Alternative Classes (d10)

from Mothership - The Hive-mind discord channel

d10 Result

1

Suit

+5 Intellect
+5 Speed

body/sanity/fear/armor
30/40/20/30

Starting skills : Linguistics, (Pick two: Art, Theology, Rimwise), +2 points

Effect: "Appeal to contract", can re-roll any other ally’s panic result once per session.

2

Witness
The practical evolution of the field reporter. Training instills hardened resolve through mental conditioning. A witness never looks away. Especially useful as a frontline scout, willing to delve where even light fears to shine.

+10 Speed

body/sanity/fear/armor
25/40/40/25

Starting skills: Athletics, Rimwise. Pick one: Linguistics, Computers. +2 PTS

Effect: Panic checks are made at advantage.

XP Incentive: Bare witness to the arcane. Stoke the flames of knowledge amidst the dark void.

3

Field Biologist

+5 Intellect

body/sanity/fear/armor
30/40/35/30

Starting skills : Biology, Hydroponics, +4pts

Effect: "been there, seen that", can negate a panic roll for the entire party once per day, provided they can offer a plausible (even if incorrect) explanation that reassures everyone to remain calm.

4

Roll again

5

Void Monk

+10 Strength

body/sanity/fear/armor
20/40/30/30

Effect: Touch an enemy, forcing them to make a Body Save or lose a sense of your choice for 1d10 rounds (seconds?)

6

Zoologist

+5 Strength
+5 Intellect

body/sanity/fear/armor
25/30/45/25

Starting skills: Biology, First Aid, +3 PTS

Effect: Gain advantage on saves vs. xeno-lifeforms.
All characters in the presence of a Zoologist must make a panic check if the Zoologist is struck by an attack from an alien lifeform.

7

Bounty Hunter

+5 Strength
+5 Combat

body/sanity/fear/armor
30/20/30/40

Starting Skills: First Aid, Close Quarters Combat, Weapon Specialization: , Unarmed, Joint Manipulation/Submission

Effect: +2 Resolve upon successfully capturing/subduing target alive

8

Void Urchin

-10 to all stats

body/sanity/fear/armor
20/20/20/20

Starting Skills: Scavenging

Effect: Rolls with advantage on Stress, Stress checks, and Panic checks

9

Convict

+10 Speed

body/sanity/fear/armor
30/20/50/20

Starting Skills:  Rimwise, Scavenging or Athletics, +2 pts

Effect:  Any failed Fear Save by the Convict is considered a Critical Failure

10

Hybrid

+15 Strength
+15 Speed

body/sanity/fear/armor
30/10/20/25

Starting Skills: CQC, Athletics

Effects: Automatically fail panic checks.