Skill Trees
All Character classes must choose one of three skill trees at level 2. After level 2, they will progress along that skill tree for the rest of their career.
Scout Skills
Level 1 : Fade : By concentrating very hard and not moving, a Scout can increase their Stealth rating by a number equal to their Mind rating for a number of turns equal to their level. This skill can not be used in a turn which the Scout moved unless the only movement was crawling while prone. The Scout can not attack while using this skill, but can still spot for other members of the squad. This ability does not drain Stamina, but a character may not regenerate Stamina while using this skill.
Level 3 : Sixth Sense : After a number of close calls in the field Scouts develop a sort of “Sixth Sense”, that lets them know when they’re being watched. It does not let them know from which direction or by how many they are being watched, just a certain feeling that they are.
Level 5 : Run and Gun : Scouts may fire while running with only half of the normal penalty from movement. This skill is passive and always on.
Level 7 : Super Reflexes : Super Reflexes gifts a scout with +20 to their Reflexes score for the purposes of any Reflexes save roll. Super Reflexes may be used once in five turns.
Level 9 : Luck : This skill allows Scouts to make Reflex saving rolls whenever they would be caught within the blast radius of an explosive or incendiary weapon in which they were not the initial target. A successful save means the Scout takes either half-damage or no damage, up to the Gamemaster’s discretion.
Scout Skill Trees
Forerunner : Forerunners emphasize a balance between stealth, speed, and firepower. As a result, they are the most evenly balanced of the three types of Scouts and are suitable for most teams.
Bonuses : +8 Stealth, +8 Speed
Penalties : -10 Rifle accuracy, -20 Heavy weapons accuracy
Level Up : +2 Speed, +2 Stealth, +1 Stamina
Level 2 : Swift : Using this skill lets a Forerunner double his walking or running speed for a turn, but use only half the action points normally required for that movement. Swift may be used once every three turns. (Example: Walther’s Forerunner has a walking speed of 14 and running speed of 28. He uses the Swift skill to be able to run 56 feet in his turn, but only has to spend 28 action points to do so.)
Level 4 : Tracker’s Tools : A scout must master the tools of his trade if he intends to be a long-lived scout. At level 4 Forerunners gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools. Their Mind Rating is increased by their character level times three for the purpose of using these tools. This skill is passive, always on, and requires no Stamina to use.
Level 6 : Speedy Stealth : By focusing his mind on his surroundings, a Forerunner can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Scouts can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.
Level 6 : Ambidexterity : Forerunners learn how to use their off-hand as well as their main hand through intense training. No penalties to use of either hand, or both in conjunction. (Yes, this allows dual-wielding pistols, but not rifles or heavy weapons)
Level 8 : Evasion : Forerunners have an uncanny ability to foresee attacks made against them, and receive a 15% chance to dodge any one attack per turn. A successful Evasion costs 5 Stamina.
Level 10 : Unblinking Gaze : A Scout using this skill allows their eyes to lose focus and has a MUCH better chance to spot an enemy stealthed (doubles the enemy’s Stealth roll), but the Scout’s Firing Accuracy is halved while using this ability. It does not drain Stamina, and the Scout may use this ability freely whenever and however long they want, but the Firing Accuracy penalty remains after the player stops using the skill for as many turns as the skill was in use. (Example: Walter has a feeling he’s being watched, and decides to use Unblinking Gaze. He uses the power for 3 turns, enough time to spot and kill the enemy. Upon turning off the skill, his Scout’s eyes are still trying to refocus and he suffers the same penalty to his Firing Accuracy for 3 more turns before his vision clears.)
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Infiltrator : The Infiltrator’s mission is to get close to the enemy without being seen and wreak havoc from the inside. They are rarely encumbered with much more than is absolutely necessary to do their job, and shun weapons larger than a pistol. Weak in most combat situations where they do not have the benefit of surprise, but strong in surprise attacks and stealth. They also have passable knowledge about the use of demolition equipment.
Bonuses : +10 Stealth, +5 Speed
Penalties : -20 Rifle accuracy, -40 Heavy Weapons
Level Up : +4 Stealth
Level 2 : Speedy Stealth : By focusing his mind on his surroundings, an Infiltrator can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Infiltrators can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.
Level 4 : Climbing : While any soldier can climb, Infiltrators turn it into an art form by scaling surfaces that would be unclimbable for anyone else. Infiltrators use this to climb buildings, walls, trees, virtually any surface. They gain a significant bonus (exact value depending on situation and GM discretion) to any attempt to climb.
Level 6 : Tracker’s Tools : A scout must master the tools of his trade if he intends to be a long-lived scout. At level 6 Infiltrators gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools and security-bypassing devices. Their Mind Rating is increased by their character level times three for the purpose of using these tools. This skill is passive, always on, and requires no Stamina to use.
Level 8 : Explosives Handling : Infiltrators receive the unique skill Explosives Handling at level 8, which allows them to find the best places inside structures or on vehicles (etc.) for explosives to deal the most damage. It also grants them a +15 bonus to their Mind Rating for the handling of these explosives. Any explosives planted by an Infiltrator using Explosives Handling have their damage doubled. Explosives Handling may be used as often as desired, but does not work in conjunction with grenades of any type.
Level 10 : Quickdraw : When using a pistol-class weapon an Infiltrator may “quickdraw” it as a free action once every turn. Quickdrawing during an enemy turn for opportunity fire requires a successful Reflex save in addition to the initial roll for opportunity fire.
Level 10 : Fade II : Fade II works in two separate ways. In the first manner, it can be used to replace “Fade” with twice the Mind rating bonus to stealth in a turn in which the Infiltrator has not moved. In the second fashion it may be used in a turn where an Infiltrator has moved with same bonuses as “Fade”.
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Warden : Wardens are a unique breed of Scout in that they disdain training in stealth and instead concentrate on weapons and psionic training. With minor psionics and adequate weapon skill, the Wardens make good escorts or bodyguards by combining speed, perception, and firepower.
Bonuses : +5 Mind, access to Psi Offense attribute (equal to “Mind” attribute upon creation)
Penalties : Stealth attribute set to 0, and can not be increased by training. -10 Heavy weapon accuracy.
Level Up : +2 Mind, +1 Firing Accuracy, +2 Speed
Level 2 : Sureshot : By expending all their available action points at the start of their turn, a Warden may make a Sureshot. A Sureshot is a single shot from a rifle that is a guaranteed hit on an enemy, though at half-damage with no chance for a critical hit. As well as expending all action points, Sureshots cost 5 Stamina.
Level 4 : Eagle’s Eyes : Eagle’s Eyes is an ability that lets a Warden notice all movement within their field of vision from a leaf falling to an enemy darting from cover to cover. Eagle’s Eyes may be used once every other turn, and costs 5 Mind points.
Level 6 : Sureshot II : Sureshot II is an updated version of Sureshot, holding to all the rules governing Sureshot except that Sureshot II does full damage against enemies and costs 10 Stamina to use.
Level 6 : Mental Probe (Basic) : The basic Mental Probe scans the area surrounding the Warden for intelligent thought patterns and is capable of identifying enemies and their locations in a 50' radius around the Warden. It costs 2 Mind points per turn active, and may be turned on and off at will.
Level 8 : Soul Observer : By allowing their mental essence to soar skyward Wardens can get a view of the battlefield from above. They may remain in their ethereal state as long as wanted, but their body is helpless while they are in their ethereal form.
Level 8 : Pspyker : A minor psionic attack dealt by the Warden, Pspyker deals 5D6 damage to an enemy unless they make a Psi Defense save, in which case they take no damage. It costs 10 Mind points to use, and may be used once per turn.
Level 10 : Mind Over Matter : By intense force of will, a Warden can form a temporary psionic shield to protect an ally for a single turn. The ally must be within line of sight and clearly visible. The psionic shield will absorb damage equal to the Warden’s Mind rating. Mind Over Matter costs 40 Mind points to use, and may be used once per turn.
Level 10 : Mental Probe (Advanced) :
Grunt Skill Trees
Grunt Skills
Level 1 : Unerring Aim : Grunts using this skill will gain twice the to-hit bonus per Take Aim action. In addition, a called shot can be made against targets either prone or standing still without aiming at a penalty of -5% accuracy. This penalty is applied after all other modifiers applicable.
Level 3 : Stiff Upper Lip : This skill allows Grunts to ignore the pain from wounds and injuries for a number of turns equal to their Mind rating divided by 10. As a result, they do not suffer from the accuracy or movement penalties normally associated with wounds and injuries while Stiff Upper Lip is active. Stiff Upper Lip costs 5 Stamina to activate, and may be used once per scenario.
Level 5 : Diving Shot : A skill that can only be used during an enemy’s turn as opportunity fire, Diving Shot acts as both a dodging motion and an attack. Diving Shot sends a soldier prone either directly where they were standing, or in a leap forwards, to the left or right, or backwards. While falling they fire their readied weapon once at the enemy that fired at them with a 15% penalty. This may be used any time the soldier is standing and has enough action points to fire their weapon while they enemy has their turn.
Level 7 : Intuitive Shot : By estimating the lead needed on a moving foe a Grunt may take an Intuitive Shot with no penalties due to an enemy’s movement. Visibility modifiers are also negated. The shot deals damage as normal.
Level 9 : Adrenaline Boost : Intense mental training grants gifted soldiers to activate a temporary boost of adrenaline that grants them bonus strength (+5), speed (+10), and accuracy (+5%). Adrenaline Boost also decreases the amount of action points needed for actions by 2 (for a minimum of 1 action point necessary for each action), and lasts for 3 turns. After those three turns, the soldier loses 35 Stamina temporarily.
Rifleman : By disregarding their training in sidearms and heavy weapons, a Grunt may focus entirely upon rifles and their use. Riflemen gain skills that improve their accuracy and damage potential with weapons of the rifle class.
Bonuses : +5 Rifle accuracy, +4 Reflexes
Penalties : -25 Pistol accuracy, -30 Heavy weapon accuracy
Level Up : +2 Rifle accuracy, +3 Reflexes
Level 2 : Sureshot : By expending all of their available action points at the start of their turn, a Rifleman may make a Sureshot. A Sureshot is a single shot from a rifle that is a guaranteed hit on an enemy, and does half damage with no chance for a critical hit. Sureshot costs 5 Stamina to use.
Level 4 : Rifle Mastery I : This passive skill grants Riflemen +5 to their accuracy with Rifles.
Level 4 : Snapshot : This skill allows a Rifleman to fire once with their rifle at a cost of 3 action points and 2 stamina. Due to its rushed nature, the shot suffers from a 10% penalty to accuracy. Snapshot may be used once per turn.
Level 6 : Sureshot II : Sureshot II is an updated version of Sureshot, holding to all the rules governing Sureshot except that Sureshot II does full damage against enemies and costs 10 Stamina to use.
Level 8 : Longshot : Correctly judging the wind speed, elevation, distance to target, and other variable factors, a Rifleman may make a Longshot that extends their rifle’s “Long range” characteristic to equal that of its “Extreme range” characteristic, and adds 50% of its “Extreme Range” characteristic to itself. Longshots deal full damage and are resolved as normal shots. Only one Longshot may be made per turn. (Example: The A.S.P. Rifle has a Long range of 55, and Extreme range of 110. A Longshot would extend the Long range to 110 and Extreme range to 165.)
Level 8 : Rifle Mastery II : This passive skill grants Riflemen an additional 1D6 when determining damage from Rifles.
Level 10 : Full Focus : Full Focus focuses all of the Rifleman’s attention on a single foe, greatly increasing his ability to hit that enemy while decreasing his ability to dodge, evade, even see other enemies. Full Focus grants +30% to hit the named enemy with Rifles, and also grants +5 to the Rifleman’s running speed if he or she needs to pursue the enemy. However, they suffer -50% to all Reflex skill rolls that were not initiated by actions of the enemy targeted by Full Focus. Full Focus may be used once every 5 turns.
Level 10 : Rifle Mastery III : Rifle Mastery III is a passive skill that widens the critical hit range for Riflemen using rifles by 5%.
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Dragoon : Centralizing training on stamina, strength, and weapons training allows the Dragoon excellent skill in all weapons, but loses specialized training in individual weapon types. They also study small-unit tactics, and have skills to bolster their allies’ efficiency.
Bonuses : +15 Firing Accuracy
Penalties : Completely loses Pistol, Rifle, and Heavy weapon accuracy sub-attributes and relies solely upon Firing Accuracy for firing any weapon.
Level Up : +3 Firing Accuracy, +2 Stamina
Level 2 : Vae Victus : “Woe to the Vanquished”. This skill provides a temporary benefit to accuracy (5%) for one turn to allies of the Dragoon whenever the Dragoon kills an enemy. Multiple kills do not stack in the same turn, though if the Dragoon were to kill 2 enemies in a single turn then the bonus would apply on the next turn as well.
Level 2 : Quickload : Reloading magazine- or clip-fed weapons has its action point cost reduced by half (to 5 in most cases).
Level 4 : Snapshot-D : This skill allows a Dragoon to fire once with their weapon at a reduced cost of action points. Due to its rushed nature, the shot suffers from a 10% penalty to accuracy. Snapshot may be used once per turn. Snapshot-D reduces the action points necessary to fire the weapon by 2 (Not to be reduced below 1). Snapshot-D may be used as many times in a turn as the weapon can fire.
Level 4 : Ambidexterity : Dragoons learn how to use their off-hand as well as their main hand through intense training. No penalties to use of either hand, or both in conjunction. (Yes, this allows dual-wielding pistols, but not rifles or heavy weapons)
Level 6 : Unerring Aim II : Dragoons learn to better themselves at quickly-aimed shots and no longer suffer a penalty to called shots on stationary enemies, and may make called shots on moving enemies at a penalty of 20% accuracy.
Level 6 : Tactical Insight : A quick survey and analysis of the current events may provide a Tactical Insight to the Dragoon (50% chance). Once shared with his allies, the Tactical Insight grants them a 30% bonus to Reflex and Mind (including Psi Defense) saves for the current turn and following turn. Tactical Insight takes half of the Dragoons maximum action points as well as 5 Stamina, and may be used once every 5 turns.
Level 8 : Crippling Shot : An attack that may only be made against targets with legs, Crippling Shot deals half damage but creates 1D6 “Stamina Wounds” and Injures the enemy, slowing their movement speed by half. Crippling Shots suffer from a 15% accuracy penalty and may be made once per turn.
Level 10 : Quickload II : Weapons that are belt-, drum-, or box-fed have their action point costs for reloading reduced by 2.
Level 10 : Tempt Fate : By issuing a war cry and standing in plain sight of their enemies, Dragoons are indeed tempting fate. However, they also draw attention to themselves and away from their allies. Enemies attacking the Dragoon’s allies must make a Mind save (at a 20% penalty) or turn to face the Dragoon and attack them instead. Fortune smiles on the Dragoon, granting their armor an additional 30% absorption to all damage types and an additional 50 armor factor for the duration of Tempt Fate. Tempt Fate lasts 3 turns, and may only be used once per scenario. Tempt Fate costs 30 Stamina to use, though no action points.
Praetorian : Praetorians utilize heavy weapons and armor to their fullest ability, and can outlast many other soldiers in prolonged firefights with their skillful insight into enemies’ abilities (Psi).
Bonuses : +7 Heavy weapons accuracy, +5 Mind
Penalties : -10 Rifles accuracy, -10 Pistols accuracy
Level Up : +5 Health, +2 Strength, +2 Heavy weapons accuracy
Level 2 : Armor Efficiency : Medium and Heavy armors are used much more efficiently by Praetorians, effectively increasing their base Armor factor (AF) by 25%. (Example: If a lvl 2 Praetorian were to use Heavy Armor with 80AF base, the modified base would be increased by 25% (0.25x80)+80 to 100AF)
Level 4 : Skimming : By “skimming” the outer surface of a target’s mind, the Praetorian can effectively predict its movements. This will let the Praetorian dodge the enemy’s attack more effectively (+20% Reflex save), hit the enemy more reliably (+15% accuracy), or if the enemy is about to fire at an ally of the Praetorian, the Praetorian may tell his ally verbally or by signal and that ally will receive +10% to their Reflex score to dodge the incoming attack. Skimming may be used once per turn, and costs 4 Stamina.
Level 6 : Rock Steady : Praetorians have trained long and hard with their heavy weapons, and it shows in their increased accuracy and ease of use. This skill allows Praetorians to expend a point of Stamina to reduce recoil of rifles and heavy weapons by 1 for every Stamina point spent. Up to 3 points of Stamina can be spent in this fashion per turn.
Level 8 : Force of Will : Imparting a mental force behind an armor-piercing projectile, the Praetorian may attempt to make a piercing attack against an enemy. A successful piercing attack (100 - Target’s Armor-piercing resistance) will let the projectile pass through the first enemy, and strike a second. If it does strike a second enemy, it will deal half-damage. Force of Will may be used once per turn, and costs 10 Stamina and 5 Mind.
Level 10 : Misdirection : A psionic skill that can give an enemy a false precognition so that they expect a certain movement from the players - one that is typically the opposite of what they will do. Target must make a Psi Defense save roll against a target number determined by the GM, or else believe the information wholly.
Support Trooper Skill Trees
Support Trooper Skills
Level 1: Rock Steady : Support troopers have trained long and hard with their heavy weapons, and it shows in their increased accuracy and ease of use. This skill allows Support troops to expend a point of Stamina to reduce recoil of rifles and heavy weapons by 1 for every Stamina point spent. Up to 5 points of Stamina can be spent in this fashion per turn.
Level 3 : Long Bomb : By taking a few steps and then putting all their strength behind a throw, a support trooper can throw a grenade up to twice the grenade’s Extreme Range (with accuracy penalties as if they’d thrown the grenade at Extreme Range). This skill takes 5 Stamina and double the action points required for throwing the grenade. It can be used once per turn.
Level 5 : Spot Flaw : With experience heavy-weapons specialists gain a sort of insight into the structural integrity of buildings and structures. Does not work on vehicles, although would work from the inside of a large vehicle (such as a cruise liner) at GM’s discretion. The player has a 22% +4% chance per level of experience to spot a critical flaw in the design of the building, and any high-explosive attacks upon that location will do double damage and reduce its structural integrity. This ability can be used in conjunction with any explosives, from the rounds out of an autocannon to grenades to C4. A character may not use Spot Flaw in the same turn in which they’ve moved.
Level 7 : Doubler : By this level the Support trooper has gained enough experience to know the TRUE limits of his weapons. With this skill active, the troop can fire his Heavy Weapons at twice the normal rate of fire for one turn. Immediately after firing he must roll to avoid a malfunction with the weapon. (1-20% no effect, 21-60% the gun jams, requiring 1D6 turns to fix, 61-98% the gun breaks and can not be fixed until returning to base, 99-100% the gun explodes doing damage to the troop and anyway within 5 feet of him when he fires. Damage depends on ammunition type and how many rounds were left in the gun. AP rounds will not do any damage, as their propellant is not expended. HE rounds do full damage, INC do double damage, Gauss rounds do no damage, NRG bolts do not cook off, but when the gun explodes it does damage equal to 4 times the damage from a single bolt from the gun) Doubler can not be used in conjunction with Spot Flaw. Doubler costs 10 Stamina to use, and the strain and effort of holding the gun during this forced firing drains the Strength of the trooper 1D6 Strength points until he has had 4 hours consecutive rest. Doubler can only be used once per 10 turns.
Level 9 : Damage Increase : By this time a Support Trooper has developed an affinity for one weapon type over all others, and Damage Increase will grant them a bonus of +5 damage whenever they use the named type of weapon (Armor-piercing, incendiary, high-explosive, energy).
Bludgeon : Bludgeons prefer explosive, hard-hitting weapons to weapons of all other types. They specialize in pounding their enemies into dust in as short an amount of time as possible. While lacking in stamina, they are incredibly powerful in short bursts.
Bonuses : +5 Strength, +20 Health
Penalties : -15 Stamina, -10 Pistol accuracy, -15 Rifle accuracy
Level Up : +5 Health, +2 Strength, +2 Heavy weapons accuracy
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Panzer : Able to wear the heaviest armor with no penalties and carry the heaviest weapons as though they were so much air, Panzers are walking tanks dispensing destruction wherever and whenever needed. However, they are slower than any other soldier and completely lose the ability to “Sprint”.
Bonuses : +10 Strength, +10 Health, +5 Damage with Heavy weapons
Penalties : Can not Sprint, Speed -5
Level Up : +4 Health, +3 Strength, +3 Heavy weapons accuracy
Level 2 : Armor Efficiency : Medium and Heavy armors are used much more efficiently by Panzers, effectively increasing their base Armor factor (AF) by 25%. (Example: If a lvl 2 Panzer were to use Heavy Armor with 80AF base, the modified base would be increased by 25% (0.25x80)+80 to 100AF)
Level 4 : Heavy Weapons Mastery I : +5 damage when using Heavy weapons.
Level 4 : Glancing Blow : By angling their body to incoming fire, a Panzer can reduce the amount of damage they take from enemy projectiles by 25% for one turn. Glancing Blow costs 5 Stamina to use and may be used once every two turns.
Level 6 : Second Sight : After receiving instructions from an ally acting as a spotter, a Panzer may use “Second Sight”, which allows them to use their knowledge of the battlefield and their allies position relative to their own to increase the probability of a hit on an enemy using Indirect Fire (+10% to-hit). Second Sight may be used once per turn.
Level 8 : Heavy Weapons Mastery II : +10 to Heavy weapons accuracy.
Level 8 : Juggernaut : A Panzer using the Juggernaut skill gains +50% resistance to all damage, can not be knocked down, and may move and fire with no negative modifiers due to their own movement or condition. Juggernaut costs 20 Stamina to use, lasts for two turns, and may only be used once per scenario.
Level 10 : Heavy Weapons Mastery III : Recoil no longer affects the Panzer’s aim, and any negative modifiers from Recoil are instantly negated.
Level 10 : Experienced Armorer : At level 10 Panzers receive a passive bonus of +10% to all damage resistance with whatever armor they choose to wear. They also receive +50 Armor Factor on any armor they wear.
Pyro : Pyros are feared on the battlefield by both enemies and allies for their preference for incendiary (and sometimes energy) weapons. As if that was not enough, they also possess minor pyrokinetic abilities, able to magnify the effects of the incendiaries they use by either prolonging their duration or increasing their intensity.
Bonuses : +6 Speed, +5 Heavy weapons accuracy, +5 Rifle accuracy
Penalties : -2 Stamina, -10 Health
Level Up : +2 Health, +1 Strength, +3 Speed
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Medic Skill Trees
Sawbones : The Sawbones is the quintessential “combat medic”, dividing his attention between firearms training and advanced first aid.
Bonuses : +10 Firing Accuracy, +10 Mind
Penalties : -5 Strength, -5 Stamina, -5 Health
Level Up : +2 Stamina, +3 Mind, +1 Firing Accuracy
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Healer : Healers despise all weapons and lose proficiency with all types of weapons as well as the ability to even use heavy weapons. Healers carry sidearms only at the express orders of their Commanders and receive no skills for their use. Instead, they gain incredible potential in their healing vocation as well as some minor psionic aids that help in stabilizing and aiding their allies.
Bonuses : +18 Mind, +5 Speed, +5 Stamina
Penalties : -5 Health, -5 Strength
Level Up : +3 Mind, +3 Stamina, +2 Speed
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Martyr : Martyrs are rarely seen on the battlefield, as they are extremely weak and fragile. However, they are also incredibly useful, sacrificing their own well-being to aid their allies with psionic “buffs” as well as their training in medicine.
Bonuses : +30 Mind, +15 Psi Defense
Penalties : -15 Health
Level Up : +3 Speed, +4 Mind
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Engineer Skill Trees
Grenadier : Capable soldiers with their sidearms and grenades both, Grenadiers are trained heavily in the use of their grenades and other explosives.
Bonuses : +20 Throwing accuracy, +10 Pistol accuracy
Penalties : -5 Stamina, -5 Speed, -5 Health
Level Up : +4 Throwing accuracy, +3 Pistol accuracy
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Maestro : Engineers focusing their training on gadgets and robotics are affectionately called “Maestros” by their peers. Whether they are controlling a remote spider bomb or driving an APC into hostile territory, Maestros excel at their job.
Bonuses : +8 Mind, +5 Stamina, +2 Speed
Penalties : -5 Health, -3 Strength
Level Up : +4 Mind, +3 Stamina
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Technomancer : Technomancerss use their minor psionic ability to enhance their abilities with technical devices, directly interfacing via their mind. Physically weak, Technomancers are rarely seen on the battlefield but immensely useful nonetheless.
Bonuses : +15 Mind, Access to Psi Offense attribute (Starts equal to “Mind” attribute)
Penalties : -5 Reflexes, -10 Strength
Level Up : +2 Mind, +3 Psi Offense
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Pscions
Fiend : Fiends feed off of the psychic energy of others to fuel their own abilities. Their abilities run the gamut from defensive to tactical to offensive, making them very valuable in the field.
Bonuses : +40 Mind, access to Psi Offense attribute. Psi Offense starts at 60.
Penalties : -5 Strength, -3 Speed, -3 Stamina
Level Up : +5 Mind, +6 Psi Offense, +5 Psi Defense
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Paragon : Paragons are “gifters”, decreasing their own prowess or senses to heighten those of others. They are also capable soldiers in their own right.
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Visard : Visards are purely defensive Pscions, specializing in forms of hypnotism, aversion, and
presence masking. Valuable additions to any team, especially to teams with several scouts.
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