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Class

Usually, your options are things like “wizard” and “paladin.” In my world, the classes are somewhat different.  Notice there are no magic-users nor priests of any type. In the future, in fact, there is no magic; there are few transcendent religions, and worship does not grant powers. Remember, this is our earth, simply imagined far forward into a speculative future.

BADASS (warrior)

  • Fighter – based on the Fighter Pathfinder class – d10 hp/lvl – the fighting man, able to learn many more combat feats than others: no special powers—just more regular powers (feats). Skills: 2 points + INTmod at 1st lvl. 1 point + INTmod / each lvl after. Class skills: Athletics, Bushcrafts, Deception (intimidate), Kinesthetics (ride).
  • Gunslinger – based on the Gunslinger Pathfinder class – d10 hp/lvl – the shooter, able to perform deeds that require grit. Skills: 2 points + INTmod at 1st lvl. 1 point + INTmod / each lvl after. Class skills: Athletics, Bushcrafts, Crafts (bullet-molding), Deception (intimidate), Hand-Eye, Kinesthetics (ride), Perception.
  • Barbarian – based on the Barbarian Pathfinder class – d12 hp/lvl – the savage berserker, able to rage. Skills: 4 points + INTmod at 1st lvl. 4 points + INTmod at 1st lvl. 2 points + INTmod / each lvl after. Class skills: Athletics, Bushcrafts, Crafts (primitive weapons and armor), Deception (intimidate), Kinesthetics (ride), Perception.
  • Ranger – based on the Ranger Pathfinder class – d8 hp/lvl – the wilderness fighting expert, able to use various special combat skills related to his roving: great with ranged weapons; great with animals; the choice of snipers and hippies. Skills: 6 points + INTmod at 1st lvl. 3 points + INTmod / each lvl after. Class skills: Athletics, Bushcrafts, Kinesthetics (ride), Perception.
  • Monk – based on the Monk Pathfinder class – d8 hp/lvl – the unarmed fighting expert, able to evade attacks and use a flurry of quick, unarmed blows: the martial artist, you don’t use weapons, but you do fight super fast and well with your hands/feet/etc.; you are also better at healing than the average Joe. Skills: 4 points + INTmod at 1st lvl. 2 points + INTmod / each lvl after. Class skills: Academics (your faith), Athletics, Deception (intimidate), Hand-Eye, Kinesthetics, Law (monastic), Medicine (first aid), Perception.

BADASS FROM HELL

  • Black Legionary – based on the Psychic Warrior Pathfinder class – d8 hp/lvl – the hell science fighting adept, able to manifest some hell science powers while enjoying the benefits of a warrior’s training: psi special forces; gains some very useful psi powers each level, but overall a fighter-type. Skills: 2 points + INTmod / each lvl after. Class skills: Athletics, Bushcrafts, Deception (intimidate), Economics (imperial), Hell Science, Kinesthetics (ride), Law (legionary).
  • Malmain (AKA devileer, soulknife) – based on the Soulknife Pathfinder class – d10 hp/lvl – the hell science adept who manifests his own weapon, able to imbue that weapon and specialize its powers: uses a blade made of pure mental focus; essentially a specialized type of fighter who can never lose his sword. Skills: 4 points + INTmod at 1st lvl. 2 points + INTmod / each lvl after. Class skills: Athletics, Bushcrafts, Deception (intimidate), Hell Science, Kinesthetics.

HELL SCIENTIST

  • Hell Scientist – based on the Psion Pathfinder class, absolutely no psicrystals or astral constructs – d4 hp/lvl – the master of the mind, able to manifest the widest range of powers: our world’s version of the wizard; you went to psi college and got special horrible mind-fuck training and can warp heads; very specialized but with a ton of psi. Skills: 6 points + INTmod at 1st lvl. 3 points + INTmod / each lvl after. Class skills: Academics, Deception, Hell Science, Perception.
  • Snakehead – based on the Wilder Pathfinder class – d6 hp/lvl – the wild master of the mind, able to manifest fewer powers but much better augment them than the hell scientist: you made up your own school (you Bennington-type, you!); still a powerful psion, with a wide range of powers to learn/improve, but much less power (fewer psi points) than a true hell scientist. Skills: 4 points + INTmod at 1st lvl. 2 points + INTmod / each lvl after. Class skills: Deception, Hand-Eye, Hell Science, Kinesthetics.
  • Blooder – NEW – d4 hp/lvl – the master of the nanofluid Blood, able to manifest a small range of uniquely impressive combat- and Code-oriented powers: you aren’t a psion, per se, but a dude who drank “The Blood” (nanorobots suspended in blood); you can stretch your body like Dhalsim in Street Fighter, and you can vomit up powerful corrosive nano-breath once in a while; the Blood, however, is addictive—and hungry…  (Blooder is a very powerful, very risky occupation). Sort of like if heroin addicts had super powers. Skills: 2 points + INTmod at 1st lvl. 1 point + INTmod / each lvl after. Class skills: Academics (anatomy, basic nanosmithing), Crafts (Blood containers), Deception, Hand-Eye, Hell Science, Kinesthetics (proprioception: Blood), Medicine (Blood-administration, dose titration, surge triage).

HELL SCIENTIST PRESTIGE CLASSES (still being worked out)

  • Scissipar – The ultra-telepath, the perfect spy…
  • Spiral Shaman – d4 hp/lvl.  You use the life force (psi) of inanimate objects, plants, rats, nearby schoolkids, etc., to power your psi effects.  You are essentially a psychic vampire and generally lie about what you do.  Huge range of powers, but, as with a snakehead, less focus/less overall psi.  The thing is, unlike all the other psions, you don’t rely on yourself, but on what’s around you:  In a crowd, you are very, very powerful.  In the desert, you have less to fall back upon.
  • Tesseomancer – d4 hp/lvl.  Again, not a trained psion, but someone who found and bonded with an ancient, ancient Tessera (a cross-shaped rubick’s cube thing made of dull coppery post-metal—a quantum computer…).  The Tessera grants you powers—but it does so for its own purposes.  Like the blooder, the tesseomancer has great powers but takes great risks every time he uses them.

DOCTOR (scholar, expert)

“Doctor” is the generic term for smart guy, teacher, professor, tinker, inventor, artificer, scientist, politico, etc. You can heal people better than most. Almost all ammon (octo-dudes) are steampunk doctors/Singularity-obsessors called Steammonks.

  • Phyisotech – d6 hp/lvl – based on the Artificer Pathfinder class; you invent weird science contraptions and weapons to mimic lost archaetech effects. Skills: 8 points + INTmod at 1st lvl. 4 points + INTmod / each lvl after. Class skills: Academics (archaetech, physics, read Code), Crafts, Hand-Eye, Medicine, Perception, Piloting.
  • Mutagenicist – d6 hp/lvl – based on the Alchemist Pathfinder class; you research retrogenetic algal infusions that act as Alchemist formulae. Skills: 8 points + INTmod at 1st lvl. 4 points + INTmod / each lvl after. Class skills: Academics (chemistry, genetics, mycobotany), Bushcrafts (botanicals), Crafts, Hand-Eye, Medicine, Perception.
  • Steammonk – NEW – d6 hp/lvl – you work to synthesize a dilettante’s knowledge of physics/archaetech/Code + chemistry/genetics/longevitics + nanosmithing/Blood into a biotech Apotheosis of consciousness. You can create both physiotech weird science devices and mutagenicist infusions, but not as expertly as either of these classes. Skills: 8 points + INTmod at 1st lvl. 4 points + INTmod / each lvl after. Class skills: Academics (read Code, choose 2 other specializations), Crafts, Deception, Hand-Eye, Law (choose 1 based on your bureaucratic/monastic training: ex. ammon, imperial, etc.), Medicine, Perception, Piloting.
  • Reverberator – NEW – d4 hp/lvl – a healer who uses the music of the Red Crystals to repair living tissue. Reverberators also create hell science tattoos: you use a very special crystal xylophone thing to heal other super efficiently; you have very cool crystopathic psi powers but are not very fighterly. Skills: 8 points + INTmod at 1st lvl. 4 points + INTmod / each lvl after. Class skills: Academics (anatomy, crystopathy, geology), Bushcrafts (botanicals, homeopathy), Crafts, Hand-Eye, Kinesthetics, Medicine, Perception.

ROGUE (criminal, killer, carny)

  • Thief – based on the Rogue Pathfinder class – d6 hp/lvl – the classic burglar, pickpocket, and/or backstabber: you have the most skills and (minor) special powers of any class. 8 points + INTmod at 1st lvl. Skills: 4 points + INTmod / each lvl after. Class skills: Athletics (climb), Bushcrafts (tracking), Deception, Economics (appraise), Hand-Eye, Kinesthetics, Law (bribery), Perception.
  • Assassin – NEW – d6 hp/lvl – the trained killer, the unstoppable fedayeen: the ninja, you can sneak well and have a tremendous backstab power, as well as poison knowledge; you are not well trained as a jack-of-all-trades or stand-your-ground fighter, however. Skills: 6 points + INTmod at 1st lvl. 3 points + INTmod / each lvl after. Class skills: Athletics (climb), Bushcrafts (tracking), Deception, Hand-Eye, Kinesthetics, Law (your guild/clan/secret organization), Perception.
  • Zanni – based on the Bard Pathfinder class – d6 hp/lvl – the harlequin, rake, rogue, storyteller, and jack-of-all-trades who can dazzle friend and foe alike with performative (often joke- or taunt-based) minor hell science effects called lazzi (tricks); lazzi let you fool people/amuse them/make good music. Think “bard” gone Coney Island/steam-renaissance Italian: Literally a “clown” or “trickster,” you are not really a fighter, but, like the Reverberator, cool on your own terms; you are most diplomatic class. Skills: 6 points + INTmod at 1st lvl. 3 points + INTmod / each lvl after. Class skills: Bushcrafts (urban lore: your city), Deception, Economics (appraise), Hand-Eye, Kinesthetics, Law (bribery), Perception, Performance.
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