BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Character Classes

Players can choose one of the following classes when creating their characters:  

Soldier

Soldiers are physical, action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.   General Traits
  • Starting Stats: Might 10/Speed 10/Intellect 8
  • Might Edge of 1 and Speed Edge 0 OR Might Edge 0 and Speed Edge 1. Intellect Edge is 0
  • Trained to use light/medium/heavy weapons
  • Starts with:
    • Appropriate clothing
    • two weapons (each worth 500 lumens or lower)
    • one item worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to four items 10 lumens or lower
Ability Choices - Tier 1  
  1. Bash - Melee attack. Dazes (condition: makes things harder to do)
  2. Combat Prowess - Passive. Extra damage
  3. Control the Field - Melee attack. reposition
  4. Improved Edge - Passive. Weak stat gets increased edge.
  5. No Need for Weapons - More damage with unarmed
  6. Overwatch - Action. Watch over area, targets are easier to hit and take more damage
  7. Physical Skills - Passive. Become better at certain athletic skills. Pick 2 of the following: balancing/climbing/jumping/running/swimming
  8. Practiced in Armor - Passive. Lower speed penalties for wearing heavier armor.
  9. Quick Throw - Action. Throw two light weapons in quick succession.
  10. Swipe - Melee Attack. Dazes.
  11. Trained without Armor - Passive. Better protection while unarmored.
Ability Choices - Tier 2   You may replace one lower tier ability with another lower tier ability. Choose 2 abilities from the following list (or from a lower tier):  
  1. Crushing Blow - Action. Free Effort on damage with melee weapons when applying effort on the attack.
  2. Hemorrhage - Active. Target will bleed for one round after being hit.
  3. Skill with Attacks - Passive. Choose one type of attack and become trained in. Options: Light/Medium/Heavy Melee/Conventional Ranged/Energy Ranged. Ex: light melee, Medium Energy Ranged, Heavy Conventional Ranged. Can be picked multiple times, each for a different category.
  4. Skill with Defense - Passive. Trained in  Might/Speed/Intellect defense tasks. Pick one. Can be picked multiple times, each time for a different defense.
  5. Successive Attack - Action. If you take down a foe, you can immediately make another attack on the same turn against a new foe within reach.
  6. Sense Ambush - Passive. You are never surprised by an attack.
  7. Bloodlust - Passive. If you take down a foe, move towards another foe as part of the same action.
 

Technician

General Traits
  • Starting Stats: Might 10/Speed 9/Intellect 9
  • Might Edge of 1, rest 0
  • Trained to use light/medium weapons.
  • Starts with:
    • Appropriate clothing
    • 1 weapon (worth 500 lumens or lower)
    • two items worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to 4 items 10 lumens or lower
Ability Choices - Tier 1
  1. Block - Action. Block a melee attack
  2. Endurance - Passive. Improved physical resistance (to effort, lack of air, poison etc.)
  3. Fleet of Foot - Action (free). Can attack and move, or move very far as one action.
  4. Improved Edge - Passive. Weak stat gets increased edge.
  5. Knowledge Skills - Passive. Become better at certain knowledge skills. Pick 2 areas of knowledge. Examples:history/geography/archaeology
  6. Machine Interface - Action. Easier to discern details about technological devices close by.
  7. Muscles of Iron - Action. All non-attack might actions are easier for a period of time.
  8. No Need for Weapons - More damage with unarmed
  9. Physical Skills - Passive. Become better at certain athletic skills. Pick 2 of the following: balancing/climbing/jumping/running/swimming
  10. Practiced in Armor - Passive. Lower speed penalties for wearing heavier armor.
  11. Practiced with All Weapons - Passive. Know how to use all weapons.
  12. Surging Confidence - Action. First recovery roll of the day is faster.
  13. Tech Skills - Passive. Become better at certain technical skills: Crafting/Computers/ID machines/Repair.
  14. Tinker - Make devices do something different from original purpose before breaking it.
  15. Trained without Armor - Passive. Better protection while unarmored.

Pilot

General Traits
  • Starting Stats: Might 10/Speed 9/Intellect 9
  • Might Edge of 1, rest 0
  • Trained to use light/medium weapons.
  • Starts with:
    • Appropriate clothing
    • 1 weapon (worth 500 lumens or lower)
    • two items worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to 4 items 10 lumens or lower
Ability Choices - Tier 1
  1. Danger Sense - Action. Improved initiative.
  2. Datajack - Action. With the help of a computer gain extra knowledge on people/things.
  3. Decipher - Action. Try to understand writing/code that's not familiar to you.
  4. Endurance - Passive. Improved physical resistance (to effort, lack of air, poison etc.)
  5. Find the Way - Passive. Free effort on navigation tasks.
  6. Hacker - Action. Gain info from a computer or gain increased control on it.
  7. Improved Edge - Passive. Weak stat gets increased edge.
  8. Knowledge Skills - Passive. Become better at certain knowledge skills. Pick 2 areas of knowledge. Examples:history/geography/archaeology
  9. Physical Skills - Passive. Become better at certain athletic skills. Pick 2 of the following: balancing/climbing/jumping/running/swimming
  10. Practiced in Armor - Passive. Lower speed penalties for wearing heavier armor.
  11. Practiced with All Weapons - Passive. Know how to use all weapons.
  12. Scramble Machine - Action. Disable or hinder machine close by for a period of time.
  13. Surging Confidence - Action. First recovery roll of the day is faster.
  14. Tech Skills - Passive. Become better at certain technical skills: Piloting/Computers/Repair/Vehicle Driving.
  15. Trained without Armor - Passive. Better protection while unarmored.
Ability Choices - Tier 2   You may replace one lower tier ability with another lower tier ability. Choose 4 abilities from the following list:  
  1. Curious - Passive. When you use effort for navigation/perception/initiative in an area you haven't visited before, get free Effort.
  2. Danger Instinct - Active. When surprised, move away and potentially get out of danger.
  3. Distant Interface - Action. Activate/Deactivate/Control a machine at long range.
  4. Escape - Action. Get loose from restraints or get free from grip.
  5. Eye for detail - Action. Get one piece of information about an area from the GM. Answer must be truthful. Can be used once per day per area.
  6. Hand to Eye. Action. Gain an asset for manual dexterity tasks for limited time.
  7. Investigative Skills. Passive. You are trained in two skills in which you are not already trained from this list: perception/identifying/lockpicking/assessing danger/tinkering with devices.
  8. Machine Efficiency - Action. Make machines better for a short while. Shoot farther, move faster etc. Increase level or ease task involving machine.
  9. Quick Recovery. Passive. Second recover is an action.
  10. Range Increase. Passive. Ranged weapon and ranged ability range increase by 1 step. Ex: Throw grenade at long range (instead of short) , Distant Interface at very long range (instead of long), shoot a shotgun with no penalty up to short range (instead of immediate)
  11. Serv-0 - Passive. You build a tiny robot assistant. It's level 1 and cannot take independent action. It can assist (provide 1 asset) in using machines & other tech devices.
  12. Serv-0 Repair - Your Serv-0 assistant can assist (provide 1 asset) in repair tasks
  13. Stand Watch - Action. Remain on high alert during standing watch. For this time, you are trained in perception in stealth to remain hidden.
  14. Travel Skills - Passive. Be better at 2 of the following: riding/running/piloting/vehicle driving

Diplomat

General Traits
  • Starting Stats: Might 8/Speed 9/Intellect 11
  • Intellect Edge of 1, rest 0
  • Trained to use light weapons.
  • Starts with:
    • Appropriate clothing
    • 1 weapon (worth 500 lumens or lower)
    • two items worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to 4 items 10 lumens or lower
  1. Anecdote - Action. Tell a story to make a group of people better at a certain non-attack/non-defense task.
  2. Babel - Passive. You can learn a language extremely quickly by being exposed to it.
  3. Demeanor of Command - Action. Your confidence and charisma will make strangers let you speak before becoming outright hostile (even if they would not normally do so). You can demand access to their leader and have limited free effort on persuasion during this task.
  4. Encouragement - Action. Encourage allies be better at attacks, defenses or tasks you're good at.
  5. Enthrall - Action. Grab a creature's attention even if it can't understand you. It won't do anything else while ability is in effect.
  6. Fast Talk - Action. when speaking with an intelligent creature convince it to take one reasonable course of action.
  7. Inspire Aggression - Action. Influence a creature close by who can hear you to make easier might attacks.
  8. Interaction Skills - Passive. Be better at 2 interaction skills: persuading/public speaking/seeing through deception/deceiving/intimidation
  9. Practiced with Medium Weapons - Passive. Become trained with Medium weapons.
  10. Spin Identity - Action. Convince creature who can see, hear and understand you that you're someone else.
  11. Terrifying Presence - Action. Convince creature of level 3 or lower you are its worst nightmare.
  12. Understanding - Action. Observe or study a creature to make next interaction easier.
 

Doctor

General Traits
  • Starting Stats: Might 8/Speed 9/Intellect 11
  • Intellect Edge of 1, rest 0
  • Trained to use light weapons.
  • Starts with:
    • Appropriate clothing
    • 1 light weapon (worth 500 lumens or lower)
    • two items worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to 4 items 10 lumens or lower
 
  1. Anecdote - Action. Tell a story to make a group of people better at a certain non-attack/non-defense task.
  2. Demeanor of Command - Action. Your confidence and charisma will make strangers let you speak before becoming outright hostile (even if they would not normally do so). You can demand access to their leader and have limited free effort on persuasion during this task.
  3. Encouragement - Action. Encourage allies be better at attacks, defenses or tasks you're good at.
  4. Enthrall - Action. Grab a creature's attention even if it can't understand you. It won't do anything else while ability is in effect.
  5. Fast Talk - Action. when speaking with an intelligent creature convince it to take one reasonable course of action.
  6. Interaction Skills - Passive. Be better at 2 interaction skills: persuading/public speaking/seeing through deception/deceiving/intimidation
  7. Knowledge Skills - Passive. Become better at certain knowledge skills. Pick 2 areas of knowledge. Examples:history/geography/archaeology
  8. Physical Skills - Passive. Become better at certain athletic skills. Pick 2 of the following: balancing/climbing/jumping/running/swimming
  9. Practiced with Medium Weapons - Passive. Become trained with Medium weapons.
  10. Terrifying Presence - Action. Convince creature of level 3 or lower you are its worst nightmare.
  11. Understanding - Action. Observe or study a creature to make next interaction easier.
  12. Travel Skills - Passive. Be better at 2 of the following: riding/running/piloting/vehicle driving
Ability Choices - Tier 2   You may replace one lower tier ability with another lower tier ability. Choose 2 abilities from the following list:
  1. Medical Serv-0 - Passive. You build a tiny robot assistant. It's level 1 and cannot take independent action. It can assist (provide 1 asset) in medicine tasks.
  2. Calm Stranger - Action. Make one creature remain calm as you speak.
  3. Gather Intelligence - When in a group of people you can ask a question and come out with useful information. You also get a general idea about the layout, major sites and maybe obscure knowledge.
  4. Impart Ideal - Attempt to temporarily impart an overarching value (ex: "All life is sacred", "My political party is the best", etc.). It lasts as long as it benefits the situation and can be countered by anyone spending a bit of time bringing the target back to its senses.
  5. Inspiring Ease - Passive. After spending a day together, each of your friends can ease a task by 1 step once per day.
  6. Practiced in Armor - Passive. Lower speed penalties for wearing heavier armor.
  7. Serv-0 Defender - Your Serv-0 aids you in combat by blocking attacks. It gains a modification in Speed defense. Enabler.
  8. Skill with Defense - Passive - Become trained in one defense type you're not already trained in.
  9. Speedy Recovery - Action. Guide a target within short range to recover easier. Target spends only half the time when making recovery roll.
  10. Tool Mastery - Passive. When you use a tool that provides an asset, half the time for the activity.
  11. Understanding - Action. After observing a creature or object, gain an asset on the following interaction.

Spy

General Traits
  • Starting Stats: Might 10/Speed 9/Intellect 9
  • Might Edge of 1, rest 0
  • Trained to use light/medium weapons.
  • Starts with:
    • Appropriate clothing
    • 1 weapon (worth 500 lumens or lower)
    • two items worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to 4 items 10 lumens or lower
Ability Choices - Tier 1
  1. Block - Action. Block a melee attack
  2. Danger Sense - Action. Improved initiative.
  3. Decipher - Action. Try to understand writing/code that's not familiar to you.
  4. Endurance - Passive. Improved physical resistance (to effort, lack of air, poison etc.)
  5. Fleet of Foot - Action (free). Can attack and move, or move very far as one action.
  6. Goad - Action. Taunt enemy to come closer and attempt to physically strike you.
  7. Improved Edge - Passive. Weak stat gets increased edge.
  8. Legerdemain - Action. You can perform small but seemingly impossible tricks. Be David Blaine for a bit.
  9. No Need for Weapons - More damage with unarmed
  10. Opportunist - Passive. It's easier for you to hit close opponents who have already been attacked.
  11. Physical Skills - Passive. Become better at certain athletic skills. Pick 2 of the following: balancing/climbing/jumping/running/swimming
  12. Practiced in Armor - Passive. Lower speed penalties for wearing heavier armor.
  13. Stealth Skills - Passive. You are better at 2 of the following: disguise/deception/lock-picking/pick-pocketing/seeing through deception/sleight of hand/stealth.
  14. Surging Confidence - Action. First recovery roll of the day is faster.
  15. Trained without Armor - Passive. Better protection while unarmored.

Scientist

General Traits
  • Starting Stats: Might 10/Speed 9/Intellect 9
  • Might Edge of 1, rest 0
  • Trained to use light/medium weapons.
  • Starts with:
    • Appropriate clothing
    • 1 weapon (worth 500 lumens or lower)
    • two items worth 500 lumens or lower
    • two items worth 100 lumens or lower
    • up to 4 items 10 lumens or lower
Ability Choices - Tier 1
  1. Danger Sense - Action. Improved initiative.
  2. Decipher - Action. Try to understand writing/code that's not familiar to you.
  3. Endurance - Passive. Improved physical resistance (to effort, lack of air, poison etc.)
  4. Find the Way - Passive. Free effort on navigation tasks.
  5. Fleet of Foot - Action (free). Can attack and move, or move very far as one action.
  6. Improved Edge - Passive. Weak stat gets increased edge.
  7. Interaction Skills - Passive. Be better at 2 interaction skills: persuading/public speaking/seeing through deception/deceiving.
  8. Investigative Skills - Passive. Become better at 2 the following: perception/ID/lock-picking/assessing danger.
  9. Knowledge Skills - Passive. Become better at certain knowledge skills. Pick 2 areas of knowledge. Examples:history/geography/archaeology
  10. Muscles of Iron - Action. All non-attack might actions are easier for a period of time.
  11. No Need for Weapons - More damage with unarmed
  12. Physical Skills - Passive. Become better at certain athletic skills. Pick 2 of the following: balancing/climbing/jumping/running/swimming
  13. Surging Confidence - Action. First recovery roll of the day is faster.
  14. Trained without Armor - Passive. Better protection while unarmored.
  15. Travel Skills - Passive. Be better at 2 of the following: riding/running/piloting/vehicle driving
Ability Choices - Tier 2   You may replace one lower tier ability with another lower tier ability. Choose 4 abilities from the following list:  
  1. Curious - Passive. When you use effort for navigation/perception/initiative in an area you haven't visited before, get free Effort.
  2. Danger Instinct - Active. When surprised, move away and potentially get out of danger.
  3. Escape - Action. Get loose from restraints or get free from grip.
  4. Enable Others - Passive. Help others with physical tasks without taking an action.
  5. Eye for detail - Action. Get one piece of information about an area from the GM. Answer must be truthful. Can be used once per day per area.
  6. Foil Danger - Action. You negate a source of danger you are aware of within immediate range for one round. Ex: trap, creature natural ability, weapon attack etc.
  7. Hand to Eye. Action. Gain an asset for manual dexterity tasks for limited time.
  8. Investigative Skills - Passive. You are trained in two skills in which you are not already trained from this list: perception/identifying/lockpicking/assessing danger/tinkering with devices.
  9. Quick Recovery. Passive. Second recover is an action.
  10. Skill with Defense - Passive - Become trained in one defense type you're not already trained in.
  11. Stand Watch - Action. Remain on high alert during standing watch. For this time, you are trained in perception in stealth to remain hidden. Travel Skills - Passive. Be better at 2 of the following: riding/running/piloting/vehicle driving
  12. Tool Mastery - Passive. When you use a tool that provides an asset, half the time for the activity.
  13. Travel Skills - Passive. Be better at 2 of the following: riding/running/piloting/vehicle driving
  14. Understanding - Action. Observe or study a creature to make next interaction easier.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!