m on a roll lately… I whipped up this rules supplement based on some recent posts. I was able to fit all of the genotype text (with extras) plus the expanded enforcer, scout, and thinker class descriptions – but wasn’t able to include the progression tables.

Snazzy artwork swiped from Mutant Epoch by William McAusland.

Should come in handy for tabletop sessions, especially tournament games.

Class Option – Marauder

Posted in Game Rules, Minimalist with tags , , , on 18-Apr-13 by K-Slacker

Wastelord

Another variant class, this time an alternate to the enforcer. Marauders are best suited as NPCs.

Life in the wastes is hard.

Marauders answer the savagery of the ruined world with their own ferocious might, often forming roving gangs. While all characters have at least some aptitude for bloodshed, the marauder is the best at the execution of raw violence.

Marauders are brutally effective at murder and gain several combat-related special abilities, but are not as resilient as enforcers. Also; not all perils of the badlands can be speared into submission, however, and marauders have few other skills.


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Class Option – Survivalist

Posted in Game Rules, Minimalist with tags , , , on 13-Apr-13 by K-Slacker

UPDATE 27-Dec-14: I’ve posted an updated version of the survivalist class (along with the stalker). Consider the version posted below to be superseded.

Midden

Survivalists are hard-bitten adventurers who are too strong to culled by ordinary dangers. They fill a role partway between that of enforcer and scout, acting as a kind of hardy skirmisher. The survivalist goes where others dare not and lives where others can only die.

Survivalist tend to use heavier armour and shields and do not move as swiftly as scouts. Since they are tougher, survivalists also tend engage in melee combat more frequently than scouts.


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Core Class – Enforcer

Posted in Game Rules, Minimalist with tags , , on 04-Apr-13 by K-Slacker

Enforcer

Civilization is the act of imposing order on the chaos of the world. Enforcers act as the strong arm of order, the warriors who defend civilization. Of course, definitions of civilization vary. Enforcers protect the last enclaves of humanity, holding the line against mutant barbarians besieging the vault. However, enforcers are also found amid the barbarians outside – the mutant chieftain and his best warriors are enforcers, keeping order in the tribe. Enforcers are the fighters, the guards, the defenders, and the thugs of Tempora Mutantur.


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