| d36 | Class | Skills | Items | Other |
|---|---|---|---|---|
1 |
Plumber |
Skills: Plumbing, Business, Climbing, Machinery. |
Items: Wrench, Plunger, Drain Snake, Waterproof Boots and Gloves. |
Other: Choose a slogan for your plumbing business. You have an excuse to trespass if there is any plumbing in the area that needs worked on. You can enter a pipe, hole, nook, etc, and emerge from somewhere else nearby at the beginning of your next turn. |
2 |
Martial Artist |
Skills: Unarmed Fighting or Exotic Weapon, Style Familiarity, Stay Cool. |
Items: Exotic Weapon. |
Other: Name your martial arts style and choose three signature techniques for it. You learn one of those techniques now, and another each time you level up. |
3 |
Gangster |
Skills: Brute Force, Intimidation, Smuggling, Streetwise, Any Weapon. |
Items: Nice Suit or Leather Jacket, Small Weapon. |
Other: You're a low-ranking member of a gang of your choice. Any of the other player characters may join as well and get the same starting items. Also choose a rival gang. Members of your gang are friendly by default, while members of the rival gang are hostile. |
4 |
Scientist |
Skills: Research, Chemistry, Electronics, Technobabble. |
Items: Portable Chemistry Set. |
Other: Choose two additional science skills (computers, medicine, psychology, geology, etc). |
5 |
Daredevil |
Skills: Acrobatics, Toughness, Fire Handling, Driving, Stay Cool. |
Items: Crash Helmet, Flashy Outfit. |
Other: You get a bonus to initiative. Whenever you intentionally brave a hazard or trap, halve any damage it would cause to you. |
6 |
Hobo |
Skills: Scrounging, Hiding, Theft, Streetwise, Survival. |
Items: Backpack, Heavy Coat, Booze. |
Other: You have an underground hovel where you can hide out. It's hidden and secure and stocked with basic supplies. You can eat any food without becoming sickened. |
7 |
Skate Punk |
Skills: Skating, Vandalism, Taunting, Bludgeoning Weapons. |
Items: Skateboard or Roller Blades, Sports Equipment, Chewing Gum, Boombox or Headphones. |
Other: While skating, you get a bonus to movement, attacks, and defense. |
8 |
Journalist |
Skills: Investigation, Questioning, Sneaking, Politics. |
Items: Recording Device, Camera, Press Pass. |
Other: Once between each session, you get a useful rumor or lead from one of your contacts. |
9 |
Skipper |
Skills: Boating, Fishing, Navigation, Mechanical Repairs, Sea Shanties, Aquatic Monster Lore. |
Items: Motorboat, Rain Coat, Rain Hat, Fishing Gear, Harpoon, Mechanic's Toolbox. |
Other: You had an encounter with a monster or strange phenomenon that you barely survived. You get an additional bonus to investigate, track, or avoid it. Don't forget to name your boat! |
10 |
Occultist |
Skills: Supernatural Lore, Languages, Religion, History. |
Items: Book of Supernatural Phenomena, Protective Medallion. |
Other: You can commune with supernatural entities (spirits, demons, energy creatures, eldritch gods, etc) if you can touch an item or location that's linked to them. |
11 |
Vermin Lord |
Skills: Animal Handling, Scrounging. |
Items: Pet. |
Other: Choose a type of small, common animal that you have a rapport with (rats, pigeons, raccoons, snakes, etc). Animals of that type are friendly toward you by default. Once per location, you can summon d6 of them. Your pet is the same type of animal, but is loyal and can understand you. |
12 |
Cheerleader |
Skills: Fitness, Acrobatics, Cheering, Leadership. |
Items: Pom-Poms or Megaphone. |
Other: Once per encounter, you can use your turn to cheer for an ally and give them an extra turn. |
13 |
Werewolf |
Skills: Sneaking, Sense of Smell, Any Profession Skill. |
Items: None. |
Other: Transform into a monster when you are exposed to blood (even your own) or the light of a full moon. While in monster form, you must stalk and/or attack any NPCs you can sense. Return to human form when incapacitated or there are no valid victims left to attack. |
14 |
Burglar |
Skills: Theft, Lockpicking, Sneaking, Casing. |
Items: Lockpicks, Grappling Hook, Catsuit. |
Other: Once per session, may take creative license to say that a nearby item described by the GM is missing because you already stole it. |
15 |
Psychic |
Skills: Telepathy, ESP, Telekinesis. |
Items: None. |
Other: Telepathy = Read or send thoughts. ESP = Sense nearby living things and supernatural forces. Telekinesis = Move or manipulate small objects remotely with your mind. |
16 |
Salesman |
Skills: Business, Negotiation, Bluffing. |
Items: Suitcase Full of Merchandise. |
Other: Choose a type of merchandise to sell. You can always get more during resupply, but you must either pay for it yourself or contract with the manufacturer. You can sell anything to anyone, even if they wouldn't normally be interested, and you may reroll their first offer. |
17 |
Pyro |
Skills: Fire Handling, Explosives, Machinery. |
Items: Cigarettes, Lighter, Molotov Cocktail. |
Other: You are resistant to damage from fire and explosions. Whenever you start a fire, you get a surge of adrenaline that grants you a small bonus to any roll during your next turn. |
18 |
Sandhog |
Skills: Demolition, Construction, Mining, Explosives, Navigation. |
Items: Digging Tool, Stick of Dynamite, Hard Hat with Lamp. |
Other: Once per location, on a d6 roll of 3-6, you can find or make a convenient escape tunnel. |
19 |
Tech Wiz |
Skills: Computers, Electronics, Machinery. |
Items: Laptop Computer, Electronics Toolbox, Robot or Drone. |
Other: Choose two features for your drone or robot— flying, camera, smokescreen, taser, large size, or gripping claws. |
20 |
Hunter |
Skills: Shooting, Tracking, Hiding, Survival. |
Items: Rifle or Shotgun, Pith Helmet or Deerstalker or Boonie Hat. |
Other: Choose a faction, type of animal, or other type of creature to hunt. You get a bonus to track and attack targets of that type. Once you have killed or captured one of them, you may choose a new type to hunt before the next session. |
21 |
Butler/Maid |
Skills: Cleaning, Cooking, Sewing, Mechanical Repairs, Etiquette or Sex Appeal. |
Items: Tea or Coffee Set, Feather Duster, Cleaning Spray, Immaculate Uniform. |
Other: Choose another character (PC or NPC). You get a bonus when helping them. |
22 |
Time Traveler |
Skills: History, Physics, Future Tech, Disguises. |
Items: Broken Time Machine, Any Future Tech Device. |
Other: Only you and anyone who happens to be from your same time knows how to use future tech. You can use your history skill to recall major events from the present or future relative to the current time. For example, you might know that the death of a certain politician will lead to World War III. Whether these events are alterable is up to the GM. |
23 |
Ape |
Skills: Unarmed Fighting, Acrobatics, Brute Force, Climbing. |
Items: Human Disguise. |
Other: You can't speak, but you can understand language, and you know sign language. Your unarmed attacks deal additional damage, and you can make two unarmed attacks per turn. |
24 |
Cosplayer |
Skills: Costumes, Arts & Crafts, Pop Culture, Performance. |
Items: Any Costume, Any Prop Weapon. |
Other: Whenever you dress as a character, you gain one skill that character might have for as long as you are wearing that costume. Costumes that you made yourself count as light armor while you're wearing them. |
25 |
Magician |
Skills: Magic Tricks, Bluffing, Escape Bonds, Animal Handling. |
Items: Top Hat, Cape, Endless Handkerchiefs, Deck of Cards, Smoke Bombs, Trained Rabbit. |
Other: You can use your magic tricks skill for performances, illusions, and sleight of hand. Once per level, choose a particular trick to become a signature trick. You get an additional bonus while performing that trick. |
26 |
Linebacker |
Skills: Football, Brute Force, Toughness, Intimidation. |
Items: Football Helmet, Football Pads. |
Other: Large size. You must eat twice as much each day. If another player character goes over a plan with you before an encounter, you get one reroll while sticking to that plan during the encounter. |
27 |
Priest |
Skills: Religion, Negotiation, Writing, Repel Evil. |
Items: Holy Symbol, Holy Book. |
Other: Substitute any appropriate class name. Other followers of your religion are friendly by default, and all NPCs save for those who actively oppose your religion are reluctant to harm you. You can use your repel evil skill to hinder supernaturally evil monsters and forces. |
28 |
Cyclebot |
Skills: Driving, Machinery, Electronics, Computers. |
Items: None. |
Other: You are a robot that can transform into a motorcycle or similar vehicle. While in vehicle form, you can drive yourself and carry one rider. You are immune to most physiological effects, including poisons and diseases. You don't heal naturally but can be repaired with the appropriate tools and materials. |
29 |
Junior Scout |
Skills: Survival, Navigation, Scrounging. |
Items: Camping Gear, Nature Guide, Flashlight, Rope, First Aid Kit. |
Other: Once per level, after you succeed at a roll for which you have no skill, you may gain that skill and a merit badge for it. |
30 |
Hippie |
Skills: Medicine, Free Love, Politics, Gardening, Arts & Crafts. |
Items: Hallucinogenic Drugs, Musical Instrument. |
Other: You have resistance to poison. Twice per session, you can give yourself a random status effect at the beginning of an encounter. |
31 |
M.C. |
Skills: Freestyle, Audio/Video, Dancing, Taunting, Streetwise. |
Items: Audio Equipment. |
Other: You can use your freestyle skill to give a bonus or penalty to anyone else's roll if they can hear you. You get a bonus to freestyle if you have a beat, either recorded or live. You also get a bonus if you can impress the other players with your rhymes. |
32 |
Delivery Guy/Girl |
Skills: Navigation, Driving, Acrobatics, Handle with Care. |
Items: Motorscooter. |
Other: You can always get a package to deliver to your next destination if it's known, or a random nearby destination otherwise. You get a tip after delivering a package, in the form of cash, information, or a small favor. You also have an excuse to trespass if you're delivering a package. |
33 |
Lifeguard |
Skills: Swimming, Awareness, Fitness, Sex Appeal, First Aid, Stay Cool. |
Items: Swimsuit, Whistle, Flotation Device. |
Other: You can swim twice as long before becoming exhausted, or you can carry a body while swimming without any penalty. |
34 |
Cowboy/Cowgirl |
Skills: Use Rope, Animal Handling, Fitness, Survival. |
Items: Cowboy Hat, Boots and Spurs, 30-Foot Rope, Harmonica. |
Other: You can ride any creature large enough to carry you as long as you can get on top of it. Use your animal handling skill to control it. |
35 |
Psychiatrist |
Skills: Negotiation, Psychoanalyze, Psychobabble, Questioning. |
Items: Pastel Sweater-Vest, Pen and Notepad. |
Other: You can use your skills on hostile NPCs, even in the middle of combat, but a failure will cause them to attack you immediately. |
36 |
Slacker |
Skills: Pop Culture, Video Games, Sarcasm, Scrounging, Stay Cool. |
Items: Handheld Gaming Device. |
Other: You are always last in turn order and marching order. Once per session, you can pass on a random encounter, avoiding it entirely. |