Classes

The next step is to pick a class for your character. It's usually a good idea to pick a class that can make good use of the stats you just rolled. There are 12 classes – choose one, or roll for it. The classes listed here are generic classes that can apply across all the races; each race, of course, may have additional, race-specific classes per the GM.

Each class has a Primary stat and a Secondary stat. These reflect the most important attributes for that class. There are no prerequisites – any character can be of any class (he just might not be very good at all of them). When you “level up,” your primary stat will increase by 5 and your secondary stat increases by 3. The other two stats increase by 2 and 1, player's choice.

Characters start with all the “starting skills” listed for their class, plus two free picks from their Class Skills. As characters level up, they learn new skills and improve skills they already have – see Leveling Up

As with Racial Abilities, the character automatically takes the Class Ability listed. If the character later changes class, he keeps his class ability.

Ambassador
Every race has many ambassadors, ranging from high level government officials traveling from state dinner to state dinner on lavishly appointed government ships and negotiating galactic-level deals, to lowly representatives responsible for their own rides tasked with visiting the often filthy and violent far-flung colonies and outposts throughout the galaxy.

  • Primary Stat: Spirit
  • Secondary Stat: Intelligence
  • Starting Skills: Charm, Gossip
  • Class Skills: Block, Hide, Intimidate, Knowledge, Notice, Research, Search
  • Class Ability: Diplomatic Immunity – Ambassadors may not be arrested or detained for "unreasonable lengths" by authorities from other races or the Galactic Congress, except in extreme cases.
  • Starting Credits: 1,000
  • Life Die: d4
  • Second Attack: Level 7

Bounty Hunter
With nearly one trillion galactic citizens, there are always fugitives being hunted down by a government for legitimate contracts; and there are plenty of illegitimate contracts available for those who don't mind breaking the law and becoming hired assassins.

  • Primary Stat: Agility
  • Secondary Stat: Intelligence
  • Starting Skills: Shoot, Track
  • Class Skills: Charm, Dodge, Fight, Gossip, Notice, Search, Sneak
  • Class Ability: Expert Tracker – Automatic success on Normal or easier Tracking rolls.
  • Starting Credits: 750
  • Life Die: d6
  • Second Attack: Level 3

Doctor
Naturally, doctors tend to specialize in their particular race, although most of the races (except the Ph'nong and Ghizan) are fairly similar, biologically speaking: vaguely humanoid mammalian species. Still, they are susceptible to very different genetic disorders and affected differently by various microorganisms, toxins, etc. Doctors generally will avoid working on patients not of their race; the GM should apply a penalty if they do.

  • Primary Stat: Intelligence
  • Secondary Stat: Agility
  • Starting Skills: Doctor, Science
  • Class Skills: Block, Charm, Dodge, Gossip, Knowledge, Notice, Research
  • Class Ability: Skillful Healer – Heals double on successful Doctor rolls when using medipacks, and may attempt to heal without medipacks by rolling against Doctor with optional modifiers to heal 1d4 (Normal), 1d6 (Difficult), 1d8 (Hard), or 1d10 (Very Hard). May also use Doctor skill to diagnose and cure diseases.
  • Starting Credits: 2000
  • Life Die: d4
  • Second Attack: Level 7

Engineer
No ship, especially one of lower technology such as the Marit and Ghizan ships, can stay together for long without a good engineer. Parts randomly go wrong all the time, and the best engineers sometimes don't even need the right part on hand - they just hack something together until they can find a replacement. Aside from repairs to ships, engineers are also handy for repairing or upgrading weapons and armor, and even for occasionally inventing new items.

  • Primary Stat: Agility
  • Secondary Stat: Intelligence
  • Starting Skills: Engineering, Mechanics
  • Class Skills: Dodge, Gossip, Knowledge, Navigate, Notice, Research, Science
  • Class Ability: Gadgeteer – Automatically repair ships, weapons, and armor at Normal difficulty or easier, assuming tools and the correct parts are available. Invent new weapons, armor, and unique gadgets with GM approval. GM will advise as to what materials are needed, how many successful Engineering and/or Mechanics rolls are needed, how long it will take, etc.
  • Starting Credits: 750
  • Life Die: d6
  • Second Attack: Level 5

Fixer
Fixers are shadowy underworld characters, closely associated with hackers, pirates, bounty hunters, and mercenaries. If you're a pirate looking for a tip on what ship might be a good mark, you'll want to talk to a fixer. If you're a bounty hunter looking for an illegal contract, a fixer will tell you who to talk to. Mercenary looking for "under the table" work? Talk to a fixer.

  • Primary Stat: Spirit
  • Secondary Stat: Agility
  • Starting Skills: Gossip, Knowledge
  • Class Skills: Block, Charm, Dodge, Fight, Intimidate, Notice, Shoot
  • Class Ability: Underworld Contacts – Fixers begin the game with 2 contacts. They may choose from the following: a fence, a crooked politician, an elite bounty hunter, an exiled Brogan, a wealthy "collector", or a rogue scientist. Of course they may make other contacts throughout the course of a campaign.
  • Starting Credits: 1000
  • Life Die: d6
  • Second Attack: Level 5

Hacker
Computer systems are the Hacker's oyster. No system is safe with a hacker around. From cracking locks to forging or reading high level government transmissions, disabling security systems, or even just digging up dirt, hackers are a constant threat. Fixers like to buy information from hackers, and then sell it.

  • Primary Stat: Intelligence
  • Secondary Stat: Agility
  • Starting Skills: Notice, Security
  • Class Skills: Charm, Dodge, Gossip, Knowledge, Research, Search, Shoot
  • Class Ability: Automatic success on Normal or easier Security and Research rolls when accessing unauthorized computer systems.
  • Starting Credits: 500
  • Life Die: d6
  • Second Attack: Level 5

Mercenary
Often an ex-soldier for either the Galactic Congress or their own government, mercenaries aren't interested in bureaucratic nonsense and paper pushing; they're just interested in fighting. Similar to bounty hunters, but typically disinterested in stealth or grace. Rather, mercenaries want to group up and mow down whoever gets in their way.

  • Primary Stat: Agility
  • Secondary Stat: Strength
  • Starting Skills: Fight, Shoot
  • Class Skills: Block, Dodge, Gossip, Gunner, Notice, Search, Track
  • Class Ability:
  • Starting Credits: 1000
  • Life Die: d8
  • Second Attack: Level 3

Pilot
Space would be terribly empty without skill pilots. Most are trained soldiers, having gotten their pilot training in a military. Some work for the Galactic Congress or their own government; many fly regular merchant routes for corporations. Some are freelancers, carrying whatever cargo they can find; still others work for pirates, stealing from the rich to sell to the highest bidder.

  • Primary Stat: Agility
  • Secondary Stat: Intelligence
  • Starting Skills: Navigate, Pilot
  • Class Skills: Dodge, Fight, Gunner, Knowledge, Mechanics, Notice, Shoot
  • Class Ability:
  • Starting Credits: 1000
  • Life Die: d4
  • Second Attack: Level 5

Pirate
The rogues of the galaxy, pirates hijack (usually) legitimate shipments to steal the contents and sell them. In many ways, pirates are a jack of all trades: they are reasonably skilled fighters, but rarely trained soldiers; they are skilled in security systems, but rarely trained hackers; they have a few contacts, but not nearly as many as a fixer.

  • Primary Stat: Agility
  • Secondary Stat: Strength
  • Starting Skills: Shoot, Sneak
  • Class Skills: Charm, Dodge, Fight, Gossip, Search, Security, Sleight of Hand
  • Class Ability:
  • Starting Credits: 1500
  • Life Die: d6
  • Second Attack: Level 3

Scientist
Scientists are a regular fixture on exploratory vessels, using their skills and knowledge to identify and classify galactic phenomena, potentially habitable planets, newly discovered life forms, etc. There is, of course, also the occasional rogue scientist, working to create new drugs, new chemical explosives, and engaging in other illicit research.

  • Primary Stat: Intelligence
  • Secondary Stat: Agility
  • Starting Skills: Research, Science
  • Class Skills: Doctor, Engineering, Hide, Knowledge, Notice, Search, Security
  • Class Ability:
  • Starting Credits: 1500
  • Life Die: d4
  • Second Attack: Level 7

Soldier
Every race has its own armies, its own trained soldiers, and each member of the Galactic Congress is required to send a percentage of their soldiers to serve the Congress as well. Soldiers are usually employed by one or the other; otherwise, they're mercenaries.

  • Primary Stat: Strength
  • Secondary Stat: Agility
  • Starting Skills: Dodge, Shoot
  • Class Skills: Block, Fight, Gunner, Intimidate, Pilot, Search, Track
  • Class Ability:
  • Starting Credits: 750
  • Life Die: d8
  • Second Attack: Level 3
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