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.

Class – Human Sniper

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.

Primary SkillsSecondary Skills
AwarenessFortitude
MarksmanGrit
RifleMelee Weapons
StealthSkill – Pistol
Regimental Skill

Class Attributes

Free Starting SkillsAwareness or Rifle and Regimental Skill
Starting Skill Points2
Maximum Physical Amour TypeMedium
  • Incapacitate the Target: Snipers with the Marksman skill can use the “Marksman Rend” 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 “Marksman Fatal” and “Marksman Rend” 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.

Class – Human Scout

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.

Primary SkillsSecondary Skills
AwarenessExplosives
BackstabFortitude
Self SufficientPistol
StealthRifle
Regimental Skill

Class Attributes:

Free Starting SkillsBackstab or Stealth and Regimental Skill
Starting Skill Points2
Maximum Physical Armour TypeMedium
  • 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 “Remove Stealth” call twice for each use of the Awareness call.
  • Scavenger’s Intuition: Once per day, a Scout may use their Awareness skill to perform an Engineering, Medicae or Thaumaturgy Analysis, using their rank of Awareness in place of the required Engineering, Medicae or Thaumaturgy skill. This does not require a Medispec, Multispec, or Focus.
  • 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.

Class – Human Medic

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.

Primary SkillsSecondary Skills
GritAwareness
MedicaeBulging Biceps
PistolFortitude
Self SufficientRifle
Regimental Skill

Class Attributes

Free Starting SkillsGrit or Medicae and Regimental Skill
Starting Skill Points2
Maximum Physical Armour TypeMedium
  • 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.

Regiments

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:


Delmont 205th

Durgan 109th Light Infantry

Kingskeep 98th

Marazion 23rd Heavy Infantry


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.

The Regimental Skills are as follows:

Delmont 205thBackstab

Durgan 109th Light InfantryMelee Weapons

Kingskeep 98thStealth

Marazion 23rd Heavy InfantryHeavy Weapons