This took me the last couple of hours, and I'm already sleep deprived. I hope it makes sense.
CLASSES
Merchant
Merchants are usually traders rather than shopkeepers. He or she may be a highly paid corporate representative or a crew member of a beat up old freighter. Merchants are gamblers, whether it be figuratively or literally; they are quite capable of sniffing out a deal where one is to be had, and of shooting or talking oneself out of trouble should the need arise.
Characteristics: Having good interpersonal skills and a forceful personality are key to the merchant, who constantly has to haggle with potential buyers or deal with Starport administration. Knowing the details of deal are a must, and skills such as Gather Information and K/Law are an added bonus. The kind of Merchant that makes well for a PC is a risk-taker, willing to travel to seedy locations in order the make a profit.
Background: All merchants will belong to the middle-class and are usually well educated. Some may own their own starship, going where one wills in order to sell a shipment; others may be working on a freighter saving the pennies for their own operation. Others still may be so powerful that they own a far-spanning organisation.
Adventuring: With their charisma based skills and abilities most Merchants will either be the party leader or at least it's spokesperson. If there's a deal to be had a Merchant in the party is truly valuable.
Races: With their Charisma bonus humans make excellent leaders and dealers, though whether they honour their deals is another thing entirely. Chel'Noirn will almost always honour a deal they have made in good faith, and there are few who would seek to challenge one on their integrity (though this should be taken to mean Chel'Noirn don't cheat). Sonnergatt Merchants almost always travel with bodyguards, given their paranoia when dealing with other alien races.
GAME RULE INFORMATION
Initial Requirements: A Merchant requires an Intelligence and Wisdom score of 12. They also require university education.
Multiclass Restrictions: You can multiclass freely into other classes, but in order to maintain the class benefits you must be actively acquiring profits, delivering shipments or deal-making.
Abilities: Intelligence, Wisdom, Charisma, Dexterity. Strength is the least needed ability.
Stamina (HP): 1D6 + Con modifier per level.
Starting Skill Points: (6 + Int modifier) x 4.
Skill Points per Level: 6 + Int modifier.
Class Features: The Merchant begins play with the following 7 feats: Armour Proficiency (Light); Armour Proficiency (VAC suit); Connections Legal Eagle; Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman) + Bonus Feat.
Noble
Nobles are generally well-to-do people who move in high-powered circles, often as heavy deal-makers or troubleshooters. They often serve as diplomats and mediators, or as high-ranking representatives of organisations. All Nobles are leaders.
Characteristics: While some Nobles are rich playboys, and as such are unlikely to venture out of their mansions on adventures, others are more dedicated individuals; they either gained their position through long meritorious service, through being born into a worthy bloodline or in recognition of past noble deeds. Leadership is essential to the Noble - without it, he or she cannot gain their position or influence others. Due to their status Nobles may be unwilling to break the law, even if for a worthy cause - but they're knowledge
of the law gives them ability to
bend it.
Background: Nobles gained their position
generally-speaking through one of two ways: they were either born into it, or somehow gained it through meritorious conduct. The latter could mean military service at officer-level, or some sort of diplomatic/civil service, or even artistic or scientific contributions to society as a whole. Nobles tend to be well-mannered and cultured individuals, but in order to inspire others true Nobles are gifted with the common touch.
Adventuring: Having a Noble in the party opens doors. Red tape vanishes, belligerent starport administrators and docking personnel are suddenly humbled, and potential muggers ask for autographs instead. The Noble's skills gear toward diplomacy and leadership, but some are taught to defend themselves from attack - after all, being in the spotlight makes it easier to be targeted by aggressors.
Races: Again, Humans easily adapt to the Noble profession, but not every human is a leader. Humans pick their leaders not based on their strength or physique but rather their ability to inspire devotion from the masses. Chel'Noirn society is highly stratified, more so than either Human or Sonnergatt societies. Chel'Noirn leaders speak for their people, but rarely feel a need to represent them; what they say goes. Sonnergatt Nobles are highly courteous and diplomatic, but this is usually a front for their paranoia. [GM - Sonnergatt are short and weak; they're always afraid someone's going to eat them]
GAME RULE INFORMATION
Initial Requirements: A character must possess at least a 14 in Charisma in order to become a Noble. They also require university education.
Multiclass Restrictions: To multiclass into the Noble class you need to meet the initial requirements (above). As long as you maintain your social standing you can multiclass into any other class.
Abilities: Charisma is the most important, with Wisdom following that. Strength is the least important.
Stamina (HP): 1D6 + Con modifier per level.
Starting Skill Points: (6 + Int modifier) x 4.
Skill Points per Level: 6 + Int modifier.
Class Features: The Noble begins play with the following 7 feats: Armour Proficiency (Light); Credit Line; Favour; Legal Eagle; Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman) + Bonus Feat.
Pioneer
Pioneers are settlers, explorers, rangers and frontiersmen. They usually left a life from an arcology to try and tame a new world, some voluntarily. Others may have been sentenced to pioneer life due to crimes committed on another world, being forced to survive while at no cost to the state. Still others can be nothing more than wanderers, exploring planet after planet and always pushing the envelope of known space.
Characteristics: The colonial frontier is a dangerous place, full of alien beasts and strange worlds ready to be tamed. Pioneers are well versed in wilderness survival and can take care of others as well as themselves. They are also well able to defend themselves from pirates, poachers and slavers.
Background: The frontiers of known space require Pioneers to be brave, hardy folk who dare to face off against adversity. Life in a frontier colony or backwater outpost is very different from life in an arcology; as such, Pioneers tend to have little time for those who don't respect the way of the land. While Pioneers have skills well suited for life in the wild they're weakness is technology. Not being surrounded by it like other people gives rise to a tendency to grow complacent with it's use (note: this doesn't mean Pioneers are neo-luddites).
Adventuring: Pioneers can be those souls who have grown sick and tired of living in a highly urbanised environments and seek escape elsewhere, becoming settlers and explorers for a colonisation project - trying to make a life on some hostile planet somewhere in the galaxy.
Races: Human Pioneers settle on and explore terra-like planets. They tend to settle in temperate areas within comfortable gravity and environmental parameters. Chel'Noirn Pioneers can live comfortably on higher gee planets, and enjoy living in caves as much as living on the surface. Sonnergatt Pioneers usually settle underwater locations, being amphibious.
GAME RULE INFORMATION
Initial Requirements: A 12 in Strength is needed. Additionally, Pioneers must be a member of a frontier colony, whether it be through birth or through emigration. Pioneer characters can start at the age of 16.
Multiclass Restrictions: None.
Abilities: Strength and Constitution, as well as Wisdom.
Stamina (HP): 1D8 + Con Modifier per level.
Starting Skill Points: (5 + Int modifier) x 4.
Skill Points per Level: 5 + Int modifier.
Class Features: The Pioneer begins play with the following 7 feats: Armour Proficiency (Light); Gearhead; Tracking; Trapping; Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman) + Bonus Feat.
Rogue
Rogues vary from downright crooks and conmen, to those that skirt the edge of the law but never fully cross it. Some are pirates, smugglers and thugs; others are spies, private investigators and bounty hunters. One thing is guaranteed, however: the Rogue is not bound by the rule of law, and may even cross it if he or she feels it necessary for the task at hand or for personal gain.
Characteristics: Not all Rogues are criminals, but by their very nature all Rogues see themselves seperate from the rule of law and it's authority, and they exist in all walks of life. It isn't wise to ask the ship's engineer where those needed spare parts came from, nor to examine too closely how those weapon permits were issued so quickly. Rogues possess a streetwise savvy that allows them to survive the urban jungle, as well as a no-nonsense attitude in order to get things done. Guile, charm and deceit are the tools of the Rogue.
Background: Anyone can be a Rogue. They can be scamming crooks trying to weasel you out your hard-earned credits; charming scoundrels who'll smile as they stab you in the back; scouts and spies working for the government, doing necessary evil to protect others; to bounty hunters who'll hunt their target to the ends of the galaxy. Violence is an integral part of a Rogue's world, and many will have experience being in desperate fights.
Adventuring: Rogues adventure usually for personal gain and have a very mercurial attitude. Some are cold-blooded cut-throats who'll do anything to get ahead; some are lovable Rogues with hearts of gold. (aww...) With a wide range of skills a Rogue is quite the boon for any party, but don't turn your back on them; they're just full of surprises.
Races: Any race can be a Rogue, though Sonnergatt Rogues are different from Human or Chel'Noirn in that a Sonnergatt Rogue is actually more tolerant of Outsiders than the rest of their society, usually making them exiles (hence making the term 'rogue' slightly more applicable in their case).
GAME RULE INFORMATION
Initial Requirements: You must possess a 12 in Dexterity.
Multiclass Restrictions: None.
Abilities: Dexterity and Intelligence are the most important. Wisdom or Charisma aren't as important.
Stamina (HP): 1D6 + Con modifier per level.
Starting Skill Points: (7 + Int modifier) x 4.
Skill Points per Level: 7 + Int modifier.
Class Features: The Rogue begins play with the following 7 feats: Armour Proficiency (Light); Armour Proficiency (Medium); Illicit Barter; Smuggling; Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman) + Bonus Feat.
Sentinel
Sentinels are people who utilise latent psychic powers to aid them - warriors that use stealth and guile to achieve their aims. Originally they made up the Star Navy, but when it fell so too did the Sentinels. Now there are few left, and their role has changed to that of hidden guardian.
Characteristics: Sentinels are resourceful generalists well-used to enjoying a wide latitude in order to complete their missions. They train with the mind as well as the body, balancing their incredible mental abilities with combat training. They're honour-driven souls with a harmonious outlook to life, and they're highly-motivated problem-solvers.
Background: Sentinels are few in number, and on many worlds are hunted by vengeful people (who blame them for the fall into the Dark Age). Sentinels are currently trying to ascertain what actually happened to precipitate the current crisis, which gives them a good enough reason to venture forth. Sentinels are not casually recruited; only those that show the Talent (sometimes called the Taint by backwater outposts who villify the Sentinels) are recruited, though many allies exist who, while being ordinary people, nevertheless assist the Sentinels. Besides an affinity with the Talent, the only other real requirement for becoming a Sentinel is intelligence and integrity.
Adventuring: Sentinels are excellent party members, either as the leader of the group or as the 'heart' or 'soul' of it. Their skills in psionics and combat make them valued indeed, and Sentinels can be either welcomed or hunted depending on what planet they land on. They're also a great source of adventure leads as the Sentinels, by their nature, are guarding
against something, and are trying to find out how the Fall occured.
Races: Humans and Chel'Noirn make great Sentinels. In both race's cultures there exists elements that hinder and oppose the Sentinels, and elements which offer whatever help they can. Sonnergatt Sentinels are rare, due to that race's predilection towards paranoia and insularity, but not unheard of.
GAME RULE INFORMATION
Initial Requirements: A 14 in either Wisdom
or Charisma. Must have the Psi awareness feat at Clvl 1 if intending to multiclass
into the Sentinel class. Sentinels can be 16 years of age at Clvl 1.
Multiclass Restrictions: You can multiclass
into the Sentinel class, but you can't multiclass
out from it. To be a Sentinel means to be dedicated.
Abilities: Wisdom
or Charisma for psionics; Strength and Dexterity for combat.
Stamina (HP): 1D10 + Con modifier per level.
Starting Skill Points: (4 + Int modifier) x 4.
Skill Points per Level: 4 + Int modifier.
Class Features: The Sentinel begins play with the following 7 feats: Armour Proficiency (Light); Armour Proficiency (VAC suit); Martial Arts; Psi Awareness; Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman) + Bonus Feat.
Soldier
Soldiers are a general class which comprise many different services: Army soldiers who specialise in fighting on the ground and using armour and artillery to deal with the enemy; Naval soldiers who command and crew starships and hunt down pirates; Starfighter pilots who fly fighters, shuttles and dropships; to mercenaries, who fight for their next paycheck.
Characteristics: Soldiers are tough and team-oriented. Everything about their training stresses teamwork and obeying orders, but not to the extent of losing initiative. That said there are a lot of specialities in all the services. Army sees themselves as the "hammer" used to break apart the government's problems; Navy sees themselves as guardians of the stars, which makes them look down on other services. Starfighter pilots are a more easy-going sort, but can be insufferably arrogant.
Background: Soldiers at this time are usually defenders of their homeworld, as there doesn't exist a navy powerful enough to project power too far from their home sectors (though some
are growing in size, as the Sentinels report). Recruits join for a variety of reasons: to be taught necessary skills to set them up for civilian life later on, to those who feel they must serve something greater than them or feel obligated to protect others; some just want a steady paycheck at the end of the week. Soldiers can advanced to become elite forces or fleet/army/squadron commanders.
Adventuring: Generally speaking, an adventuring Soldier has mustered out of his unit and has completed his term of service (whether honourably or dishonourably). Such adventurers are mercenaries, who hire themselves out for a worthy quest or for another paypackage. [GM - if you want to stay in the service of your choice, then you have to come up with a reason why your character is adventuring with others during the character generation process]
Races: The different races have different qualities of soldiers. Humans will try to be quick and precise, while directing fire from above; Chel'Noirn, who can take quite a beating and have a fast population rate, favour brute force tactics. Sonnergatt are more elusive, striking quickly and where least expected; they're also well adept at perceiving 3 dimensions, making them excellent naval strategists.
GAME RULE INFORMATION
Initial Requirements: A 12 in Strength and Constitution is needed in order to get through Army Basic Training; a 12 in Charisma and Intelligence to get through Navy Basic; and a 12 in Dexterity and Intelligence to get through Pilot Training.
Multiclass Restrictions: You cannot multiclass if you're an active service member. Once mustered out you can multiclass all you want.
Abilities: It depends on service, see
Initial Requirements above.
Stamina (HP): 1D10 + Con modifier per level.
Starting Skill Points: (4 + Int modifier) x 4.
Skill Points per Level: 4 + Int modifier.
Class Features: The Soldier begins play with the following 7 feats: Armour Proficiency (Light); Armour Proficiency (Medium); Armour Proficiency (Heavy); Weapon Proficiency (Heavy Weaponry); Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman) + Bonus Feat.
Spacer
Spacers live and breath in space, hence the term. They were born in orbit of a planet or on an asteroid settlement; and they will likely die there, being given a spaceman's burial. Spacers make their living working in zero or low-gee conditions, fixing ships in EVA suits or prospecting asteroids for mineral wealth. Most Spacers are looking for that "Big Hit" - that large and heavy asteroid with their name on it, promising riches.
Characteristics: Spacers survive based on the quality of their equipment, and all are adept at making jury-rigged repairs to hold-out until they dock at a starport. Because of this they develop a rapport with those who crew with them, as their survival is mutually dependent on the other. As such they're suspicious of newcomers, and intolerant of waste or incompetence (which can lead to disaster). The high risk environment of deep space deals a lot of stress to Spacers, and they usually let off steam when at port by getting riotously drunk (among other pursuits).
Background: Spacers generally belong to Asteroid Families, freighters crewed by relatives to each other, making runs to distant colonies or mining asteroids for profit. As such all Spacers are familiar with starship life and zero- or low-gee environments. The high rate of pirate attacks make Spacers extremely loyal to those who will fight side-by-side with them to repel intruders, and contemptuous of those who shirk their responsibilities. Their attitude brings them at odds with Landers, their term for those who live out their lives on planets (ironically, Landers came up with the term Spacer to sling mud on those who live and work in space; Spacers adopted the term and made it their own, while Landers resent the term thrust upon
them).
Adventuring: Spacers adventure to find a stunning prospect for mining, in order to get rich and retire on a personal moon somewhere. On some occasions Asteroid Families are broken up by pirates, and a Spacer might find himself all that's left of his clan. They will always find a job on a crew manifest, as their experience generalises their skills and abilities. Spacers might find it either vaguely or very uncomfortable to walk on a normal-gee planet, depending on how well they've taken care of their bodies.
Races: Spacers are generally alike between the races, though there are some differences. Human Spacers tend to be more professional and more ambitious, while Chel'Noirn Spacers tend to be more clannish and focus more on the needs of the family than run off on their own operation. Both Humans and Chel'Noirn have created Spacer-enclaves in Asteroid settlements. Sonnergatt Spacers do not exist as a cultural identity; they are either exiles who've embraced Spacer life or slaves that were taken by pirates at a young age.
GAME RULE INFORMATION
Initial Requirements: Must possess a 12 in Wisdom and Dexterity. The minimum age for being considered a Clvl 1 Spacer is 14, not the 16 or 18 for other classes.
Multiclass Restrictions: It is impossible to multiclass into or out of the Spacer class.
Abilities: Wisdom and Dexterity.
Stamina (HP): 1D8 + Con modifier per level.
Starting Skill Points: (7 + Int modifier) x 4.
Skill Points per Level: 7 + Int modifier.
Class Features: The Spacer begins play with the following 7 feats: Armour Proficiency (VAC suit); Gearhead; Jury Rig; Weapon Proficiency (Marksman); Weapon Proficiency (Swordsman); Zero-G/Low-G Adaption + Bonus Feat.[/b]