Mental Corruption charts for Scientists and others exposed to things Man Was Not Meant to Know. Roll 1d10 modified by Sanity; may burn a point of Luck after roll to negate effect. Minor Mental Corruption Paranoia strikes deep. You become convinced your companions are out to steal your ideas: you may not procede with work on […]Read more "Mental Corruption"
Scientists push back the frontiers of knowledge, devise ingenious inventions, solve problems with know-how and duct tape, and learn things that Man Was Not Meant To Know. Scientists get 1d6 HP per level. Level Attack Critical Science Die Action Dice Ref Fort Will 1 +1 1d8/III 1d3 1d20 +1 +1 +1 2 +2 1d8/III 1d4 1d20 +1 […]Read more "Scientists"
Engineers build and destroy structures, traps, machines, and ships. Engineers get 1d6 HP per level. Level Attack Critical Luck Die Action Dice Ref Fort Will 1 +1 1d8/III 1d3 1d20 +1 +1 +1 2 +2 1d8/III 1d4 1d20 +1 +1 +1 3 +2 1d10/III 1d4 1d20 +2 +2 +2 4 +3 1d10/III 1d5 1d20 +2 […]Read more "Engineers"
Armored infantry. Troopers gain 1d6 Hit Points per level. They get the normal penalty for wearing heavy armor, but the penalty does not apply to checks to activate the armor’s powers. Trooper’s armor is equivalent to Full Plate, but a Trooper may opt for lighter armor; if so the decision can only be changed when […]Read more "Troopers"
I was going to write an Esper class, but honestly the Mysteic from Richard LeBlanc’s Basic Psionics Handbook is just better than anything I was contemplating so you should just go buy that.Read more "Espers"
Chem-Slingers brew potions that can be shot from a “Caster” gun. They advance as Wizards, with the same number of spells, bonuses, saves, weapon restrictions (except they may use guns), but with a different spell list. A Chem-Slinger’s potions are brewed in advance, but require a magical charge to become active. This works mechanically pretty […]Read more "Chem-Slingers"
Robomancers are mages of robotics: they can magically control or create robots and artificial intelligences. They advance as Wizards, with the same number of spells, bonuses, saves, weapon restrictions, etc. but with a different spell list. Asterisks next to the spell name indicate the spell is reversible; reversible spells are learned separately from the normal version. Spells […]Read more "Robomancers"