Class – Vrede Scientist

Vrede Scientists are research experts in both medical and mechanical technology. While not as
strong as Operatives, their vast knowledge gives them the technological edge.

Primary SkillsSecondary Skills
AwarenessFortitude
EngineeringGrit
ExplosivesPistol
MedicaeSelf Sufficient
Regimental Skill

Class Attributes:

Free Starting SkillsEngineering or Medicae
Starting Skill Points3
Maximum Physical Armour TypeNone
  • Minimum Required Physrep: May take the form of any playable race, with the addition of extensive metallic or glowing veins on skin and clothing. May take features from several different races. Vrede can change their appearances overnight, but cannot replicate the appearance of one specific person.
  • Can’t Take it With You: Due to their shapeshifting ability, Scientists cannot wear armour.
  • Fragile: Scientists start with 1 point of Endurance rather than 3.
  • Natural Born Analyst: When performing Engineering or Medicae Hacking or Analysis tasks, the time required is reduced by 1 minute per rank of the relevant skill – for example, at Tier 3 Medicae, Medicae Analysis time would be reduced by three minutes. The time cannot be reduced below the number of people required by the task.
  • Versatile Research: Vrede Scientists can research both Engineering and Medical technologies, and may spend their Engineering and Medical Work Points (EWP and MWP) collectively to research both Engineering and Medical projects, if they have the appropriate skills.
  • Versatile Teacher: Vrede Scientists can teach the crafting of an Engineering or Medical item that they know how to make to those with the relevant crafting skill. Only one character may be taught at a time, and only items that have been fully learned or researched by the Scientist may be taught. Vrede-Tech cannot ordinarily be taught to non-Vrede characters.
  • Vrede-Tech: New Scientists are issued with an array of Vrede-Tech items, which are genetically keyed to the owner, can only be used by them, and will deactivate permanently upon their death. These must be physrepped by the player. These are lammie items and the player should collect their lammies from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, a player cannot use the ablities of these items. All Scientists are issued with the following:
    • A Vrede-Tech light energy shield, granting 4 armour hits.
    • A Universal Systems Analyser (or “Omnispec” for short). This takes the form of a small portable computer that assists with a variety of both medical and engineering tasks.
  • No Regimental Training: Vrede Scientists do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Vrede Operative

Vrede Operatives are skilled fighters and engineers. They use unique technology to complement
their combat skills.

Primary SkillsSecondary Skills
EngineeringGrit
FortitudeMelee Weapons
MarksmanPistol
RifleSelf Sufficient
Regimental Skill

Class Attributes:

Free Starting SkillsEngineering or Rifle
Starting Skill Points3
Maximum Physical Armour TypeNone
  • Minimum Required Physrep: May take the form of any playable race, with the addition of extensive metallic or glowing veins on skin and clothing. May take features from several different races. Vrede can change their appearances overnight, but cannot replicate the appearance of one specific person.
  • Can’t Take it With You: Due to their shapeshifting ability, Operatives cannot wear armour.
  • Natural Born Engineer: When performing Engineering Hacking or Analysis tasks, the time required is reduced by 1 minute per rank of the Operative’s Engineering skill – for example, at Tier 3 Engineering, Engineering Analysis time would be reduced by three minutes. The time cannot be reduced below the number of people required by the task.
  • Team Leader: At higher tiers of Engineering, Operatives may lead groups of people with the Engineering skill in mending and repairing items.
  • Engineering Research: Vrede Operatives may spend their Engineering Work Points (EWP) to research Engineering projects if they have the Engineering skill.
  • Engineering Teacher: Vrede Operatives can teach the crafting of an Engineering item that they know how to make to those with the Engineering skill. Only one character may be taught at a time, and only items that have been fully learned or researched by the Operative may be taught. Vrede-Tech cannot ordinarily be taught to non-Vrede characters.
  • Vrede-Tech: New Operatives are issued with an array of Vrede-Tech items, which are genetically keyed to the owner, can only be used by them, and will deactivate permanently upon their death. These must be physrepped by the player. These are lammie items and the player should collect their lammies from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, a player cannot use the ablities of these items.
  • All Operatives are issued with the following:
    • A Vrede-Tech light energy shield, granting 4 armour hits.
    • A Universal Systems Analyser (or “Omnispec” for short). This takes the form of a small
    • portable computer that assists with a variety of both medical and engineering tasks.
    • A Vrede-Tech rifle, that can call one of the calls: Through, Stun, Knockdown, or Disarm, once per encounter.
  • No Regimental Training: Vrede Operatives do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Tae’go Vanguard

Experts with bows and modern weapons alike, the Tae’go Vanguard are a formidable foe, often
found at the forefront of any attack.

Primary SkillsSecondary Skills
FortitudeAwareness
GritBulging Biceps
Heavy WeaponsMelee weapons
RifleSelf Sufficient
Regimental Skill

Class Attributes

Free Starting SkillsFortitude or Rifle
Starting Skill Points3
Maximum Physical ArmourHeavy
  • Minimum Required Physrep: Vanguard have a dinosaur-like appearance. All exposed skin must be scaled and coloured (either full face paint or prosthetics) and the head must be adorned by a large crest or large horns; tails and frills are optional.
  • Armoured Scales: Vanguards receive 2 extra armour points even without wearing armour. These will stack with physical armour and energy shields and must be repaired the same way as regular armour.
  • Canny: Once per encounter, a Vanguard may use a ‘once per encounter’ call 1 additional time from the Rifle or Heavy Weapons skill, provided they already have access to that skill.
  • Proper Training: Vanguards may move at a slow walking pace whilst using a heavy weapon, and they count as two team members when crewing a super heavy weapon (only applicable if they have the Heavy Weapons skill).
  • War Cry: Twice per day a Vanguard may call “Zone Fear” on an indicated target within a range of 10 metres (30 ft) from the user. This may not be used twice in the same encounter.
  • Reptilian Physiology: Due to the difference in medical methods, Vanguards cannot work in teams with Human Medics.
  • No Regimental Training: Vanguards do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Tae’go Outrider

Tae’go Outriders are quick-witted and stealthy, often used as covert operatives by the TSA. They are
adept in healing, and can apply weapons with poison to assist them on missions.

Primary SkillsSecondary Skills
BackstabAwareness
MedicaeFortitude
Self SufficientGrit
StealthRifle
Regimental Skill

Class Atributes:

Free Starting SkillsMedicae or Stealth
Starting skill points3
Maximum Physical Armour TypeMedium
  • Minimum Required Physrep: All exposed skin must be scaled and coloured (either full face paint or prosthetics); tail and frills are optional.
  • Bilious: Twice per day, Outriders may roleplay spitting/regurgitating on a melee weapon or arrow for 5 seconds. After this is done, the next strike from the melee weapon or arrow has the “Paralyse” call. If this is not used within 5 minutes, it is wasted.
  • Fox Step: Outriders may add 5 seconds to the amount of time they may move in Stealth. If they only have Tier 1 Stealth, they may move in stealth for 5 seconds.
  • Medical Research: Outriders may spend their Medical Work Points (MWP) to research Medical projects if they have the Medicae skill.
  • Medispec: New Outriders are issued with a personalised Medical Systems Analyser (or “Medispec” for short). This takes the form of a small portable computer that assists with a variety of medical tasks, and must be physrepped by the player. This is a lammie item and the player should collect their lammie from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, they cannot use the Analyse ability of the Medicae skill.
  • Ranger: Outriders are able to spend time removing tracks in an area with appropriate roleplay. The amount of time taken is at the discretion of the referee present.
  • Reptilian Physiology: Due to the difference in medical methods, Outriders cannot work in teams with Human Medics.
  • No Regimental Training: Outriders do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Myr’na Warrior

Myr’na who break their link to the Omega are trained to be warriors. Due to their previous link to
the Omega, they are skilled at taking down denizens of the Omega.

Primary SkillsSecondary Skills
FortitudeBulging Biceps
GritHeavy Weapons
Melee WeaponsMarksman
RifleMedicae
Regimental Skill

Class Attributes:

Free Starting SkillsGrit or Melee Weapons
Starting Skill Points3
Maximum Physical Armour TypeHeavy
  • Minimum Required Physrep: Skin must be a pale shade of blue or grey; hair must be white, grey, silver, or an otherwise pale shade. They must have red geometric clan markings.
  • Arcane Essence: Twice per day, Warriors may resist a ranged Focus call from an Omega ability used against them, using the call “Resist Focus <call>”, or alternatively, they may use the ability “Arcane Strike” and strike with the call “Omega” for 30 seconds with a melee weapon, or any Omega-ritualised ranged weapon.
  • Canny: Once per encounter, a Warrior may use a ‘once per encounter’ call 1 additional time from the Melee Weapons or Rifle skill, provided they already have access to that skill.
  • Unwavering: Once per encounter, a Warrior may use a ‘once per encounter’ call 1 additional time from the Grit skill, provided they already have access to that skill. If they do not have the Grit skill, they may still call “Resist Fear” once per encounter.
  • No Regimental Training: Myr’na Warriors do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Myr’na Healer

Myr’na Healers are experts in using the Body sphere of the Omega to heal, and can even sacrifice
themselves to heal others. They are very knowledgeable in how the Omega works, and are better at
manipulating the flow of power from the Alpha to the Omega.

Primary SkillsSecondary Skills
FortitudeFocus
MedicaeGrit
Omega Body AttunementOmega Attunement 2
ThaumaturgyOmega Attunement 3
Regimental Skill

Class Attributes:

Free Starting SkillsOmega Body Attunement
Starting Skill Points3
Maximum Physical Armour TypeLight
  • Minimum Required Physrep: Skin must be a shade of blue; hair must be white, grey, silver, or an
    otherwise pale shade. They must have geometric clan markings, in any colour other than red.
  • Arcane Essence: Twice per day, Healers may resist a ranged Focus call from an Omega ability used against them, using the call “Resist Focus <call>”.
  • Arcane Rites: Myr’na Healers can perform rituals if they have access to a fully powered Omega sphere.
  • Attunement Selection: When an Myr’na Healer purchases an Omega Attunement skill they must define which of the five Omega Attunement skills they have chosen in that slot.
  • Divine: Myr’na Healers receive 15 Focus Points (FP) per day.
  • Do No Harm: Myr’na Healers will attempt to avoid knowingly damaging any living creature. Creatures of the Omega do not fall under this rule, and can be attacked as normal. If a Healer finds themselves in a situation where they harm a living creature, they will be wracked by intense physical pain for 120 seconds (2 min) and have a headache for 1 hour. If a Myr’na Healer ever inflicts harm that directly results in the death of a living creature, they will enter a coma-like trance. In this trance, they can be led about and follow very basic instructions. The player must inform a referee as soon as possible if this occurs, and they will advise what happens next.
  • Expert Meditation: When using the Attune ability of the Thaumaturgy skill, Myr’na Healers only need to spend 3 FP to use the Tier 2 Attune ability, or 5 FP to use the Tier 3 Attune ability.
  • Martyr: Myr’na Healers have the ability to transfer the wounds of others onto themselves. They may touch a living creature and call “Heal Wound: Restore Endurance (X)”, restoring (X) points of Endurance to the target, and taking (X)+1 points of damage themselves. This damage ignores armour or protections. A Healer may not restore more Endurance points than they currently have.
  • Medispec: New Myr’na Healers are issued with a personalised Medical Systems Analyser (or “Medispec” for short). This takes the form of a small portable computer that assists with a variety of medical tasks, and must be physrepped by the player. This is a lammie item and the player should collect their lammie from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, they cannot use the Analyse ability of the Medicae skill.
  • No Regimental Training: Myr’na Healers do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Mascen Tinkerer

Tinkerers are the engineers in mascen society. They are experts at creating items with limited
resources, and can substitute crystals for items that they cannot find.

Primary SkillsSecondary Skills
BackstabAwareness
EngineeringExplosives
PistolRifle
Self SufficientStealth
Regimental Skill

Class Attributes:

Free Starting SkillsEngineering or Self Sufficient
Starting Skill Points3
Maximum Physical Armour TypeMedium
  • Minimum Required Physrep: Tinkerers must have grey or green skin and pointed ears.
  • Ancestral Aid: When crafting, Tinkerers are able to substitute any 1 resource with an Omega Crystal of equal or higher rarity.
  • Engineering Research: Tinkerers may spend their Engineering Work Points (EWP) to research Engineering projects if they have the Engineering skill.
  • Fragile: Tinkerers start with 1 point of Endurance rather than 3.
  • Multispec: New Tinkerers are issued with a personalised Multispectrum Systems Analyser (or “Multispec” for short). This takes the form of a small portable computer that assists with a variety of engineering tasks, and must be physrepped by the player. This is a lammie item and the player should collect their lammie from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, they cannot use the Hack or Analyse abilities of the Engineering skill.
  • Resourceful: When using the Self Sufficient skill, Tinkerers have the ability to pick one extra card and then return one, without it taking effect.
  • No Regimental Training: Mascen Tinkerers do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Mascen Shaman

Mascen Shamans are intrinsically linked to their ancestors, allowing them to effortlessly channel the
Omega Spirit sphere. They are connected to the raw power of the Omega and able to channel more
power than most, making them useful support in combat.

Primary SkillsSecondary Skills
FocusGrit
Omega Spirit Attunement 2Omega Attunement 3
Omega Attunement 2Pistol
Self SufficientThaumaturgy
Regimental Skill

Class Attributes:

Free Starting SkillsOmega Spirit Attunement
Starting Skill Points3
Maximum Physical Armour Typemedium
  • Minimum Required Physrep: Shamans must have grey or green skin and pointed ears.
  • Arcane Rites: Shamans can perform rituals if they have access to a fully powered Omega sphere.
  • At One with the Omega: Shamans receive 20 Focus Points (FP) per day.
  • Attunement Selection: When a Shaman purchases an Omega Attunement skill they must define which of the five Omega Attunement skills they have chosen in that slot.
  • Fragile: Shamans start with 1 point of Endurance rather than 3.
  • Resourceful: When using the Self Sufficient skill, Shamans have the ability to pick one extra card and then return one, without it taking effect.
  • No Regimental Training: Mascen Shamans do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Mascen Big’un

Mascen Big’uns are sturdy and tough, and experts in close combat. They are able to go into an
unstoppable rage that will allow them to carry on fighting despite all adversity.

Primary SkillsSecondary Skills
Bulging BicepsAwareness
FortitudeExplosives
GritRifle
Melee WeaponsSelf Sufficient
Regimental Skill

Class Attributes:

Free Starting SkillsBulging Biceps or Melee Weapons
Starting Skill Points3
Maximum Physical Armour TypeHeavy
  • Minimum Required Physrep: Big’uns must have horns, pointed ears and grey or green skin.
  • Tough Hide: Big’uns start with 5 points of Endurance rather than 3.
  • Unstoppable: Twice per day, Big’uns may enter a state of rage for 30 seconds. Whilst in this state they take armour and Endurance damage as normal, but are immune to the effects of being Exhausted and cannot become Wounded in this state. They must roleplay extreme aggression and anger towards friend and foe alike during this time, and will not back down from a fight. At the end of the rage, if they are on zero Endurance they will immediately take a Wound. This ability may not be used twice in the same encounter.
  • Unwavering: Once per encounter, a Big’un may use a ‘once per encounter’ call 1 additional time from the Grit skill, provided they already have access to that skill. If they do not have the Grit skill, they may still call “Resist Fear” once per encounter.
  • No Regimental Training: Mascen Big’uns do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Human Trooper

The majority of the Terran army are troopers. They are trained to be versatile and reliable, and are able to support each other effectively during combat.

Primary SkillsSecondary Skills
FortitudeAwareness
GritBulging Biceps
Melee WeaponsMedicae
RiflePistol
Regimental Skill

Class Atributes

Free Starting SkillsMelee Weapons or Rifle and Regimental Skill
Starting Skill Points2
Maximum Physical Armour TypeHeavy
  • Canny: Once per encounter, a Trooper may use a ‘once per encounter’ call 1 additional time from the Melee Weapons or Rifle skill, provided they already have access to that skill.
  • Dodged the Bullet!: A Trooper with Tier 2 or 3 Fortitude may take a Knockdown call to “Resist” a call from any weapon or grenade one extra time per day.
  • Jack Of All Trades: Once per day, a Trooper may perform 5 minutes of practice or training in a skill they do not have, in order to gain Tier 1 of that skill for one hour, or for the duration of a battle. The character must have the prerequisites for this skill (including any required supporting skills) and cannot use the learned skill for crafting or research, and cannot learn Focus, Thaumaturgy, Self-Sufficient, or Omega skills.
  • Tenacious: Troopers start with 4 points of Endurance rather than 3.
  • Regimental Training: New Troopers will start with Tier 1 of their regiment’s specialist skill, and this skill counts as a primary skill for the purposes of spending skill points.