Step 3: Pick a Class
> Soldier
> Infiltrator
> Negotiator
> Mechanic
Apply the Resistance modification (Optional)
Apply the given modifiers to skill levels.
Choose one class trait and one class ability and add them to your sheet
[ +- ] Soldier
Resistance Values:
Physical Resistance: +1
Mental Resistance: -1
Fatigue Resistance: +0
Skills Modifiers:
NII +1
Intimidate +1
Exert +1
Drive +1
Run +1
Computers OR Mechanism +1
Medicine +1
Survival +1
Dodge +1
Any Attack Skill +1
Class Trait:
Armor Destruction:
Instead of trying to harm an opponent, a soldier can attempt to destroy their armor. Before making an attack, they have to announce to make use of this ability. If their attack hits, they do not roll to circumvent armor and do no damage to the target. Their armor penetration value is counted as 1 higher than it actually is. For the purposes of damaging armor, this attack is counted as if it had failed to penetrate the armor. If the armor is damaged by this attack, it takes one additional point of damage.
Dodge Mastery:
Dodge Actions do not suffer from a multi action penalty (but also do not gain a focus bonus unless they are the only action performed in a round). They still count towards the total number of actions per round to determine the multi action penalty for other actions. In addition, you can bolster your defense, adding a +1 modifier to your dodge roll by applying a -2 multi action penalty to all non-dodge actions this round.
Class Ability:
Bloodrage:
By taking a point of fatigue damage, you may perform an attack against every enemy engaged in the current combat. You may not perform another action this turn (except for moving) and regardless of the number of attacks you are performing, you apply no focus bonus or multi action penalty to any of them.
Combat Leadership:
By taking a point of fatigue damage, you may choose one type of damage (Physical, Mental or Fatigue) and perform a medicine check in the middle of combat on as many of your conscious teammates as you choose. You do not have to choose all your targets at once but you cannot target one character twice with one use of this ability. For every character that you targeted and succeeded for with this check, remove one point of damage of the specified type and apply one point of damage of the same type to yourself.
[ +- ] Infiltrator
Resistance Values:
Physical Resistance: -1
Mental Resistance: +0
Fatigue Resistance: +1
Skills Modifiers:
Bluff +1
Disguise +1
Insight +1
Exert +1
Stealth +1
Hacking OR Mechanism +1
Perception +1
Sleight of Hand +1
Dodge +1
Melee OR Ranged +1
Class Trait:
Armor Avoidance:
Whenever facing an opponent wearing armor that is no more than two steps better than your weapon, you can once per turn bypass the armor by applying a -1 modifier to your melee attack and to all defense actions this round. If the attack succeeds, you do not have to roll against your opponent’s armor. Regardless of success or failure of your attack, you do not do any damage to your opponent’s armor.
Combat Stealth:
You can hide from view while in combat with a successful Stealth check. Every action except for movement and help breaks stealth while in combat. If an opponent spends their entire round searching for you (dodging does not count as taking an action in this case), you have to do another stealth check to remain hidden. For every full round that you remain hidden, you gain a cumulative +1 bonus to your next attack roll and damage. If stealth is broken before you attack, this bonus is lost. The damage bonus only applies if the target is humanoid or otherwise has noticeable weak points that can be exploited.
Class Ability:
Combat Disable:
By taking a point of fatigue, you can attempt a hacking roll and target any opponent using high tech weaponry or armors and target one piece of equipment. If successful, the target cannot use this piece of equipment anymore until they spend an entire round fixing it. During that round, they can take no other action except this repairing and a move.
Bypass Raise:
Whenever you raise any Technology Roll with the goal of making the target of the roll behave in a way that it is not meant to, if the raised roll is a failure, you may reroll it once again for free. When using this ability, you cannot critically fail a roll, even if all three rolls are failures. You can only use this ability once per roll.
[ +- ] Negotiator
Resistance Values:
Physical Resistance: -1
Mental Resistance: +1
Fatigue Resistance: +0
Skills Modifiers:
Bluff +1
NII +1
Intimidate +1
Persuade +1
Insight +1
Drive OR Pilot +1
Computers +1
Appraise +1
Dodge +1
Unarmed OR Melee OR Ranged +1
Class Trait:
Double Entendre:
Whenever you are attempting a social check, you may, in addition to the regular roll, roll an Intimidate skill check. You don’t level up Intimidate if you roll it in this way but you can still level up your original social skill. If at least one of the two rolls is successful, you succeed at the check. However, unless both checks are successful, your target will pick up on your hostility which might result in negative consequences.
Backing Argument:
Whenever an ally of yours attempts a social roll, you may raise their roll instead of them, regardless of success or failure. You have to pay the fatigue required to raise and you perform the second roll using your skill value and applicable modifiers but other than that, it is resolved the same way as a regular raise.
Class Ability:
Masterful Support:
By taking a point of Fatigue damage, when giving help to another character, instead of giving them a +1 modifier to their action, you may instead give them a modifier equal to your level in the skill the other character is attempting.
Kill ‘em with Kindness:
While in combat, you can target one intelligent enemy with a Bluff or Persuade check and take one Fatigue damage. On a success, every roll against that target receives a +2 modifier until you or one of your allies inflict physical damage on that target (damage against the target’s armor does not end this condition)
[ +- ] Mechanic
Resistance Values:
Physical Resistance: -1
Mental Resistance: +0
Fatigue Resistance: +1
Skills Modifiers:
NII +1
Pilot +1
Drive +1
Computers +1
Mechanism +1
Repair +1
Appraise OR Sleight of Hand +1
Dodge +1
Unarmed OR Melee OR Ranged +1
Artillery +1
Class Trait:
Remote Control:
If you’ve had time to thoroughly inspect a tech weapon or piece of technical equipment at some point before, you can assist in any action involving it that any of your allies perform, even if you are not in the same room, as long as you are in the same general area and have some way to intervene in the action. Depending on the piece of equipment, you may be able to perform simple actions with it even if not in the room. Penalties may apply.
Co-Pilot:
If you are in a vehicle, spaceship or other piloted piece of technology, you may choose one position that is occupied by another character and every time they perform a roll, you may perform the same roll. You may choose which of the two results is counted.
Class Ability:
Quick Repair:
During combat, you can attempt to repair a piece of equipment worn by yourself or a willing target. By taking a point of fatigue damage, you may make a Repair roll and on success, restore one point of armor to a piece of armor or remove any type of damage that a weapon or other equipment may have if this damage can be fixed by a repair roll.
Weapon Upgrade:
A mechanic can in combat target as many weapons of a certain type as they wish, take a point of fatigue damage and roll for the appropriate weapon skill. On success, all targeted weapons gain a +1 bonus to hit for the entirety of the turn.