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.

Class – Human Heavy Weapons Specialist

Heavy Weapon Specialists are the main offensive force in the Green Cloaks Task Force. Equipped with heavy armour, shields, and melee weapons or large guns, they are capable of taking and causing large amounts of damage.

Primary SkillsSecondary Skills
Bulging BicepsEngineering
FortitudeExplosives
Melee WeaponsGrit
Heavy WeaponsPistol
Regimental Skill


Class Attributes:

Free Starting SkillsHeavy Weapons or Melee Weapons and regimental Skill
Starting Skill Points2
Maximum Physical Armour TypeHeavy
  • Bulletproof: Heavy Weapons Specialists receive 2 extra armour hits for any physical armour they are wearing.
  • Canny: Once per encounter, a Heavy Weapons Specialist may use a ‘once per encounter’ call 1
    additional time from the Melee Weapons or Heavy Weapons skill, provided they already have
    access to that skill.
  • Proper Training: Heavy Weapons Specialists 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).
  • Regimental Training: New Heavy Weapons Specialists 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 Engineer

Engineers are trained to repair weapons and armour, as well as being experts in explosives. They can
research and build new technologies to allow the Green Cloaks to adapt to their surroundings and
the changing nature of missions.

Primary SkillsSecondary Skills
EngineeringAwareness
ExplosivesFortitude
PistolHeavy Weapons
Self SufficientRifle
Regimental Skill

Class Attributes:

Free Starting SkillsEngineering Or Explosives and Regimental Skill
Starting Skill Points2
Maximum Physical Armour TypeMedium
  • Engineering Research: Engineers may spend their Engineering Work Points (EWP) to research
    Engineering projects if they have the Engineering skill.
  • Multispec: New Engineers 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.
  • Demolitions Expert: Engineers with the Explosives skill may set a charge to attempt to destroy an object rather than to detonate over an area. They may place the frag grenade rip upon an object, and call “Blast 5″ rather than “Zone Blast 3″.
  • Engineering Teacher: Engineers 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 Engineer may be taught.
  • Team Leader: At higher tiers of Engineering, Engineers may lead groups of people with the Engineering skill in mending and repairing items.
  • Regimental Training: New Engineers 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 Adept

The Adept Program was a scientific experiment to allow humans to harness the power of the Omega. Adepts are humans enhanced by cybernetic implants to tap into the Omega plane by tearing holes in the fabric between it and our physical plane – the Alpha. Due to the extensive and unpredictable testing methods used by the Adept Program, their methods of creation are many and varied.

Primary SkillsSecondary Skills
Melee WeaponsFocus
Omega Attunement 1Grit
Omega Attunement 2Omega Attunement 3
PistolThaumaturgy
Regimental Skill

Class Attributes:

Free Starting SkillsOmega Attunement 1
Starting Skill Points3
Maximum Physical Armour TypeLight
  • Minimum Required Physrep: Adepts have a cybernetic implant on their face, which must be visibly physrepped.
  • Adept Conditioning: Adepts receive 15 Focus Points (FP) per day.
  • Adept Meditation: Once per day, an Adept may spend 5 minutes meditating on a problem of a Thaumatological nature to receive a hint on the subject from a referee.
  • Arcane Rites: Adepts can perform rituals, if they have access to a fully powered Omega sphere.
  • Attunement Selection: When an Adept purchases an Omega Attunement skill they must define which of the five Omega Attunement skills they have chosen in that slot.
  • No Regimental Training: Adepts do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.