1.3 The Character Classes.
     Character classes are like the job of the character, and determines what he/she is good at. In the skills category section a "#" means this is the highest level that you can select at first level, a "X" means that you can not select any skills from this category at first level, and later they will cost double points, a "*" means also they can not select at first level and the points are tripled.

1.3.1 Soldier.

     The soldier is a master of combat, he/she is the best in all forms of death giving. Unfortunately, the soldier tends to rely too heavily on his/her technology to survive. In a stand up fight other characters can not hope to take a soldier on one for one and win in the early levels, but as levels progress the soldier looses much of his edge over the other classes, by level 5 or so the other classes have a much better chance against the soldier, but the soldier never looses all of his/her edge.

Class: Soldier

Attack Actions: 2 +1 pr. 4 lv.'s      Skill Categories:
Move Actions:   3 +1 pr. 3 lv.'s       General:    1
"Free" Actions: 1 +1 pr. 3 lv.'s       Survival:   X
                                       Combat:     2
Hit Point Base: 30 + 1d10 pr. lv.      Weapons:    3
Strike Base:    10 -1 pr. 3 lv.'s      Scientific: *
Skill Points:   06 +1 pr. 1 lv.        Technical:  *
Saving Throw:   +1 +1 pr. 4 lv.'s      Rogue:      X
Maximum Save:   +5

Minimum Attributes:
  STR: 08
  INT: 03                            Experience Base: 2,000
  DEX: 08
  AGL: 08
  CON: 09

Special Ability: Expert Specialization.

     For every weapon skill a soldier has he can select 1 free specialization. The soldier can specialize in as many weapons as he wishes, as long as he has 1 skill point to spend on the additional weapons. Soldier specialization is not limited to SL 5, but rather has access to SL 6 the Grand Master level. Most importantly, a soldier does not have the non specialized skill level reduced.


1.3.2 Survivalist.

     Wilderness scouts, and decent fighters. Probably just about the best class at first level, but will have a tough time gaining experience levels.

Class: 

Attack Actions: 2 +1 pr. 6 lv.'s      Skill Categories:
Move Actions:   4 +1 pr. 4 lv.'s       General:    1
"Free" Actions: 1 +1 pr. 3 lv.'s       Survival:   3
                                       Combat:     X
Hit Point Base: 25 + 1d8 pr. lv.       Weapons:    2
Strike Base:    12 -1 pr. 3 lv.'s      Scientific: *
Skill Points:   12 +1 pr. 1 lv.        Technical:  *
Saving Throw:   +1 +1 pr. 3 lv.'s      Rogue:      X
Maximum Save:   +6

Minimum Attributes:
  STR: 06
  INT: 05                            Experience Base: 3,000
  DEX: 05
  AGL: 05
  CON: 10

Special Abilities: The survivalist is trained to survive off the land and track prey.

     Tracking: Ability to follow a trail, determine the type, mass, number of individuals, age of the trail, and whether they believed they were followed. The ability to follow a trail is automatic unless the GM determines that there are difficulties involved in the tracking. Additional information is given as the GM desires. If a roll is necessary see the information listed in the appendix. (Apx.1.3.2.a)
     Foraging: The ranger can find enough food to survive alone in a waste environment, by foraging and hunting. For additional party members or if the GM decides to require a roll see the appendix. (Apx.1.3.2.b)
     Quick Reactions: The Survivalist will receive a -3 to initiative at first level and will be an additional -1 for every level thereafter, to a maximum of -10. This initiative bonus applies to all actions, not just attack actions.


1.3.3 Medic.

     A must have for any party, probably even two. The only class that can actually restore HP's.

Class: 

Attack Actions: 1 +1 pr. 6 lv.'s      Skill Categories:
Move Actions:   2 +1 pr. 4 lv.'s       General:    1
"Free" Actions: 2 +1 pr. 3 lv.'s       Survival:   X
                                       Combat:     *
Hit Point Base: 20 + 1d8 pr. lv.       Weapons:    1
Strike Base:    15 -1 pr. 5 lv.'s      Scientific: X
Skill Points:   08 +1 pr. 1 lv.        Technical:  X
Saving Throw:   +0 +1 pr. 5 lv.'s      Rogue:      *
Maximum Save:   +4

Minimum Attributes:
  STR: 03
  INT: 09                            Experience Base: 1,000
  DEX: 07
  AGL: 03
  CON: 03

Special Abilities: The most important ability of all classes is MEDIC.
     MEDIC: The Medic's ability allows you to "Heal" damage done to characters. MEDIC can be applied once per wound, thus it is important to record damage "sequentially". Each application of MEDIC will heal 1d4 HP pr. 2 levels. (i.e. level 6 is 3d4 HP.) An application of MEDIC will heal only up to the damage done -1 in the specific wound. (i.e. if wound #3 was 13 HP and you healed 15 you still would only get back 12.) To use medic requires that the victim remain still, and the Medic pay 3 "Free" Actions. (A first level medic has only 2 "Free" actions and thus must trade in one attack action to use it.) The application will then use up one "unit" of medical supplies. Additional healing supplements can be used to accelerate healing, once all wounds have been treated the medic can administer quick heals and blood transfusions. Quick heals based on potency will give from 1 to 1d12 HP up to the characters max HP. Blood "Units" will give 1d6 HP up to the characters max HP. A character can not receive more than 4 units of blood or 6 quick heals per day. Other than the above restrictions MEDIC is unlimited in it's number of uses per day.
     Holistic Medicine: A Medic who spends 4 skill points gets holistic medicine, the ability to make medicines and cures using natural substances. Implementation is controlled by the GM.


1.3.4 Rogue.

     Maybe you can get by without this class, but if you want to go where others don't want you to, you must have a rogue.

Class: 

Attack Actions: 1 +1 pr. 6 lv.'s      Skill Categories:
Move Actions:   4 +1 pr. 3 lv.'s       General:    1
"Free" Actions: 1 +1 pr. 3 lv.'s       Survival:   X
                                       Combat:     X
Hit Point Base: 15 + 1d6 pr. lv.       Weapons:    1
Strike Base:    15 -1 pr. 4 lv.'s      Scientific: *
Skill Points:   06 +1 pr. 1 lv.        Technical:  X
Saving Throw:   +0 +1 pr. 4 lv.'s      Rogue:      3
Maximum Save:   +4

Minimum Attributes:
  STR: 03
  INT: 07                            Experience Base: 1,500
  DEX: 08
  AGL: 10
  CON: 03

Special Abilities: Rogues are the masters of stealth and assassination.
     STELTH: A rogue can sneak up on a position in broad daylight. Under cover of darkness, and background noise they can sneak past a moderately well guarded location without a roll. If the GM decides that a roll is necessary, then see the appendix. (Apx.1.3.4.a)
Back Stab: When a rogue a sneaks up on someone and has surprise he/she can make one melee attack at less than 1 meter (or using a bullet at that range) at +1 to damage. This bonus will go up by 1 per level. (i.e. level 10 rogue +10 damage.)


1.3.5 Mechanic.

     You can probably get by without a mechanic, a scientist can do his job just about as well, but a mechanic will gain levels so fast it will make your head spin.

Class: 

Attack Actions: 1 +1 pr. 6 lv.'s      Skill Categories:
Move Actions:   2 +1 pr. 4 lv.'s       General:    1
"Free" Actions: 1 +1 pr. 3 lv.'s       Survival:   X
                                       Combat:     *
Hit Point Base: 20 + 1d6 pr. lv.       Weapons:    1
Strike Base:    13 -1 pr. 4 lv.'s      Scientific: X
Skill Points:   10 +1 pr. 1 lv.        Technical:  3
Saving Throw:   +0 +1 pr. 5 lv.'s      Rogue:      *
Maximum Save:   +4

Minimum Attributes:
  STR: 07
  INT: 08                            Experience Base: 500
  DEX: 07
  AGL: 02
  CON: 08

Special Abilities: 
     Jury Rig: The mechanic using his technical skills can fix things without all the proper parts and tools. This ability also allows the mechanic to "McGuiver" weapons and equipment. The 
ability has it's limits of course, generally based on the level of skill it is based on. The GM is the final arbitrator on what can and can't be done with the ability.


1.3.6 Scientist.

     Just call him pocket protector boy, but hey no one else can get so many skills.

Class: 

Attack Actions: 1 +1 pr. 7 lv.'s      Skill Categories:
Move Actions:   2 +1 pr. 4 lv.'s       General:    2
"Free" Actions: 1 +1 pr. 4 lv.'s       Survival:   *
                                       Combat:     *
Hit Point Base: 15 + 1d4 pr. lv.       Weapons:    1
Strike Base:    15 -1 pr. 6 lv.'s      Scientific: 3
Skill Points:   13 +2 pr. 1 lv.        Technical:  2
Saving Throw:   +0 +1 pr. 6 lv.'s      Rogue:      *
Maximum Save:   +4

Minimum Attributes:
  STR: 03
  INT: 12                            Experience Base: 1,000
  DEX: 03
  AGL: 03
  CON: 03

Special Abilities: Scientists are a must in any place you will be dealing with technology and science.
     KNOWLEDGE: The scientist can gain information beyond what is available to non-scientists, just with a successful roll. What this information is (or even if available) is strictly up to the GM. All decisions on amount of information, difficulty, etc. are up to the GM. Note however this information is limited to Scientific skills only.
     Skill Bonus: Scientists get a +2 to all scientific skill rolls and gain an additional +1 every 3 levels to a maximum of +12. (i.e. lv. 3 is +3) All technical skills get a +1 on all rolls and this goes up by 1 every 5 levels to a maximum of +8. (i.e. lv. 10 is +3) This bonus to the skill roll is not the same as having a level in those skills, it just makes succeeding in those skills a bit easier.

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