Core Classes
Battlemage | Chaplain | Crusader | Mage | Marksman | Rogue | Soldier | Steam Knight | Technomancer
Advanced Classes
Alchemist | Druid | Evoker | Forger | Infected Host | Minstrel | Zephyr
NPC Classes
Classes determine what characters specialize in with both combat and roleplay situations.
At every 5th level, each class receives what is known as an “Awakening”. Awakenings are special powers specific to a class, and are typically only altered by archetypes if a mechanic the Awakening uses is removed by the archetype.
Each class receives a number of Hit Points and a Soak stat. This determines how much damage a character can take. Classes typically do not have lots of HP, however the Soak each class has is meant to mitigate some damage. This can be seen further in explanation in the Rules section.
Multi-Classing: When a character gains a new level beyond their first, they don’t need to continue taking levels in the class they chose first and can instead choose another class to gain levels in. HP progression, MP, and Attacks per Round stack together if the next class would gain a progression in one of these features.
Attacks per Round: This represents how many attacks a character can make on a full-round action.
Skills: Skill points are how many skill points the class gains at 1st level to spend on any skill they want. These skills points are not gained at any level, only at the first level of a character’s career. If you multi-class into a class with more skill ranks than the class you took initially at 1st level, you don’t gain those skill ranks.
You gain an amount of bonus skill points equal to your Smarts. Example, as a Soldier with 2 Smarts you’d gain 4 Skill Points (from Soldier) plus 2 more Skill Points from your 2 Smarts.
Archetypes: These are optional specializations of an existing class that characters can take to alter the class they’re playing slightly. This can be as minor as changing one or two class abilities to changing a good majority of how the entire class is played and built. This can even be as drastic as adding magic onto non-magical classes.
Characters can combine multiple archetypes onto their class, so long as the class abilities being replaced don’t conflict. In addition, an archetype must be chosen when the 1st level of the class is taken, and cannot be applied later.
Class Abilities: If a class ability has a time limit (for example, 5 rounds) but no usage limit (for example, once per day) assume the usage limit is once per encounter.
For those wishing to take the creation of classes into their hands, the following rules should be followed in order to keep new classes in line with existing ones. Alternatively, those making new classes can replace existing ones with a group of their own classes if they wish to have a difference in balance for their own games or see their own classes as a better fit for their game world.
HP: Starting HP comes in four varieties and HP per Level come in three varieties. Typically starting HP and HP per Level ranks are linked together but this is not always the case.
Extreme: For classes meant to be unusually tough, they receive 10 HP as their starting HP. Typically these classes receive Fast HP progression as per the Soldier.
Strong: For classes meant to be in the front line of combat regularly, they receive 8 HP as their starting HP. Typically these classes receive Fast HP progression as per the Soldier.
Medium: For classes meant to delve into combat, but also possess other talents and areas of expertise, they receive 6 HP as their starting HP. Typically these classes receive Medium HP progression as per the Rogue.
Weak: For classes meant to stay out of the direct line of danger, they receive 4 HP as their starting HP. Typically these classes receive Slow HP progression as per the Mage.
Skill Ranks: The amount of skill ranks a class receives is variable; typically classes receive either 2, 4, 6, or rarely 8 Skill Ranks per level. 4 to 6 Skill Ranks is the average. 2 is meant for not particularly skill-heavy classes, and 8 for very skill-heavy classes.
Soak: Classes receive either 2, 1, or 0 Soak depending on the strength of the class. Usually Soak is determined by their HP progression but not always.
Attacks per Level: Attacks per Level fall into three categories, Fast (as per Soldier), Medium (as per Rogue), and Slow (as per Mage). The more melee/ranged combat oriented a class is, this should be faster.
Weapons and Armor Proficiency: Typically classes receive 2 - 3 weapons they are proficient with (or receive multiple choices of weapons to be proficient with), and those who are combat oriented most of the time receive Armor Proficiency. All classes are proficient with Simple weapons.
Class Abilities: These determine how a class acts, what makes them special, and determines how the class is played by those who use it. It is recommended to have at least one class ability per level to avoid "Dead Levels" where characters receive nothing upon leveling up. In addition to this, some classes may possess multiple choices which can alter how they're played (such as the Crusader's Divine Gifts or the Infected Host's Infections).