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.
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 “ResistFocus <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 “ResistFear” 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.
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.
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 “ResistFocus <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.
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.
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.
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.
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.
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 “ResistFear” 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.
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.
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.
Snipers are experts with rifles and have training to take people down quickly at long range. They are skilled at hiding and at detecting others who are hidden.
Incapacitate the Target: Snipers with the Marksman skill can use the “MarksmanRend” call without expending a marksman round, once per encounter. This is in addition to the daily abilities of the Marksman skill.
Tools for the Job: Snipers are issued with 5 marksman rounds per event.
Trained to Kill: Snipers take 10 seconds less time to use the “MarksmanFatal” and “MarksmanRend” calls.
Regimental Training: New Snipers 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.
Scouts are experts in seeing and avoiding being seen. They are used by armies to locate people, traps, and items as well as being effective assassins to take out key targets.
Fox Step: Scouts 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.
Keen Eyes: Scouts take 10 seconds less time to use the Awareness skill, and may use the “RemoveStealth” call twice for each use of the Awareness call.
Ranger: Scouts 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.
Take Cover!: Scouts may take 1 other person into Stealth with them at their own tier of Stealth. When this is done, neither the Scout nor the person covered may move, otherwise stealth will be broken, regardless of the tier of Stealth used. You must use appropriate roleplay in attempting to cover the person you are hiding.
Regimental Training: New Scouts 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.
An army without a medic would not last very long. Medics are experts in keeping people alive as well as being able to research and craft a variety of medical technology and pharmaceuticals to enhance soldiers’ performance.
Death Watch: Medics can spend 5 seconds of appropriate roleplay to call “Death Watch”. This is used to diagnose a Wounded character, to which a character should respond with “healthy”, “exhausted“, “wounded“, or “dead”. Wounded characters should add the current time of their death count. They should not then continue to count out loud.
Medical Research: Medics may spend their Medical Work Points (MWP) to research Medical projects if they have the Medicae skill.
Medical Supplies: Medics are issued with an additional 2 dermograft patches per event.
Medispec: New Medics 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 Death Watch or Analyse abilities of the Medicae skill.
Medicae Teacher: Medics can teach the crafting of a Medical item that they know how to make to those with the Medicae skill. Only one character may be taught at a time, and only items that have been fully learned or researched by the Medic may be taught.
Team Leader: At higher tiers of Medicae, Medics may lead groups of people with the Medicae skill in Healing Wounds and Restoring Endurance.
Regimental Training: New Medics 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.
To begin creating your character, you will need to choose from one of the four regiments. This section contains detailed descriptions about them. Your choices are:
Regimental Skills Each regiment has a different skill that all their recruits have the opportunity to learn. This is called a Regimental Skill, and it represents the cultural background of each regiment. With the exception of adepts, humans receive their classes through regimental training, and will automatically receive training in their regiment’s specialist skill. Adepts and other races are also able to learn their regiment’s skill, but they do not start with the training by default.