Classes

1 Controller
1Engineer 2Death Knight 3Bard 4Psion
5Wizard 6Technopath 7Chronomancer
2 Support
1Alchemist 2Cultist 3Priest 4Shaman
5Physician 6Commander 7Manifester
3 Striker
1Sharpshooter 2Blademaster 3Warrior 4Rogue
5Agent 6Martial Artist 7Spellthief
4 Defender
1Guardian 2Cavalry 3Paladin 4Punisher
5Soldier 6Wildlander 7Adventurer

To choose a class randomly, roll a 1d4 then a 1d8. An 8 results in your choice or a reroll.
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Engineer

Tech focused Support
Secondary Role: Controller
Key skills: Hardware, Science, Intuition, Software, Driving

Specialist
Choose one of the following specialties and gain its listed effect. You may take this ability more than once, but you may only take one specialty per five character levels.
Cyber Engineer: Gain advantage to all software related rolls and gain the Neural Jack cybernetic perk or one upgrade to this perk at no cost. You may only take this specialty once.
Robotics Engineer: Gain a robot ally of your choice. This robot is treated as an ally and performs two actions of your choice autonomously per turn.
Mech Suit Engineer: Gain a mech suit of your choice. If this is your first time taking this specialty gain advantage to mech suit driving related rolls, and damage and repair rolls when targeting mech suits.
Fabrication Engineer: All item or structure crafting, modifying, or repair times are halved. Once per turn, a primary crafting action can become a secondary action for 2 stamina points. Gain an advantage to hardware related rolls when doing any of these actions. You may only take this specialty once.
Nano Engineer: Gain a minidrone swarm and nanite cybernetic perk of your choice. Your minidrones always regenerate to full numbers after an extended rest.
Genetic Engineer: Gain a free Abomination ally. This character’s level will always be equal to 1/4 of your science skill. It is considered an ally and will perform two actions of your choice per turn.
Combat Engineer: Double the damage or radius of any explosive that you create or modify for at least 10 minutes. You may only take this specialty once.
Structural Integrity
When dealing damage to any item, barrier, structure, or machine, add twice your hardware skill as bonus damage of the same type. If you expend a command action, you may provide this bonus to all allies against one target of your choice.
Mastery I
Destroyer
Gain damage advantage when Structural Integrity applies as well.
Tinker
(Item modification) Choose an item and one of the following options to augment this item. This bonus lasts until the end of your next extended rest.
Reinforce: (Armor and Shields only; 30 minutes) Increase physical DR by half your hardware skill.
Sharpen: (Melee weapons, Thrown weapons or Arrows/Bolts only; 10 minutes) Increase slashing and piercing damage done by this item by half your hardware skill. If this is used on arrows or bolts, you sharpen an amount in this time equal to half your hardware skill.
Harden: (Shields and Melee or Thrown Weapons only; 10 minutes) Increase crushing damage done by this item by half your hardware skill. Increase the HP of this item equal to twice your hardware skill.
Calibrate: (Ranged Weapons only; 20 minutes) Gain advantage to hit or recoil rolls.
Overcharge: (Battery items only; 20 minutes) Increase the amount of shots, strikes, uses, etc per battery charge by half your hardware skill or allow it to use Overcharge Shot level 1, with no charge time required, for the first attempted hits equal to 1/4 your hardware skill.
Mastery I
Blacksmith
Add an additional + 2d4 bonus to the effects of the Sharpen, Reinforce and Harden tinker actions.
Mastery II
Technician
Add an additional + 2d4 bonus to the number of strikes when using the Overcharge tinker action, or allow overcharged shots equal to 1/2 your hardware skill instead of 1/4. If using the Calibrate tinker action, add an additional temporary + 1d6 to hit rolls, or an additional + 1d4-1 hits when making recoil rolls with this weapon (your hits cannot exceed the weapons rate of fire).
Duct Tape & WD40
(Full Turn action: Repair, Touch) You immediately repair a broken or damaged item or cybernetic perk to full HP, functionality and DR. If you have the Fabrication Engineer specialty, this ability only requires a primary action. During an extended rest, you can target a cyborg or machine ally with this ability.
Mastery I
My Broken Friend
(Primary action: Duct Tape and WD-40, Repair, Touch) Choose a machine or cyborg ally. This ally regains HP equal to twice your hardware skill.
Mastery II
Barrier Repair
You may repair your, or an ally’s barrier ability to full HP and DR.
Forge Tempered
Gain fire and heat DR equal to half your hardware skill.
Mastery I
Tough as Iron
Gain physical DR equal to 1/3 your hardware skill.
Mastery II
Molten Core
Gain cold DR equal to half your hardware skill.
Dismantle
(Primary action: Touch) You can instantly destroy an enemy’s barrier ability or one item that you have currently equipped.
Mastery I
Disarm & Destroy
After performing a successful disarm, you may use Dismantle as a secondary action on that item.
Mastery II
Saboteur
Choose a machine target or an external cybernetic body party when using Dismantle. Force a hardware vs. hardware or health roll against this target. If they fail when targeting a cybernetic part that part cannot be used for 1d4 turns. If targeting a machine, they become staggered and take affliction damage equal to your hardware skill + 1d20. On a critical success, or a victims critical failure, the machine becomes stunned until the beginning of your next turn and takes an additional 1d20 affliction damage.
Tool Collector
You own one of all the mundane tools listed in Tools page. You cannot sell these tools.
Mastery I
Backup Copies
You gain an additional copy of each tool listed in the tools page.
Bodysmith
Cybernetic perk prices are reduced by 25%.
Mastery I
We Have The Technology
Cybernetic perk prices are reduced by an additional 10%
Tech-Link
You can remotely control any medium or high tech items you own within your 10x your software skill in meters. You can issue one simple order by using command action (for example: shoot, self-destruct, turn off, etc). You can only order one action per command, but can apply that same order to as many of, and whichever of, these items you choose that is capable of that order (GMs discretion).
Mastery I
Proximity Trap
All items you own can now be set to be proximity traps by expending a primary action. The range of the motion sensor is equal to half your software skill in meters or less. When a non-ally target of SM of your choice or larger comes into range, the item will active one of its primary functions. For example: a grenade will detonate, a gun will fire at the target, a lever flips, a wrench will turn itself a direction of your choice, etc. This item will only perform this action once unless programmed otherwise and only if able. For example, a gun proximity trap will only make one shooting action per turn at a target, but can be programmed to shoot each turn until it runs out of ammo.
Time Efficient
(Passive action: Time) You may use this ability once every other round. When using this ability you may use a primary action as a secondary action or a secondary action as a free action.
Mastery I
Well Oiled Machine
(Command action: Time) Select an ally. This ally may perform the Time Efficiency ability during their next turn.
Craftsman’s Bond
For the purposes of your party’s abilities, any turret or mech suit and one equipped weapon, that you created, can be treated as an ally. You must name these items to gain this effect.
Defensive Position
You have access to all of the following crafting actions:
Barrier Wall: (Barrier Structure Craft; 15 minutes; Cost: 1 stamina) You set up a reinforced wall that is equal to 1/3 your hardware skill meters long and high(or less). It has DR equal to 1.5x your hardware skill and HP equal to 5x your hardware skill. This wall has optional weapon ports to allow attacks to pass from one side and still grant full cover.
Foxhole: (Primary action: structure craft; Cost: 1 stamina) You dig a shallow trench that provides cover against ranged attacks. One foxhole has a radius equal to 1/4 of your hardware skill in meters. All ranged attacks have a double disadvantage to hit. You may choose to camouflage the foxhole as a secondary action, forcing a contest of intuition vs. perception on enemies to spot the foxhole. After each sneak attack action made from the foxhole, they gain an additional advantage to spot it.
Vehicle Barricade: (Primary action: barrier structure trap craft; Cost: 1 stamina) You create a barricade that stops or allows ground vehicles of your choice to pass through it with size modifiers equal to half your hardware skill or less. Any vehicle that collides with the barrier takes crushing damage equal to 10x the amount of meters they moved in that turn. This barricade is equal to 1/2 your hardware skill in meters long or less. If you wish to have it hidden, force an intuition vs. perception contest against those who would have a chance to spot it. Fast moving victims gain disadvantages to spotting it in time to stop equal their current speed divided by 10.
Mastery I
Advanced Structures
Sentry Tower: (Structure Craft; 1 hour, 2 stamina) You create a small lookout tower that is your hardware skill in meters tall or shorter. When at the top, it grants an advantage to visual perception rolls within line of sight for each 5 meters of height. DR and HP of the tower is equal to 1x and 10x your hardware skill respectively. The top has a small window filled room that can comfortably fit up to 1/2 of your hardware skill people inside and provide DR to those inside against weather related conditions and damage equal to your hardware skill.
Bunker: (Structure Craft; 8 hours, 4 stamina) You create fortified room. This room is one story tall with internal area equal to your hardware skill in square meters. Narrow gun ports allow ranged weapon fire and line of sight from within, but provide full cover to those within from the outside. The DR and HP of this bunker is equal to 3x and 50x your hardware skill respectively.
Forcefield Projector: (Structure Craft: barrier aura; 1 hour, 2 stamina) You create a projector that emits a transparent spherical forcefield barrier in a radius equal to your software skill in meters or smaller. This forcefield barrier has DR and HP equal to 1x and 5x your software skill respectively against any force made from outside of it and is treated as solid, but objects can be freely pass through when going from inside to outside. Multiple Forcefield Projectors barriers cannot be layered, but can be combined to create larger singular forcefields. If you have the Specialist Fabrication Engineer ability, you can build this structure once per encounter as a primary action. DR and HP of this barrier can be restored to full as a command or secondary action an amount of times equal to 1/3 your software skill.
Mastery II
Rapid Deployment
You can now build a Barrier Wall or Vehicle Barricade as a primary action or a Foxhole as a secondary action for 2 stamina points. If you have the Fabrication Engineer specialist ability reduce this to one stamina.
Demolitionist
(Crafting) After working a full day you may choose to not be paid but instead gain a selection of personally crafted explosive weapons worth your hardware skill x 300 credits or less.
Mastery I
IED
(Primary action: Explosive Craft, Optional Trap) You assemble a potent explosive that can be rigged to detonate in a variety of ways. This Improvised explosive device deals damage equal to 1d20 + 3x your hardware skill and can be thrown like a grenade (up to 5x your strength skill in meters or less) and explode on impact or be rigged as a trap. This trap can be designated as proximity trap to any non-ally within half your hardware skill in meters or less. Otherwise it must be rigged to a mechanism of your choice. For example, it could be rigged to a door handle, lever, car ignition, etc. If hidden and about to be detonated, force a contest of intuition vs. perception to see if the victim spots the IED or connection to the device. Other explosives can be rigged into this IED by expending one secondary action per explosive which combines the damage into one attack. You are limited to creating an amount of these equal to 1/4 of your hardware skill between each extended rest, and 1 during an extended rest.
Pit Trap
(Trap Craft; X stamina, X minutes) You create a deep hole pit that is cleverly hidden. This pit has a radius in meters equal to 1/5 your hardware skill per 15 minutes put into building the trap. Each 15 minute pit craft period costs 1 stamina point. When approaching the trap radius, force a perception contest: Hardware or Intuition vs. Perception. On a failure, the victim falls in and takes 1d10 crushing affliction damage. The victim cannot climb out of the pit until they pass a contest of agility vs. hardware, which requires a movement action to attempt. While within the pit, victims are at a disadvantage to dodge and hit rolls against those outside the pit.
Mastery I
Spike Trap
In additional to the crushing damage from the Pit Trap, a victim who falls in also takes piercing damage equal to 4x your hardware skill. If they take damage after DR, they take additional bleedout damage at the end of each of their turns equal to half your hardware skill and are at a disadvantage to escape the pit.
Mastery II
Cage Trap
(Barrier) After a victim falls into the Pit Trap, a cage door mechanism closes, sealing them inside. This cage door has DR equal to 1.5x your hardware skill and HP equal to 3x your hardware skill. You choose whether this cage door can be seen through or not. The victim cannot attempt to climb out of the pit until this door is opened, removed or destroyed.
Mastery III
Pit Master
Disadvantages to rolls inside of the pit become double disadvantages.
Cutting Edge Technology
You use your scientific expertise to invent better engineering technology and methods. Add a bonus equal to 1/3 your science skill to all abilities or rolls that use your software or hardware skills. This bonus applies to all aspects that use these skills (such as contest rolls, repair rolls, damage amounts, damage resistances, etc).

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Death Knight
Divine Focused Controller
Secondary Role: Defender
Key Skills: Willpower, Toughness, Stamina

Note: When playing a Death Knight, gain the undead species type if you do not have it already

Death Grip
(Primary action: Divine Poison Cold Affliction Restraint; Cost: 2 stamina) Choose a target within line of sight. This target takes divine poison and cold affliction damage equal to your willpower skill. Force this target to make a health vs. willpower contest. If the victim fails they are slowed for 1d4 turns.
Mastery I
Increased damage
Damage inflicted by your Death Grip becomes 1.5 times your willpower skill.
Mastery II
Seeping Death Grip
For an additional 2 stamina, you can cause this ability’s damage to recur as a passive action at the end of each of the victims turns until they pass a health vs. willpower contest (taken at the beginning of their turn).
Specter Stride
(Move action: Divine; Cost: 1 stamina) Until the end of this action, you become insubstantial. Move in any direction as if you had flight equal your speed skill in meters or less.
Mastery I
Specter Sprint
For an additional stamina point, you move equal to twice your speed skill when using Specter Stride.
Mastery II
Specterize
When within a radius of five times your health skill in meters, all allies can use Specter Stride and Specter Sprint.
Eternal Weapon
Designate a weapon that you own. You can now instantly conjure or dispel this Eternal Weapon as a free action. Your Eternal Weapon deals additional divine poison and cold affliction damage equal to 1/3 of your melee, strength, or accuracy skill (depending on which skill determines its damage). If it ever breaks it can be instantly repaired as a free action during your turn.
Mastery I
Eternal Arsenal
You may choose an additional Eternal Weapon or a suit of armor that can be conjured and dispelled in the same way. You may purchase this mastery more than once.
Deadly Endurance
Gain additional HP equal to your stamina skill.
Mastery I
Bound Beyond Death
Gain additional HP equal to half your willpower skill.
What’s Already Dead
You must have the undead species type to take this ability. When making death saving rolls roll two additional d20s. You now only automatically die when you are at three times your HP amount below zero.
Mutual Massacre
If an enemy targets you while you are below zero HP gain advantage to all rolls made against them for 1d4 turns.
Dominate
(Command action: Mind-control; 2 stamina) Choose a target who can hear or see you. Force this target to a willpower vs. willpower contest. If the victim fails roll 1d6 and hijack the listed action of the victim. The controlled victim cannot directly damage themselves with their own hijacked attack actions but can be commanded to indirectly damage themselves (for example: shooting an explosive, walking off a cliff, etc.). If a target is undead, gain double advantage when rolling to dominate them.
1:Reroll
2:Command Action
3:Move Action
4:Secondary Action
5:Next 1d4/2 (with disadvantage) Defensive Actions
6:Primary Action
Mastery I
Bow To My Will
When using Dominate if you win by a margin of 13 or more, roll 2d6 instead of 1d6 when hijacking actions. If you get the same result twice, reroll until you get a different result.
Quietus Ray
(Secondary action: Divine Poison Beam; Cost: 2 stamina) Choose a target within line of sight. On a hit, the target must roll health vs. willpower. On a failure, the victim takes divine poison damage equal to the margin of error and gains the nausea condition for 1d4/2 rounds. (round up)
Mastery I
Quietus Maximus
If you pay an additional stamina point when using this ability the target also becomes slowed if they fail their health vs. willpower contest.
Call of the Grave
(Command action: Aggro, Mind-control; Cost: 1 stamina) Choose a target within line of sight. You gain aggro against this target. If this target resists your aggro they take an additional 50% damage from all sources (after DR) until they target you.
Mastery I
Death Knell
You may now choose a number targets equal to half your willpower skill or less when using Call of the Grave.
Damnation
(Primary action: Divine Affliction Hex; Cost: 2 stamina) Choose a target within line of sight. This target takes an additional 25% bonus damage (before DR) and has disadvantage to all rolls for 1d4/2 (round up) rounds.
Mastery I
Devastating Desecration
This victim now takes 40% additional damage (before DR) from Damnation instead of 25%.
Mastery II
(Seemingly) Eternal Damnation
Damnation now lasts for 1d4 turns instead of 1d4/2 turns.
Shadow Shift
(Movement action: Teleport) You can now teleport to any unoccupied area within line of sight that is near night darkness or darker. You do not take an attack of opportunity when teleporting via Shadow Shift and may attempt a sneak roll when arriving in a new destination (when appropriate, GM’s discretion).
Mastery I
Shadow Stalker
You may use Shadow Shift once per turn as a passive action.
Graveyard Mist
(Secondary action: Healing Necromancy Air Aura) You create a thick mist that gives double disadvantage to visual perception and hit rolls made against targets in the mist. This mist spreads in a radius from you up to three times your health skill in meters. You are immune to the penalties from this mist. This mist also restores 1d6+ your character level HP to yourself and any undead allies within the mist at the beginning of each turn. This mist lasts for 2d4 turns or until dispelled (free action).
Mastery I
Murder Mists
Your allies can operate within the mist without penalty.
Mastery II
(After)Life Giver
Living allies also get HP restored when within the Graveyard Mist.
Bitter Wind
(Secondary action: Divine Cold Wind Spray; Cost: 1 stamina) Choose a target within line of sight. On a hit, this target takes divine cold damage equal to your willpower skill +1d4. Optionally, this ability’s damage can be added to any Wind or Air ability, spell, etc. as a free action, but the stamina cost must still be paid.
Mastery I
Chill of Death
Increase damage done by Bitter Wind to your willpower skill + 2d4 instead of 1d4.
Soul Siphon
(Passive action or Primary action: Divine Necromancy Touch) When you make direct contact against an enemy with your body or an Eternal Weapon, you can use this ability as a passive action. Steal 1d4 HP, stamina points, and morale from the victim. If using this ability as a primary action, add half your willpower skill to the amount of these points stolen. You may only use Soul Siphon once per round.
Mastery I
Death Drinker
If you use Soul Siphon as a primary action on a victim who has zero HP or less, they immediately die and you steal twice the normal amount of points from this victim.
Bring Out Your Dead
(Command Action: Divine Necromancy; Cost: 1 stamina) All dead bodies within a radius equal to your willpower skill in meters, become animated undead under your command (See zombies and skeletons). Your control lasts for 2d4 hours or until dispelled (free action). Once released from command, the targets resume death as normal.
Mastery I
Undead Army
Double the radius of Bring Out Your Dead and gain advantage on the duration roll of the ability.

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Bard

Magic & Charisma focused Controller
Secondary Role: Support
Key skills: Captivation, Spellcraft, Stamina, Culture, Bluff

Magic Musician
Gain two Sound Spells of your choice.
Mastery I
Relentless Riff
Enemies suffer a temporary roll penalty equal to 1/2 your spellcraft skill when forced to resist any sound related ability or sonic damage when they have been targeted by it before in this encounter.
Arcane Dancer
Gain two Dance Spells of your choice.
Mastery I
Flexible Dancer
Once per round, you may perform a dance spell as a secondary, primary, or movement action regardless of the type of action that spell normally takes.
Mastery II
Agile Dancer
When using dance spells, temporarily add 1/2 of your agility skill to your spellcraft and captivation skills.
Mastery III
Dance Moves
During a dance spell you can move a distance equal to 1/2 your speed skill in meters
Genre Specialty
Gain a Bardic Style of your choice.
Mastery I
Genre Fusion
You can now have two active bardic styles at the same time, treating them as one style.
Teller of Tales
Gain advantage to bluff skill rolls. Add a bonus to illusion and mind-control related rolls equal to 1/2 your bluff skill.
Mastery I
Don’t Bullshit a Bullshitter
Add a bonus equal to half your bluff skill to your own and your ally’s rolls when rolling to resist illusions and bluffs.
Mastery II
Juke
(Free action: Cost: 1 stamina; Once per roll) Add a bonus to your next dodge roll equal to 1/2 your bluff skill.
Arcane Instrument
You gain a magical shapeshifting musical instrument. This instrument can shapeshift, as a secondary action, into any musical instrument you wish that you are capable of carrying. It can also be placed into or conjured from a small pocket dimension as a secondary action. This instrument grants a temporary bonus to your sound spell related rolls equal to 1/2 your captivation skill.
Mastery I
Instrument of War
Your Arcane Instrument now deals 50% bonus damage and has a +1 critical hit range when used as an improvised melee weapon.
Mastery II
A Cappella
Your voice is your instrument. You gain the benefit of Arcane Instrument without having to have an instrument equipped. You cannot gain benefits from the Instrument of War mastery while using it in this manner.
Swagger
While under the effect of narcotic drugs, potions, or while drunk gain advantage to magic and charisma related rolls.
Mastery I
Euphoric Stupor
(Secondary action: Style) You must be under the effect of narcotic drugs and/or be drunk to use this style. While in this style you are immune to mind-control, hexes, and fear. All damage rolls against you are at a disadvantage.
Mastery II
Contact High
While under the effect of a narcotic drug, potion, or alcoholic drink you may choose to share its effect with a willing ally within your health skill in meters.
Battle Bard
You and your allies now deal 30% more damage when dealing sonic damage or damage from dance abilities.
Mastery I
Bass Boosted
You and your allies now gain damage advantage when rolling sonic damage or damage from dance abilities.
Tinnitus
When you cause an enemy to become temporarily deaf, they also temporarily lose all mindlinks and must pass a willpower vs. spellcraft contest against you to perform any intelligence, knowledge, or charisma abilities for the duration of the temporary deafness.
Mastery I
The Sound of Music
When forcing a contest roll to cause temporary deafness, gain a temporary advantage to that roll.
Showstopping Finisher
(Primary action: Spell (Cantrip) Buff; Cost: 3 mana) Choose an ally or yourself as the target for this ability. This target can choose one action between now and the end of your next turn as their “finisher”. They can temporarily increase a skill of their choice, a contest roll they’ll make, or their damage score during this finisher action by 60%. You cannot choose the same target twice during an encounter.
Mastery I
Best Supporting
Once per round, reduce the mana cost of Showstopping Finisher by 1 if targeting an ally.
Mastery II
What The People Came To See
Twice per encounter, you can use Showstopping Finisher as a secondary action.
Merchandising
At the end of each day you make money from merchandise equal to your trade+captivation skills x 50 credits. You can also “conjure” small low cost pieces of merchandise (for example: t-shirts, action figures, key chains, hats, etc), with GM discretion, to give away at your leisure. You do not have to work to receive this money or gain merchandise.
Rock All Night
All spells you cast cost 1 less mana.
Mastery I
Life of the Party
Your allies also gain the benefit of Rock All Night.
Undermine
(Free action: Command Counter; Once per command action) You can use this ability outside of your turn in response to an enemy making a command action. If the enemy targets you or an ally, that target gains a bonus equal to 1/2 your captivation skill to resist the command. If the enemy commands another enemy(or enemies) with their action, force a captivation vs. willpower against the enemy(s) receiving the command. If they fail this contest, the command action fails and is wasted.
Upstage
(Magic) If you’ve used a healing related ability this turn, reduce all enemy’s HP and Stamina recovery ability results by 50% until the beginning of your next turn.
Mastery I
Outshine
If you’ve used a buff related ability during your turn, reduce all skill and attribute buffs gained by enemies by 30% until the beginning of your next turn. This does not reduce buffs they’ve received before you’ve activated Outshine.
Roadie
You gain a Roadie ally. Your roadie has attribute scores equal to 1/3 captivation + 1/3 culture skill. Their species and class is determined by you or determined randomly (GMs discretion), but he/she must be a recommended player species and is limited to one class. When created, roadies do not gain any additional skill points as a player character normally would, except any given by their species. Your roadie has an amount of class abilities from your chosen class equal to 1/4 of your culture skill. You can purchase this ability again if your roadie dies, but you cannot have more than one roadie ally at a time.
Mastery I
Veteran Roadie
Your roadie now has attribute scores equal to 1/2 instead of 1/3 of your captivation and culture skills. Their amount of class abilities are now equal to 1/3 your culture skill instead of 1/4.
Master of Style
During an encounter, when an enemy or an ally uses a style you may expend a secondary action to mimic that style and gain its effects until the end of the encounter. These mimicked styles do not count towards the maximum amount of styles you can use simultaneously.
Mastery A
Swagger Jacking
You may permanently learn an amount of style abilities you’ve previously mimicked equal to 1/3 your character level. These styles do not require Multi-class Training or any other perks to obtain.
Mastery B
Role Model
Your allies also gain the benefit of Master of Style when within line of sight of you.

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Psion

Psionics focused Controller
Secondary Role: Support
Key skills: Psionics, Willpower

Willforce
Through sheer willpower, you can amplify psionic and survival abilities
(Free Action: Psionics)
You now have a “Willforce pool” that is equal to half your willpower skill. These points can be expended to add a temporary +1d4 bonus to your or an ally’s psionics skill during a psionics related roll of your choice. Your willforce pool can and will only be restored after an extended rest, after which it restores to full.
Mastery I:
Will to Survive
You may now use your willforce points to give a temporary +1d4 physical, elemental, and affliction DR or +1d4 bonus to a death or unconsciousness saving roll to a target of your choice.
Mastery II:
Will to Continue
Your willforce pool now becomes equal to your full willpower skill instead of 1/2.
Psi-Channeling
You concentrate to add an extra edge to your next psionics.
_(Secondary action: Focus, Psionics) Gain a temporary +2 bonus to a psionics hit, contest, or damage roll of your choice in this encounter. You may use this ability more than once per encounter on a single roll.
Mastery I:
Gain an additional temporary +1 bonus to psionics or damage rolls when using this ability.
Mental Overload
(Primary action: Psionics; Cost: 2 stamina) Force a contest with one target within line of sight, psionics vs willpower or psionics. If successful, this ability takes effect. The target is staggered until the beginning of your next turn and takes a disadvantage to all Int or Kno related rolls. Also Any damage or damage bonus determined by a Kno or Int skill becomes halved until the beginning of your next turn.
Mastery I
Brain Pain
The target also takes 1d4 psionic affliction damage from this ability, whether or not they become staggered.
Mastery II
Bonus Confusion
The target takes an additional -3 penalty to all Kno or Int related skill rolls, damages, or bonuses.
Mastery III
Stagger Stacking
For an additional stamina point, you may inflict the target with an additional staggering condition upon a successful use of this ability.
Mind Switch
Using psionics, you swap minds with a target. You take control of their body, and they control yours.
(Primary action: Psionics, Teleport; Requires a Mindlink Cost: 3 stamina)
Choose one willing or unresisting target that you have a mindlink with. You now control the target’s body and the mind that did inhabit it controls yours. All abilities, mental perks, Cha, Kno, and Int attributes and skills are carried over, but your Fit and Dex attributes and skills become the same as the target. If a body that is mindswitched is killed, flip a coin. On a heads, the mind stays in its new body permanently. On a tails, the minds are switched to their original bodies as death takes hold. As a free action during their turn, either switched mind may initiate a return to the original bodies.
Mastery I:
Double Minded
You may now put/transfer both minds into a single body with this ability. Jumping between the bodies is a secondary action. When two minds inhabit the same body, the body’s owner may move and act as normal, but cannot sever their mindlink with you unless they attempt to forcibly eject you via a psionics vs psionics or willpower contest. The bonus mind may attempt any ability they know using that bodies actions, but with a Dex disadvantage. You gain one free primary or secondary action per turn if it does not involve using the body, such as spellcraft or psionics. If the body both minds inhabits dies, both characters die.
Bestow Ability
(Secondary action: Ability; Requires a Mindlink; Cost: 1 stamina) You mentally transfer a single ability of your choice that you know to a Mindlinked ally. They temporarily gain this ability until the end of the encounter or for 1 hour. The target must be physically or mentally capable of performing this ability to use it.
Mastery I:
Extra Ability
You may bestow an additional ability per bestowing action.
Mastery II:
Psion in Training
The mindlinked ally may use a single bestowed psionic ability of your choice, even if they do not have the psionic adaptation perk. They are treated as having psionics skill equal to half of yours and double disadvantage to psionic contests and damage rolls.
Anti-Psionic Field
You create an invisible field which dampers or nullifies all psionic activity but your own.
_(Primary Action: Psionics; Cost: 2 stamina; Lasts entire encounter) All psionic abilities up to twice your psionics skill in meters are affected except your own. Psionic actions cost 1 additional stamina point to attempt. To activate a psionic ability, the caster must win a psionics contest against you. Activated abilities take a -3d4 psionics skill penalty. If two anti-psionic fields meet, the casters must make a psionics contest roll. The loser of the contest has their anti-psionic field immediately dispelled.
Mastery I
Dominate Your Domain
Gain advantage in psionics contests when in this field.
Mastery II
Extended Range
Double the range of your anti-psionic field.
Gravity Well
You create a small but powerful vortex of gravity that pulls everything towards it.
(Primary action: Psionics; Touch; Cost: 1 stamina) You touch a person, object or a spot of empty space. This point now has a gravitational pull with a pull radius equal to or less than three times your psionics skill in meters or less (You decide the radius if less). Upon activation, victims will fall towards the center at 60 meters per turn unless they are holding onto something. If resisting or moving away from the pull, treat all movement as Climbing. You can choose whether or not you are affected by a gravity well you create.
Mastery I:
Gravity Shot
You can now treat Gravity Well as a shot with line-of-sight range. It will activate on the first object or person it makes contact with.
Mastery II:
Extended Range
The maximum range of your Gravity Well is now equal to ten times your psionics skill in meters.
_Mastery III:
Personal Gravity Fields
You can independently choose if a gravity well you created effects you, your allies and your enemies.
Mindthief
You reach into the mind of a target and snatch the knowledge of their abilities to use for yourself.
(Secondary action: Psionics; Mind-Probe required; Cost: 2 stamina) Force a psionics vs Int or Psionics contest. Upon a victory, you may gain a mental ability (Technique, Style, Psionics, etc.) you are capable of using from this target until the end of the encounter.
Mastery I
Greedy Mindthief
You may steal an additional ability from your designated target per use.
Mastery II
Temporary Amnesia
The target of the mindthieving forgets how to use any stolen ability for 1d4 turns.
Mastery II
Finders Keepers
By spending a level token, you may permanently acquire one previously mindthieved ability.
Warp
You bend spacetime to teleport yourself a short distance away nearly instantly.
(Movement or Secondary action: Psionics, Teleport; Cost: 1 stamina)_ Teleport in any direction with a distance equal to or less than your psionics skill in meters. This selected destination does not have to be within line of sight, but must be unoccupied by solid objects. If you select a position that is occupied by a solid object, your warp fails and you return to the same position you started. You do not provoke attack of opportunity upon warping to your destination.
Mastery I:
Defensive Warping
(Defensive Action: Psionics; Upgrades the dodge action) Upon a successful dodge roll, you may use the warp ability once as an immediate free action. If you haven’t used your secondary action, you may warp an ally during their defensive action.
Mastery II:
Warp Swap
When using the warp ability, you may target something or someone within line of sight and switch places with this target. If swapping targets mid-attack, they may attempt an agility vs psionics contest to prevent their attack.
Sensory Manipulation
You manipulate the mind of a victim to alter their perceptions to whatever your conniving mind can muster.
_(Primary action: Psionics, Illusion; Mind-link required: Cost: 1 stamina per 2 sensory changes; lasts 1d4 minutes) Choose a single target within line-of-sight. You can change a sensory input they are receiving to something else, but cannot create something where nothing exists. For example, if there is the smell of perfume, you may change it into the smell of rotting carcasses. If there is a beautiful woman he would see, you may change their appearance to that of a naked barbarian. They can identify that it is an illusion by passing an intuition vs psionics contest. The intensity of the change will often match the intensity of the actual sense they are perceiving.
Mastery I:
So Real!
Gain a +3 bonus to hallucination contests
Mastery II:
Mass Sensory Manipulation
You may inflict this ability on all targets within a radius of targets equal to your psionics skill in meters.
Alienation
Your mind-control abilities corrupt the targets spoken language memories until they are unrecognizable.
|(Primary action: Psionics, Mind-control; Cost: 1 stamina) Choose one target within line-of-sight that you’ve made a Mindlink with. The target loses all verbal languages for 1d4 hours. This includes any ability to make commands and cast spells without sigilscript, scrolls or silent spellcasting.
Mastery I:
Illiteracy
The targets writings and drawings also become unrecognizable.
Mastery II:
Species Appearance Swap
(+ Illusion, +1 stamina cost) The target also takes the appearance of another species of your choice. Their abilities and stats remain unaltered.
Psychometry
_(Primary action: Psionics; Touch) After touching an object, you can tell where it has been and who has interacted with it within one month as if you had line-of-sight from this object.
Mastery I
You can analyze this object up to one year back and gain current line-of-sight from this object, as if you had mindlink with it, for 24 hours.
Mastery II
Analysis can be perform from the creation of a manmade object or up to 10,000 years for any object. You can also gain line-of-sight from the object for 24 hours as if you and the object had mindlink but with no distance restrictions.
Quarantine Field
_(Primary action: Psionic Barrier Hex; Cost: 2 stamina per round) Choose a single target within line-of-sight. This target’s aura abilities now have a temporary maximum radius equal to 1 meter (or their melee range if the aura is centered around themselves). This ability becomes an optional passive action to maintain at the beginning of each turn if used the previous turn.
Energy Pulse
_(Secondary action: Healing Hex Aura; Cost 1 stamina per turn) You create an aura around you with a radius equal to your psionics skill in meters. Inflict psionic affliction damage to all enemies and heal HP to all allies within equal to half your psionics skill.
Mastery A:
Power Pulse
Using Energy pulse also restores 1 stamina point to each ally and takes 1 stamina point from each enemy within its radius.
Mastery B:
Passive Pulse
Once per turn, Energy Pulse can now be performed as a passive action instead of a secondary action.
Barrier
(Primary action: Psionic Barrier; Cost: 1 stamina) You can create a psionic barrier that is invisible until hit. Target one person or object within line of sight to create this barrier around. A hollow orb of protective psionic energy forms around the target with a radius up to half your psionics skill in meters or less. If expanding, it will stop upon hitting occupied space. This barrier has damage resistance equal to 1.5x your psionics skill and HP equal to half your psionics skill. Attacks from outside hit the barrier, but allows attacks from inside to leave. The barrier remains until destroyed, dispelled or the encounter ends.
Mastery I:
Increased Durability
The HP of the barrier becomes equal to your psionic skill instead of half.
Mastery II:
Barrier Trap
(Primary action: Psionic Restraint Trap; Touch; Cost: 2 stamina) You use your normal barrier ability, but with a reverse nature. Damage from outside will enter freely, and attacks from within will hit the barrier. You may only decrease the size of the barrier to melee range of that target.
Mastery III:
Mass Barrier
When using Barrier or Barrier Trap, you can select multiple targets equal to 1/5 your psionics skill or less. You must still pay the full stamina cost for each target. You cannot select a target that already has an active barrier.

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Wizard

Magic focused Controller
Secondary Role: Striker
Key skills: Spellcraft, Stamina, Intuition
Mana Boost
You have a permanent bonus mana-pool equal to your spellcraft skill. This mana-pool functions as if you were drawing from stamina and can only be used for magic related abilities or spells.
Blood Magery
(Secondary Action: Magic; Focus)
You draw the blood of your foes to fuel your magic.
If you are in contact with a recently deceased body or an amount of external blood roughly equal to that of a body, you may immediately extract the blood to activate this ability. Restore your stamina by two points for each bodies worth of blood you have taken.
Conjurer
You gain two summoning spells of your choice.
Mana-flood Correction
(Optional Passive Action: Magic; Focus)
You use excessive mana to force an otherwise failed spell to work or to add extra damage.
Temporarily increase your spellcraft skill by the amount of extra stamina points you expend. This bonus only lasts for the duration of one spell.
Silent Spell-casting
You can cast spells silently or while silenced. This does not make the spell silent. For example, a crackling fireball will still make the sound of crackling fire but not the sound of you casting the spell.
Mastery I:
Silent Spells
Your spells are absolutely silent.
Hexer
You gain two hex spells of your choice.
Sigil Script­
Write Sigil Script: (Secondary action: Magic)
Your spell becomes a glowing runic inscription written on a surface.
Any spell you know can be transcribed as a runic text on any solid surface. This spell is treated as a trap and can be set with any trigger the caster chooses.
Spellcharge
(Primary action: Magic; Focus) For each consecutive turn this focus is taken, add a x2 multiplier to the damage of your next spell and gain advantage to casting this spell. (For example, when taking this action for two turns, it becomes x4, and for three turns, it becomes x8 and so on.) This is only counted if held until the end of your turn.
Illusionist
You gain two illusion spells of your choice.
Sorcerer Supreme
Gain advantage to all spell casting and magical damage rolls.
Quick-caster
You may attempt to cast a primary action spell as a secondary action once per turn at disadvantage.
Magic Might
You gain two destruction spells of your choice.
Mana Armor
(Optional Passive action: Magic; Aura; Cost: x stamina)
You create a shield of mana to block incoming damage.
You gain temporary damage resistance equal to 1/3 your spellcraft skill against all damage types (excluding divine, but including affliction) for every point of mana or stamina you spend on this ability.
Intuitive Spellcaster
You gain a bonus to all spell casting rolls equal to your intuition skill.
Necromancer
You gain two necromancy spells of your choice.

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Technopath

Technology/Psionics focused Controller
Secondary Role: Defender
Key skills: Software, Hardware, Psionics
Psiware Armor
(Secondary action: Psionic Barrier Aura Conjuration; Cost: 2 stamina) Select yourself or one target within line of sight. This target receives temporary bonus physical and elemental DR equal to half your hardware skill until the end of the encounter.
Mastery I
Copy Paste Armor
For an additional stamina point, you can apply psiware armor to two different targets instead of just one.
Psiware Turret
(Secondary action: Psionic Laser Trap Conjuration; Cost: 1 stamina) Select an unccopied space (15 cmx 15 cm) on a solid surface. You conjure a turret that holds in place to that surface. This turret is equipped with laser weaponry that deals heat beam damage equal to software skill + 1d6 and is an Anti-armor Weapon equal to half your software skill. A psiware turret has HP equal to your hardware skill and a Size modifier of -5 and requires a standard perception check of 20 to notice (not including size modifier bonuses). It attacks any non-ally target that moves into its range, which is half your software skill in meters with an accuracy skill of 22. This turret disappears after 2d4 hours or dispelled (secondary action). You can have a maximum amount of conjured turrets at one time equal to 1/3 of your software skill.
Mastery I
Spyware Turrets
Your turrets gain a bonus to avoid detection equal to half your software skill. You also gain line of sight through any active turrets you place.
Mastery II
Terrifying Turrets
Your turrets now deal damage equal to twice your software + 2d6 instead of your
Mastery III
Twinbeam Focus
If two Psiware Turrets are going to target the same victim, you can choose to have them combine their damages and anti-armor weapon score into one hit instead of two.
Mastery IV
Harder Better Faster Stronger
Psiware Turrets now have HP equal to twice your hardware skill instead of 1×.
Hack
(Primary action: Psionic Software Hex; Cost: 1 stamina) Choose an item or cybernetic upgrade within line of sight that is medium or high tech. Force a software vs software contest. If the victim fails, all mechanical or software functions of this item are under your control. Functions can enabled or disabled remotely once per round as free action, and additionally as a command action during your turn. You are treated as having a mindlink with this piece of technology. This hex lasts for 2d4 turns/minutes or until dispelled (free action). An unwilling target can attempt to break control as an optional passive action once per turn, making a software vs software or psionics contest.
Mastery I
High Tech Low Life
Gain advantage to using the Hack ability.
Mastery II
Rapid Hack
Hack is now a secondary action instead of a primary action.
Reflector Shield
(Secondary action: Psionic Aura; Cost: 2 stamina) Choose yourself or a target within line of sight. This target takes no damage against the first attack action made against it that is a shot, beam or spray damage type. This attack action becomes reflected back at the attacker, forcing a software vs defense action to determine if it hits.
Mastery I
Reliable Reflector
You have advantage and victims have disadvantage when rolling to hit a reflected attack from Reflector Shield.
Mastery II
Accelerator Reflector
Attacks redirected by Reflector Shield deal an additional 25% damage (before DR).
Mastery III
Aimed Reflector
When redirecting an attack action with Reflector Shield, you can choose a target, aside from yourself, to redirect the attack towards.
Stasis
_(Primary action: Psionic Software Hex Restraint; Cost: 2 stamina per round) Choose a target within line of sight. This target immediately stops where they are, regardless of gravity, and cannot make a movement action or dodge until stasis ends. The target can make movements otherwise but cannot leave this position. This stasis lasts until the beginning of your next turn, but can be continued as a secondary action if the stamina cost is paid immediately. The target may attempt to use a secondary action to break from stasis, forcing a strength or psionics vs your software roll. It costs 1 stamina to attempt to escape stasis.
Mastery I
Stasis Trap
You now have the option of laying a stasis field trap instead. To lay it as a trap, choose an area with a radius equal to 1/3 your software skill in meters. Anything new that moves into this area triggers stasis on anything within the selected radius. If you have line of sight of the selected area, you can instead trigger the stasis trap as a command action whenever you choose.
Mastery II
Restricting Stasis
Victims have a disadvantage when attempting hit rolls while in stasis.
Mastery III
Slowing Stasis
The victim caught in stasis must make a strength vs software contest. If the victim fails, they become slowed while they are contained in stasis.
Portal
(Secondary action: Psionic Teleport Gate Conjuration; Cost: 1 stamina) Select an area unoccupied by solid objects and a direction for the portal to face. A circular two dimensional teleportation gate opens in this area that is up 1/4 of your software skill in meters wide or smaller. When portal is used again by the same person, a line-of-sight link is made between these two portals and anything that passes enters through one portal, exits the other. Portals require 1 stamina per hour.
Mastery I
Rapid Placement
If you use portal as a primary action, you can place two portals during this action instead of one.
Mastery II
One-Way Portal
You can select one of your portals to disallow any entrance through, but allow exit from the other portal. Line of sight through this disallowed portal remains as long as these portals are connected.
Scan
(Secondary action: Psionic Aim; Cost: 1 stamina) Choose a target or area within line of sight, with a radius equal to half your software skill in meters. If choosing a single target, temporarily gain two of the following senses when perceiving this target until your next extended rest, if choosing an area, gain one:
Heat Vision, Dark Vision, Electroreception, Hyperspectral Vision, Psionic Vision, X-Ray Vision, Echolocation, or Tremor Sense
Mastery I
Redundant Scan
When using scan on a target or area, gain an additional listed temporary sense when perceiving that target.
Dimensional Tool Chest
(Command action: Psionic Conjuration) You have access to a personal pocket dimension, where you can store items. You may store, trade or conjure an item from this “dimensional toolbox”. The weight limit of an item you can store or conjure from your dimension toolbox is equal to half your maxiumum carry limit. You can carry a total maximum weight in your dimensional toolbox equal to 20x your psionics skill in kg. When conjuring or trading an item from the toolbox, it becomes equipped if able. Otherwise, the conjuration fails.
Mastery I
Deep Chest
The maximum carry limit of your dimensional toolbox is now 50x your psionics skill in kg instead of 20×.
Mastery II
Mindlinked Toolfetcher
Once per turn, as an optional passive action, you can trade, conjure or store an item to or from the dimensional tool chest.
Psiware Prowess
Add a bonus equal to 1/3 of your psionics skill to all abilities or rolls that use your software or hardware skills. This bonus applies to all aspects that use these skills (such as contest rolls, repair rolls, damage amounts, damage resistances, etc).
Mastery I
Super Psiware
The bonus from psiware prowess is now 1/2 your psionics skill instead of 1/3.
Mastery II
Overclocked Psiware
Add an additional + 1d4 bonus when using any ability or roll that uses software, hardware or psionics.
Psiware Drone
(Secondary action: Psionic Conjuration; Cost: 1 stamina) You conjure a simple flying drone capable of holding a single tool, weapon, psiware turret or item. Its fitness based skills, carry weight (in kg) and HP are equal to your hardware skill. Its dexterity based skills are equal to your software skill and defense scores equal to half your software skill. Its size is -4, and becomes a -3 if a psiware turret or two handed weapon is attached.
By expending a command action, you can give one simple command to the drone (such as: Stay Hidden, Follow them, Attack this enemy, scout this area, deliver this message here, repair this item). This drone lasts for 2d4 hours or until dispelled (secondary action). If repairing an item autonimously, it functions at your 3/4 of your hardware skill.
You can have a maximum amount of conjured turrets at one time equal to 1/3 of your software skill.
Mastery I
Assistant Drone
Conjuring this drone type costs an additional stamina point and cannot also be combined with the turret drone or guardian drone masteries on the same drone. When performing software or hardware rolls on an item or cybernetic upgrade, this drone can, and will always use, the team-up action to assist you.
Mastery II
Turret Drone
Conjuring this drone type costs an additional stamina point and cannot also be combined with the guardian drone or assistant drone masteries on the same drone. This mastery requires the psiware turret ability. You can conjure a psiware drone with an equipped psiware turret as a primary action.
Mastery III
Guardian Drone
Conjuring this drone type costs an additional stamina point and cannot also be combined with the turret drone or assistant drone masteries on the same drone. This drone projects a shield barrier on you that provides temporary HP equal to twice your software skill. This HP is always destroyed first and once it reaches zero, the shield barrier is destroyed. The drone requires its full turn to recharge and project a new shield barrier and cannot be ordered to do anything else while doing so. If the drone is destroyed, so is the shield barrier.
Psiware Generator
_(Primary action: Psionics) You and all allies within a radius equal to your hardware skill in meters regenerate stamina points at the beginning or end of their turns (their choice) equal to 1/4 of your psionics skill or a single ally or yourself instantly regenerates stamina points equal to 1/2 your psionics skill.
Electrolaser Beam
(Primary action: Electric Heat Beam; Cost: 2 stamina) Choose a target within 3x your software skill in meters. On a hit, deal electric heat damage equal to 2x your software skill +1d6.
Mastery I
Turbocharged Electrolaser
When using electrolaser beam, you can expend an additional stamina point to deal additional damage equal to your software skill.
Metalmorphosis
(Secondary action: Psionic Shapeshift; Cost: 2 stamina) Choose yourself or a target within line of sight. The targets body becomes coated in a thin layer of metal that provides additional physical DR equal to half your hardware skill. You are treated as being a magnetic metal.
Firewall
(Secondary action: Psionic Barrier Trap; Cost: 2 stamina) Choose a target within line of sight. This target cannot regenerate HP from any of its ally’s non-mundane abilities for 1d4 (advantage) turns. A psionic victim can attempt to break the firewall with a psionics v psionics contest.
Mastery I
Great Wall of Fire
By expending an additional stamina when using firewall, the victims cannot be targeted by any allies non-mundane abilities for the duration of the firewall.
Electromagnetic Field
(Optional Passive Action: Psionic EMP Aura) You create a strong electromagnetic field around you in radius equal to your psionics skill in meters or less. All rolls involving a enemies cybernetic enhancements or intricate medium tech or high tech items are at a double disadvantage. If an enemy is a machine, they receive an disadvantage to all rolls.
Mastery I
Magnetic Repulsion
Gain damage resistance equal to half your psionics skill against all attacks made with magnetic metals. (Standard bullets are made from lead, which is not magnetic). Enemies wearing armor made of a magnetic material must expend 1 stamina when entering your electromagnetic field. If a majority of their body composition is magnetic metal, they must expend 3 stamina and pass a strength vs psionics contest against you. If they fail, they cannot enter the field.
Mastery II
Magnetic Pull
(Primary action: Psionic Disarm; Cost: 1 stamina) When a magnetic target is within the range of your electromagnetic field , you can pull it towards you. If it is not held down and under your psionics skill in kg, it goes directly to you. If the target is held, you attempt to pull, or disarm a target of, this item with strength equal to your psionics skill. On a success, pull the target towards any direction within your field, equal to half your psionics skill in meters.

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Chronomancer

Time Magic Controller
Secondary Role: Support
Key skills: Spellcraft, Stamina, Speed
Do-Over
(Free action: Spell (Cantrip) Time; Cost: 3 mana) After you or another target makes a roll during their turn, you may activate this ability to turn back time and force that roll to be done again. The target uses this new roll result.
Mastery I
Second Chance
The target who is rerolling from do-over is at an advantage or disadvantage (your choice).
Spacetime Shift
(Movement action: Spell (Cantrip); Time Teleport; Cost: 1 mana) Teleport yourself or an ally to an unoccupied location within your line of sight
Mastery A
Wormhole
_(Primary action: Spell (Cantrip) Teleport Gate; Cost: 3 mana) You tear open a portal that is up to 1/2 your spellcraft skill meters wide and tall or smaller. The other side of this portal can be immediately opened to anywhere you’ve been within in the last 3 days (GM discretion).
Decelerate
_(Secondary action: Spell (Cantrip); Time Hex; Cost: 2 mana) Choose a target within line of sight. That target now gains the slowed condition for 1d4+1 rounds. The targets speed skill is also temporarily reduced by 1/2 your spellcraft skill during this time.
Mastery I
Fast Slow
Once per round, when using decelerate on a single target it can be cast as a passive action.
Mastery II
Mass Deceleration
For an additional 3 mana, when casting decelerate, instead of choosing one target, you can choose an amount of targets equal to 1/3 your spellcraft skill or less.
Accelerate
_(Secondary action: Spell (Cantrip) Time Hex; Cost: 2 mana) Select yourself or a target within line of sight. This target now gains the haste condition and a temporary speed skill bonus equal to 1/2 your spellcraft skill for 1d4+1 turns. You cannot effect a target again that has already has the haste condition from this ability.
Mastery I
Supreme Speed
For an additional 3 mana, when using accelerate on a single target, that target gains two levels of haste instead of one and a speed bonus equal to your full spellcraft skill instead of 1/2. You cannot effect a target again that has already has haste from this ability.
Mastery II
Mass Acceleration
For an additional 3 mana, when casting accelerate, instead of choosing one target, you can choose an amount of targets equal to 1/3 your spellcraft skill or less.
Loop
_(Secondary action: Spell (Cantrip) Time Hex; Cost: 4 mana; Once-per-round) Choose a target and an action they performed between now and the end of your last turn. That target immediately repeats that same action at no cost or extra actions to them, with any of the same rolls it made previously, and at any of the same targets it did before.
Mastery I
Twin Loop
You can now use the loop ability twice per round, if able.
Mastery II
Instant Replay
Once per round, you can use the loop ability at any time by expending an attack of opportunity.
Age
_(Primary action: Time Debuff; Cost: 3 mana) Select a target within line of sight to rapidly age for 1d6 (with advantage) turns. If that target is living, it takes a penalty to their fit and dex scores equal to 1/3 your spellcraft skill. If the target is an item, halve its breaking point. If the target is undead creature vulnerable to decay deal damage equal to 3x your spellcraft skill. This includes zombies, skeletons and other creatures the GM deems appropriate, but not revenants which are protected from aging magic.
Renew
_(Secondary action: Spell (Cantrip)Time Heal Repair; Cost: 2 mana) Select a target within line of sight to turn back time on. If that target is living, undo any aging damage or effects done to it, and undo any damage to their HP equal to your spellcraft skill + 2d6 or remove a condition of your choice. If the target is an item, repair it if it is broken, and reload, refuel, or recharge it if needed.
Mastery I
Autoload Hex
When you target an item that uses ammo with the renew spell, this item will now automatically and instantly renew its ammo supply when it uses all its ammo. It will do this an amount of times equal to 1/3 your spellcraft skill.
Mastery II
Renewal Aura
_(Primary action: Time Heal Repair Aura; Cost: 4 mana) You cast the renew spell on all targets of your choice within a radius equal to 1/2 your spellcraft in meters.
Mastery III
Indirect Healer
When undoing damage to a target of your renew spell, they now regain HP equal to twice your spellcraft +2d6.
Future Sight
_(Primary action: Spell (Cantrip); Time Vision; Cost: 4 mana) Select yourself or a target within line of sight. This target gains an advantage to all hit, damage and defense rolls for 1d4 rounds.
Mastery I
Gain an advantage on the duration roll of future sight.
Spacetime Lock
_(Primary action: Spell (Cantrip); Time Restraint Trap Hex; Cost: 5 mana; Once per target per day) Choose a target within line of sight and force them to a spellcraft vs willpower, strength, or spellcraft contest against you. On a success, you lock down the space and time around this targets and halt all movement and their turn to 1d4 (with advantage) turns after. While spacetime locked, they are immune to all movement, effects, and damage until unlocked. If you spacetime lock an unresisting target (including an item or projectile), you may hold the target for 50% longer than you rolled.
Mastery I
Time Key
Gain a 50% bonus to resist the spacetime lock spell.
Mastery II
Shot Clock Stopper
By expending an attack of opportunity you may cast spacetime lock at an incoming shot, beam or spray attack action targeting you or an ally. When using it this way, you lock all projectiles from this action.
Velocity Boost
_(Secondary action or attack-of-opportunity: Spell (Cantrip) Time Buff Hex; Cost: 2 mana) When you or a target of your choice makes a move or attack action, you can target that action with this ability. Temporarily increase the targets speed skill (Or movement speed if an item) by 50% during this action and grant a damage advantage. If the target is an enemy during a movement action, you can choose to send this enemy 50% farther in the direction of their travel than they intended.
Mastery I
Supersonic Shooter
If you target a ranged weapon with velocity boost, increase its rate or fire score by 50% (round up).
Velocity Reduction
(Attack-of-opportunity or secondary action: Spell (Cantrip) Time Hex; Cost: 2 mana) When you or a target of your choice makes a move or attack action, you can target that action with this ability. Temporarily decrease the targets speed skill (Or movement speed if an item) by 50% and grant a damage and hit disadvantage during this action.
Mastery I
All Time Low
If the target of velocity reduction also has the slow condition, they gain an additional damage disadvantage while velocity reduction is in effect.
Reaction Limit
_(Secondary action: Spell (Cantrip); Time Hex; Cost: 2 mana) Choose a target within line of sight. This enemy has a disadvantage to all defense rolls until the beginning of your next turn.
Mastery I
Reaction Break
For an additional 2 mana, this target also has a 25% reduction to their defense scores while under the effect of reaction limit.
Chronal Speedster
(Optional Passive action: Spell (Cantrip); Cost: 2 mana; Once-per-round) Gain additional move action at no cost and temporarily increase your speed skill during this move action by 50%.
Mastery I
Speedrunner
For an additional mana point, temporarily increase your speed skill during this move action by 75% instead of 50%.
Time Dilation Bubble
_(Primary action; Once-per-day; Out-of-combat) You create a transparent time dilation bubble with a radius equal to your spellcraft skill in meters or less. While within the radius of the time dilation bubble, anyone is treated as having 50% more time than what passes normally outside of the bubble. This bubble last for hours equal to 1/2 your spellcraft skill.
Mastery I
Time Out
(Free action: Spell (Cantrip);Cost: 1 mana; Once per round) You or a target of your choice can take a short rest as a free action.
Chronal Stability
Whenever you are targeted with a time spell or ability, you may attempt to resist it, by forcing a contest of your spellcraft (with advantage) vs the relevant skill to the ability being used against you. If you succeed, the ability fails and you are unaffected.
Mastery I
No Time For That
Your entire party has the benefit of chronal stability.

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Alchemist

Science & Magic focused Support
Secondary Role: Controller
Key Skills: Science & Spellcraft
Class built for specialization of chemistry, transmutation and potionmaking. With a wide array of concoctions ranging from healing, stat boosts, powerful poisons and potions, enemy hindrance, explosives, etc.

Biochemist: Gain advantage when attempting to create a mutagen. Double the duration of any created mutagen.

Chemical Resistance: Take half damage from poison and acid. Gain advantage when resisting drugs.

Fluid Mechanics: Double the radius and gain hit and damage advantage when using spray attacks.

Fuel Scientist: Make any fuel last 1d4 times as long as it normally would and can instantly add the fuel/incendiary trait to any potion you craft.

Instant Alchemy: (Spellcraft required) You may make a potion as a primary action in combat without disadvantage.

Magic of Science: Add a bonus equal to your spellcraft skill when attempting science rolls pertaining to chemistry.

Magiccharged Acid: Add your spellcraft skill to any acid damage you inflict.

Magnum Opus: Gain advantage on science rolls when it applies to chemistry.

Master Exploder: (Secondary action: Science) You can make any synthetic chemical mixture or compound, that wasn’t originally, highly explosive or highly flammable.

Mixologist: You gain two potioncraft spells of your choice.

Pharmacist: When crafting drugs, double the potency of any measurable effects.

Science of Magic: Once per action, you may add a damage or casting roll bonus equal to your science skill when using trasmutation and potioncraft spells.

Stoichiometrist: Add a bonus equal to your science skill to any explosive damage you deal.

Toxicologist: When making a poison, add bonus damage equal your science score to the damage.

Transmutologist: You gain two transmutation spells of your choice.

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Cultist

Miracle & Hex Focused Support
Secondary Role: Striker
Key Skills: Intuition, Persuasion, Willpower

Dark Channeling
(Command action: Miracle; 1 stamina; Once-per-roll) You open yourself to unknown divine powers to aid you or an ally. Temporarily add half your intuition skill as a bonus to a skill of your choice on your or their next roll that uses that skill.
Mastery I
Blessings of the Unknown
Gain a bonus from Dark Channeling equal to your full intuition skill instead of half.
Incarnative Mutation
(Primary action: Divine Shapeshift Miracle; Cost: 2 stamina) You briefly warp yourself or a targets body by spiritual contact with powerful divine forces. If you have the devotion ability, you may choose any deity you are devoted to instead of rolling for this ability. If not, or you choose not to, you can open yourself to to channel any deity and must roll to randomly pick a deity. Refer to the Religions page to randomly determine your deity and mutation. You or the selected target have this mutation until your next extended rest and cannot take another incarnative mutation until this one is ended. Your body returns to normal at the end of this rest.
Mastery I
My Body Is Ready
When using Incarnative Mutation , you may now have two mutations at one time instead of just one.
Mastery II
Aborting Miracles
You can choose to end your or a willing allies incarnative mutation with a secondary action.
Mastery III
Rapid Ritual
You can now perform incarnative mutation as a secondary action.
Possessed
You are considered possessed and immune to all forms of mind-control, even divine. As a secondary action, you can cause a target to become possessed, bestowing immunity to mind-control (even divine) to an ally of your choice within line of sight. This immunity lasts until the beginning of your next turn. If you or this ally’s possession is removed, this immunity ends until possession occurs again.
Blessing of Karneth
(Secondary action: Miracle; Cost: 1 stamina) Select a yourself or an ally and Roll 1d10. Activate the effect listed on the chart below:
1-3 You take divine affliction damage equal to your character level x2d4. The target gains effects of a 4-7 roll, see below.
4-7 This target deals additional divine affliction damage for each successfully hit attack action equal to your intuition skill until the beginning of your next turn. (This additional divine damage is not increased by a 8-10 roll.)
8-10 This target deals 30% bonus damage (before DR) of the same type after successfully hitting a target, plus the effects of a 4-7 roll (see above).
Void of God
(Secondary action: Miracle; Cost: 2 stamina) You channel the deity Ures, to strip power from a divine foe. Select a target within line of sight. This target has double disadvantage on all miracle rolls and the divine trait is removed from any attack or ability they use until the end of their next extended rest.
Cult Following
You gain a number of Cult Followers equal to 1/4 of your culture, persuasion or captivation skill (rounded down). These disciples will perform any task you command them to perform. If a cult follower is killed, a new level 1 follower will take their place in 1d4/2 days. These followers will level up after other level you gain. A killed follower does not transfer their levels to their replacements.
Mastery I
Now Hiring
Gain 1 additional Cult Follower.
Radical Regeneration
(Optional Passive Action: Miracle; Cost: 1 stamina)_ You regain HP at the beginning or end of your turn equal to your intuition skill. Alternatively, you can use this action to remove the bleedout, irradiated, drunk, frostbite, burned, poisoned, nausea, broken bone, or blindness condition, or reattach a severed limb instead of recovering HP.
Mastery I
Do Unto Others
You can now target others when using radical regeneration instead of yourself.
Infernal Fallout
(Primary action: Malevolent Radiation Aura Miracle; Cost: 2 stamina) Deal divine radiation damage to all enemies equal to your 2d4 + your intuition skill in a radius equal to your willpower skill until the beginning of your next turn. (This is still initially resisted by your health skill). You can continue this aura at the beginning of your turn as an optional passive action, but must continue paying the stamina cost.
Mastery I
Radical Radioactivity
Gain damage advantage when using this ability. Enemies being damaged by Infernal Fallout only initially resist the radiation damage by half their health skill instead of full.
Dangerous Odds
(Command action: Miracle; Cost: 3 stamina)_ You draw power from a powerful and dangerous divine presence to bargain power for yourself or an ally. Choose your or an ally, and roll 2d4, with one die determined beforehand to represent success and another for failure. Your critical failure range is increased by the result of the failure die, and the targets critical success range is increased by the result of the success die. This critical range extension lasts until the end of the encounter. You cannot stack this ability on the same target.
Mastery I
Pohedron’s Advantage
Gain advantage when rolling for dangerous odds
Death Pact
(Primary action: Miracle; Cost: 2 stamina) Choose a target within line of sight. This target takes divine affliction damage of the same type equal to the amount of any damage you take until the end of the encounter. You also take divine affliction damage of the same type and amount of any damage that this target takes.
Mastery I
Life Pact
You may instead use Life Pact, which accounts for damage healed instead of damage taken, but otherwise functions the same.
Mastery II
Unconditional Devotion
Any conditions gained or ended by yourself or the target afflicted by Death Pact or Life Pact is gained or ended in the other.
Brainwash
(Command action: Mind-control Hex; Cost: 1 stamina)_ Choose a target within line of sight. This targets Intelligence attribute, and all related skills, are temporarily reduced by 1/3 your persuasion skill until the end of the encounter. After a target has been victim to the brainwash ability at least once, you may use this ability to instead force a persuasion (with disadvantage) vs willpower contest. On a success, you may control one of this targets actions during their turn. If the victim critically fails or you critically succeed, you control an additional action.
Mastery I
Indoctrination Master
You no longer have a disadvantage when attempting to hijack an action with brainwash.
Mastery II
Mind Breaker
When targeting a victim with brainwash to reduce their intelligence, reduce it by an additional 1d4 points.
Poisonous Words
(Command action: Sonic Poison Hex) All enemies who hear this command become pisoned and are forced to make a persuasion vs health contest for 1d4 turns. If the victim fails this roll, they take the margin of failure as poison damage.
Debilitate
(Primary action: Hex Miracle; Cost: 2 stamina) Choose a target within line of sight. This targets Fitness attribute, and all related skills are temporarily reduced 1/3 of your persuasion skill until the end of the encounter (If current HP and/or stamina are above the new allowed maximum, lower it to the maximum, but otherwise it remains unaffected). This target also takes 30% bonus damage from all sources (before DR) until the beginning of your next turn. This effect cannot be stacked on the same target.
Mastery I
Debilitate now causes the victim to take 40% bonus damage instead of 30%.
Conflagrate
(Primary action: Fire Miracle; Cost: 1 stamina) Choose a target within line of sight. This target spontaneously ignites and catches fire, taking fire damage equal to your intuition skill + 2d8 immedtiately and at the end of each of their turns until they spend a primary action, or are doused with water to extinguish the fire.
Mastery I
Gain damage advantage when using conflagrate.
Fanatical
Three times per encounter, you can add your half your willpower skill as temporary DR against one action, a strength bonus, or as a bonus when forced to make a contest roll. You cannot use more than one at the same time.

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Priest

Divine focused Support
Secondary Role: Controller
Key skills: Culture, Persuasion, Willpower
Class built for the few who possess the faith and knowledge to summon the awesome power of their deities and the miracles they provide. Though their religious practice requires great time, study, and devotion, their range of abilities are some of the most versatile and powerful.

Devotion
You devote yourself to the worship of a Deity of your choice. If this is your first time taking devotion, you gain a free blessing from your first chosen deity. When taking this ability again, you may either choose to devote yourself to an additional deity, or gain a blessing from one of your current deities.
Mastery I
The Lords Bidding
Gain advantage to attempting to perform miracles gained from your deity’s blessing.
Mastery II
Pantheonic Priest
Each time you devote yourself to a new deity, you gain a free blessing from that new deity.
Miracle Worker
Gain a miracle of your choice.
Mastery I
Master of Miracles
When attempting to cast a miracle, temporarily raise your critical success rate by +1.
Mastery II
Plentiful Prayers
When you roll a critically successful miracle, you may attempt another primary action miracle as a secondary action on this turn or the next.
Divine Favor
Gain a bonus to all miracle casting, damage and healing rolls and scores equal to 1/2 your persuasion skill.
Mastery I
Messiah
Gain advantage to persuasion rolls.
Mastery II
Saved by Grace
Once per day, you may add a temporary divine bonus to a defensive roll or damage resistance score equal to your persuasion skill.
Holier Than Thou
Gain damage resistance against divine damage equal to half your culture skill.
Mastery I
Holy of Holies
Gain damage resistance against divine damage equal to your full culture skill.
Hand of God
You may now use miracles, spells and abilities that have the “touch” requirement to targets with line of sight instead.
Mastery I
Across the Heavens
_(Primary action: Miracle, Focus; Once per day) You focus on a particular target in your mind and prayers. You may select this target for your next miracle or spell you cast, regardless of the abilities normal range or line of sight requirement. You must have spent at least 5 minutes with or touched your intended target once to select them for this ability.
Witchhunter
Deal 50% bonus damage to all magical enemies. This includes targets with the magery perk. You can detect and identify spells using your culture skill instead of spellcraft.
Mastery I
Higher Powers
Gain damage resistance against magically inflicted damage equal to your toughness skill.
Mastery II
“Deliver Us”
(Command action: Prayer; Focus) You may attempt to end an active spell of your choice, using your culture (at a disadvantage) vs the casters spellcraft skill. On a victory, the spell is broken. If failed, you may attempt to try again the next turn, with an advantage.
Demonologist
Gain advantage on culture, damage, persuasion and intimidation rolls against demons, gods, demigods. This includes targets with the demonpact perk.
Mastery I
Demonhunter
Deal 40% bonus damage to all demons, demigods and gods.
Mastery II
Sanctified Demonpact
Each time you purchase a demon perk, gain two permanent skill points.
Savior’s Aura
(Passive action: Divine Aura) When within half your culture skill in meters of a target, you may grant a bonus to all allies defense rolls equal to 1/5 your culture skill and a 40% bonus to all healing rolls.
Mastery I
Healing Presence
(Healing) Savior’s Aura now also restores 1d20 HP to all allies within range.
Holy Crit
Raise your critical success rate by +1.
Mastery I
Count Your Blessings
When rolling for a critically successful damaging or healing miracle, double the result.
Mastery II
“If It Be Thy Will”
(Command action: Prayer) Once per turn, select an ally within line of sight. This ally temporarily receives the benefit of Holy Crit.
Number of the Beast
(Passive action: Demon Spirit Ally Team-Up) An unseen and powerful demonic force seeks to devour your fallen enemies and will sometimes assist you to return the favor. At the beginning of each of your turns, roll 3d6. Any sixes rolled become saved to into your “number of the beast pool”. You can choose to expend 3 saved sixes to add a temporary +18 to a roll of your choice or a -18 penalty to an enemy’s roll of your choice. Your number of the beast pool becomes reset during at the end of an extended rest.
God’s Will
Add a temporary bonus to all hex and mind-control contest rolls equal to 1/2 your willpower skill.
Mastery I
Forced Conversion
When a victim resists your hex or mind control abilities, they take divine affliction damage equal to your intimidation skill.
Sacred Symbol
When within up to your culture skill in meters of a religious symbol or relic belonging to your deity or religion, you may gain an advantage or a reroll of any of your rolls once per round.
Mastery I
Power of Relics
Double the range your divine symbol ability. Gain damage or healing advantage when touching a relic.
Break Curse
_(Secondary action: Touch Healing Miracle) You may attempt to end any hex abilities on any chosen targets you make physical contact with after using this ability. To do this, force a contest of your culture vs the roll made to place the hex. If you succeed, the hex ends. If no roll was made to place the hex, you automatically end the hex.
Mastery I
Banish Inner Demons
Break Curse, and its masteries, also apply to any mind-control conditions on chosen targets with the same method.
Mastery II
Concentrated Break
You may instead use break curse as a primary action. If you choose to do so, temporary double your culture skill when attempting to remove the condition. A target healed from their condition also gains double advantage to resist this condition if it is ever attempted to be placed upon them again for 3 days.
Mastery III
Curse Guard Prayer
(Command action: Prayer Miracle) You and your allies receive an advantage to resist hexes until the end of your next extended rest.
Prayer
(Command action: Prayer Miracle; Focus) Select yourself or another target within line of sight. This target gains an advantage or disadvantage to your choice of all damage, healing, hit, casting or defense rolls until the beginning of your next turn.
Mastery I
Persuasive Prayer
Instead of granting an advantage with prayer, you may instead choose to add a temporary bonus equal to half your persuasion skill.
Mastery II
Prayer Group
You may now use a prayer on a number of targets equal to half your persuasion skill. You cannot choose the same target more than once.
Mastery III
Silent Prayer
You can now perform “prayer” abilities, even if you have the silenced condition.
False Prophet
Gain advantage to bluff rolls.
Mastery I
Tithe Collection
You collect money from the gullible religious masses on a daily basis. Once per day, you may expend one hours time and gain currency equal to your bluff skill x 100 credits per day.

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Shaman

Spirit focused Support
Secondary Role: Controller
Key skills: Spellcraft, Psionics, Intuition, Willpower

Master of Spirits
You gain the enter trance action, listed below. You gain two spirit spells of your choice.
Enter Trance
_(Secondary action: Psionics; Trance, Style) You enter a trance. You may exit the trance whenever you wish. While in a trance, you have a Mindlink with all other tranced targets within one kilometer. Any of your skill bonuses, conditions, or known class abilities may be bestowed to any ally who is also in a trance. If you receive damage or pain, make a damage or pain vs willpower contest. If failed, your trance is broken and all trance bonuses and bestowments are ended.
Mastery I
Induce Trance
_(Secondary action: Psionics; Trance) While tranced, you may use this ability. Select one target within line-of-sight. They are now entered into a trance and have Mindlink with you.
Entheogenics
Temporarily Double your spellcraft skill for casting rolls while under the effects of a psychedelic drug while in a trance.
Your Brain on Drugs
Gain spirit spell damage advantage while under the effects of a psychedelic drug.
Metaphysical Mastery
Gain the magery and psionic adaptation perks.
Spirit Animal
Choose a spirit animal when you first activate this ability. Create a skill bonus, with up to 6 allocatable skill points, related to this animal. You gain these points as a temporary bonus while in a trance. Temporarily double your animal handling skill when interacting with your chosen animal.
Mastery I
Animist
Gain an additional 3 temporary skill points related to your spirit animal during your trance.
Mastery II
Animal Control
If encountered, you may command your chosen spirit animal up to three times per day. They must follow your commands to the best of their ability.
Sixth Sense
You gain advantage to intuition rolls. When adding your intuition skill as a bonus to rolls, add an extra 1d6 points.
Cosmic Draw
_(Secondary action: Psionics; Trance) Gain advantage to casting or damage rolls next spell.
Mastery I
Cosmic Energy
While using cosmic draw , you and all tranced allies regain 1d4 stamina points.
Precognitive Vision
(Secondary action: Psionics; Trance; Cost: 1 stamina) Temporarily add half your intuition skill to your next defense roll.
Mastery I
Destined To Live
By expending 1 additional stamina when using precognitive vision, choose one of the following effects:
you may add your full intuition as a bonus instead of half to your next defensive roll
or
keep your defense bonus from precognitive vision until the beginning of your next turn.
Nirvana
(Psionics, Trance) While in a trance, you are immune to fear, morale loss, intimidation and pain. Your trance only ends when you choose so or during an extended rest, unconsciousness or death.
Mastery I
Armor of Apathy
Reduce all damages inflicted on you by 1d6.
Mastery II
Gain advantage to armor of apathy rolls.
Scry
_(Secondary action: Psionics; Trance) Gain advantage to hit or on your next attack.
Witchdoctor
Permanently gain 1 hex spell and 1 potioncraft spell of your choice. Gain 1 skill point in spellcraft.
Mastery I
Good Medicine
While tranced, gain a 1d4 bonus to potioncrafting and healing rolls.
Mastery II
Bad Medicine
While tranced, gain a 1d4 bonus to hex casting rolls and spell damage.
Spirit Speaker
(Psionics) You can now see and communicate with otherwise invisible and incommunicable spirits. Anyone living being who has died within 3 days will have a lingering spirit nearby the spot of their death.
Spiritwalk
(Secondary action: Psionics; Trance; Cost: 1 stamina) Your spirit may leave your body and become a disembodied spirit. While disembodied, your body remains inactive and unresponsive until you re-enter it.
Mastery I
Restless Spirit
Even if unconscious, you may use this ability.
Mastery II
Poltergeist
(Secondary action: Psionics; Trance; Disembodied Spirit; Cost: 2 stamina) You may interact with a non-spirit target as if you were in your solid during your next primary action. Your strength skill while using poltergeist is equal to your psionics skill.
Dreamwalk
_(Secondary action: Psionics; Trance; touch) You can communicate with, read or probe the mind of any unconscious or dreaming target.

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Physician

Healing focused Support
Secondary Role: Striker
Key skills: Science, Accuracy, Trade, Bluff

Class built for reliable and effective drug and science based healing and medical support. They excel at using their charisma to control situations, but when that breaks down, they are effective at using skilled precision to inflict damage.

Surgical Strike
_(Secondary action: Aim) In addition to the normal benefits of aiming, add a temporary bonus to the damage roll equal to your science skill (Once per attack action).
Mastery I
Above All, Do Harm
When using surgical strike, you also gain damage advantage on your aimed attack.
Blood Drive
Gain advantage when resisting bleedout. Enemies take double bleedout damage when inflicted by you. If you deal piercing, crushing or slashing damage to a victim, inflict 1d6 bleedout damage per turn on them as well until the condition can be healed. (The rolled result is also doubled by this ability).
Mastery I
So Much Blood
You have advantage when rolling for bleedout damage inflicted on an enemy.
Prescription
At the beginning of each day, begin the game with “prescription currency” equal to your science skill x 100 credits. This currency can only be used to purchase medical related items (GMs discretion) and drugs.
Mastery I
Doctor Money
Prescription currency is now equal to 200 x your science skill instead of 100.
Mastery II
Doctor’s Discount
All medical supplies and drugs you purchase are at half their normal price.
Proper Dosage
Enemies have an disadvantage when making against any condition related rolls you make against them or inflict on them. You have an advantage on all healing rolls.
Mastery I
Kevorkian
Enemies have an additional disadvantage when rolling against conditions you inflict on them.
Mastery II
Medicine Man
Gain a bonus to all healing rolls equal to half your science skill.
Treatment
_(Primary action: Heal, Touch) You may use this ability on yourself or an adjacent biological target. Restore HP up to 2x your science skill and remove any of the following conditions:
Nausea, unconsciousness, burned, poisoned, frostbite, hypothermia, irradiated, enraged, bleedout, blindness, fear, broken bones, stunned.
Mastery I
Regenerative Treatment
Any target that receives treatment, also can regenerate HP equal to half your science skill as a passive action once-per-turn until the end of the encounter.
Genetic Experimentation
After using the autopsy ability, you may target one genemod or species trait (GMs discretion). You may grant this targeted genemod or trait to yourself or an ally by performing surgery for 1d6 hours. If this targeted trait is a genemod, it can also be purchased at half price.
Mastery I
Mad Scientist
You have advantage on rolling for genetic experimentation surgery time.
Resuscitate
_(Primary action: Heal, touch) If an ally has died with their body intact, you may attempt to bring them back to life within minutes/turns equal to half your science skill. To do this, make a science contest vs their damage below zero HP. If you succeed, they are revived at their current HP and are stabilized enough to not take mandatory death saving rolls until more damage is taken.
Mastery I
Back From the Brink
Gain a bonus to resuscitate rolls equal to your science skill.
Mastery II
Lifesaver
Gain advantage to resuscitate rolls.
Good For What Ails You
Learn two Potioncraft Spells. These potions do not require the magery perk to create and are considered normal drugs instead.
Mastery I
FDA Approved
Gain advantage to making potions and drugs.
Mastery II
We Need to Cook
You may create potions and drugs at twice your normal rate.
Autopsy
Select a dead biological species, you may perform an autopsy action. This action takes 1 hour to complete. Gain a bonus equal to half your science skill to damage rolls against any biological species you’ve previously autopsied. You can only autopsy a dead target once and cannot gain multiple autopsy bonuses against the same species.
Mastery I
Abra Cadaver
Gain a damage advantage against a previously autopsied species.
Make Whole
_(Primary action: Heal, Touch) You may reattach, repair or recreate any severed or destroyed body parts. You may also immediately stop bleedout, or reattach any removed and intact cybernetics when using this ability. You may also restore any lost traits, knowledge, or abilities removed by an enemy.
Mastery I
Full Remedy
(Requires: Treatment ability) When performing make whole, you may also remove up to two conditions listed in your treatment ability.
Neurologist
You, and all allies you can freely communicate, with gain willpower advantage and advantage to resist and use mind-control. Add mind-control as condition that can be removed by your treatment ability.
Mastery I
“Snap Out of It!”
(Command action) You or an ally of your choice has a chance to reroll a failed mind-control resistance roll, with a temporary bonus equal to your science skill.
Mastery II
Improved Concentration
When using “Snap Out of It!”, gain advantage to the targets reroll.
Bedside Manner
You may grant up to three Cha skill roll advantages per session.
Mastery I
That MD Charm
You gain an additional advantage for Bedside Manner.
Cure Pathogen
Gain double advantage to identifying and curing disease, nausea, and sickness.
Mastery I
Plaguebuster
Upon a successful diagnosis, you may instantly cure the disease or sickness, unless stated otherwise in its description. Otherwise, gain advantage to cure attempts.
Fortify Patient
_(Primary action: Touch, Drugs) Give a temporary health bonus to a single target equal to your science score until the end of the encounter.
Mastery I
Better than Ever
a fortified patient now receives an additional + 2d4 bonus to all health skill related rolls.
Placebo
_(Secondary action: Touch, Bluff, Mind-control) Your touched target, now has a temporary bonus to a skill of your choice equal to half your bluff skill until the end of the encounter.
Mastery I
White Coat Lies
If you perform placebo as a primary action, the temporary bonus is equal to your full bluff skill instead of half.

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Commander

Command focused Support
Secondary Role: Defender
Key skills: Intuition, Persuasion, Intimidation
This class is focused on supporting allies with charismatic commands and reading and manipulating the enemy through effective strategies.

“Hit the Weak Point!”
(Free action: command) Select a target within line-of-sight. Reduce its damage resistance by your intuition skill.
Negotiator
Gain advantage to all persuasion rolls.
Mastery I
Recruiter
You gain charisma advantage when dealing with hired individuals or when attempting to recruit or set a with contract someone.
Mastery II
Ruthless Negotiator
Add half your intimidation skill to all persuasion rolls.
Critical Command
(Command action) Choose up to two allied targets, yourself included. These targets Critical Range becomes temporarily increased by 1 for the duration of the encounter. A target cannot receive the benefits of multiple critical commands.
Mastery I
Critical Mass
Critical Command can now apply to yourself and all allies instead of just two targets.
Mastery II
Critical Bonus
After an ally receives a Critical Command, critical hits now deal an extra 50% bonus damage of the same type.
“Try Again!”
(Command action; Stamina cost: 1) After issuing this command, you can choose to activate it once at any point during the encounter after a roll is made. After a target makes a roll, you may grant an advantage to that roll. You can store multiple uses of this ability and also apply them to the same roll if you choose.
Mastery I
“Apply Yourself, Damn It!”
(Additional Stamina cost: +1) When using “Try Again!”, add half your persuasion skill as a bonus to that roll.
“Bring it Down!”
(Command action) The entire party gains advantage to hit and damage rolls when using the team up action.
Mastery I
“Work Together!”
When attacking the same target, you and all allies temporarily can use the team up action as a passive action.
“Dig Deep!”
(Command action) You and all allies regain 1d6 stamina and HP equal to your persuasion skill.
Mastery I
Rest and Recover
You and all allies have advantage when rolling for “Dig Deep!” or when taking a Short Rest_.
“Double Time!”
(Command Action) The entire party can use the sprint action without penalty to their primary action and at no stamina cost.
Mastery I
“Pick Up The Pace!”
When using the “Double Time!” command, you may select one ally and give them haste until the beginning of your next turn.
Mastery II
“Faster! Faster!”
All allies who receive the “Double Time!” command from you, receive haste until the beginning of your next turn.
Tactical Insight:
You have advantage to perception and intuition related rolls.
Study Opponent
_(Primary action: Focus) Choose a single target. You gain a bonus to your attack, damage and defense rolls equal to half your intuition score (round down) when rolling against this target until the end of the encounter. This ability may be used up to three times per target.
Imposing Enemy
Your intimidation causes enemies to lose focus when targeting you. Enemies take a penalty equal to 1/3 your intimidation skill when rolling any contest that specifically targets you.
Strategic Defense
(Command action) Choose one allied target. This target gains a temporary bonus, equal to half your intuition skill, to their defensive actions until the beginning of your next turn.
Mastery I
“Keep Your Guard Up!”
Instead of choosing one ally for strategic defense, you can choose the entire party. The entire party gains a bonus equal to 1/3 of your intuition skill instead of 1/2.
Cooperative Training
When spending a level token, you and your allies gain an additional skill point to allocate as you wish. When you are creating a character with this ability you only gain skill points equal to one quarter of your starting level rounded down.
Multi-command
You can now perform an additional command action per turn. You may take this ability more than once.
Mastery I:
Command and Conquer
You may exchange any of your primary or secondary actions for command actions.
Inspire
(Command Action) The entire party gains a temporary bonus, equal to 1/3 your captivation skill, to a skill of your choice until the end of the encounter. Using Inspire again removes the last bonus from inspire. All allies gain 1d4 Morale.
Coercion
_(Secondary action: Command) You can give or remove Aggro on up to two allies or enemies of your choice.

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Manifester

Psionic Support
Secondary Role: Defender
Key Skills: Psionics, Science, Stamina, Intuition
Lend a Hand
(Primary action: Psionic Shapeshift; Cost: 3 stamina) You manifest your psionic energy to create a temporary extra arm for a target of your choice for 1d6 (with advantage) combat turns/minutes out combat. This arm is controlled by the target and is treated as having an additional dominant hand. The strength of this arm is equal to your psionics skill. You cannot manifest more than two extra arms for the same target.
Mastery I
Double Duty
For an additional stamina point, you can choose to create two psionic arms for the chosen target instead of one when using lend a hand.
Mastery II
Strong Arms
For an additional stamina point, the strength of psionic arms created from lend a hand have strength equal to 1.5x your psionics skill instead of 1×. Any weight held by these arms does not count towards their carry limit.
Stamina Surge
(Secondary action: Psionic Stamina Regernation; Cost: 1 stamina) Select yourself or another target within line of sight. This target becomes surrounded by your energy, which then implodes, surging a large amount of ambient energy into them, but leaves the target unharmed. The target regains 2d4 stamina points.
Mastery I
Swelling Surge
After receiving a stamina surge, that ally can temporarily hold a bonus amount of stamina points beyond their maximum amount, equal to 1/3 of your psionics skill for the rest of the encounter. An ally cannot receive the benefit of swelling surge more than once during an encounter.
Mastery II
Double Draw
You can choose to use stamina surge as a primary action, allowing you to target two different allies with the stamina surge ability instead of just one.
Mastery III
Efficient Energy
Gain an advantage to the stamina regeneration roll when using stamina surge.
Psionic Surgery
(Primary action: Psionic Heal; Cost: 1 stamina) Choose yourself or another target within line of sight. Your energy manifests inside the body the target and heals HP equal to your psionics skill + science skill.
Mastery I
Pseudoscientific Surgeon
Heal an additional +50% HP when using psionic surgery. You also deal 50% more damage with this ability if you have the surgical attack mastery.
Mastery II
Speed Surgeon
You can now use psionic surgery as a secondary action.
Mastery III
Surgical Scramble
You can now use psionic surgery on a victim of your choice to deal psionic affliction damage equal to the amount you would heal instead of healing.
Mastery IV
Surgical Extraction
Psionic Surgery now removes a condition of your choice from the healed target.
Psi Sharpen
(Secondary action: Psionic Buff Hex; Cost: 2 stamina) Select yourself or another target within line of sight and a specific piercing or slashing weapon or their hands. Your energy manifests around a weapon, making it even sharper than before, or around a targets hands, turning them into claws (or sharpening them if already claws). That targets weapon or unarmed attacks deal additional damage equal to 1/2 your psionics skill + 1/2 their melee skill.
Maniforcement
(Primary action: Psionic HP Buff Hex; Cost: 3 stamina) Select yourself or another target within line of sight. Your energy courses through that targets body and raises their resilience to damage. That target’s maximum HP is temporarily raised by an amount equal to 1/2 psionics skill+ 1/2 science skill until the end of the encounter. A target cannot be affected by maniforcement more than once during an encounter.
Mastery I
Scientifically Strengthened
For an additional stamina point, when using maniforcement temporarily raise the targets strength skill by an amount equal to your 1/2 your science skill.
Mastery II
Scientifically Toughened: For an additional stamina point, when using maniforcement raise the targets maximum HP by an additional amount equal to your science skill.
Manifest Shield
(Secondary action or Attack of Opportunity: Psionic Block; Cost: 3 stamina) Select yourself or an ally that is targeted by an attack action within line of sight. You manifest your energy to attempt to protect the ally by blocking the attack. Your temporary block skill during this action is equal to your psionics skill. On a successful block, this manifested energy can block a maximum amount of damage equal to 6x your psionics skill.
Mastery I
Prepped Shield
Once per round, you can use manifest shield as a free action.
Mastery II
Efficient Shield_
Reduce the stamina cost of manifest shield by 1.
Phasespike Shielding
(Primary action: Psionic Armor Aura; Cost: 3 stamina) Select a target within of sight. You manifest your psionic energy to form an outer layer of spiked armor plating for 1d4 turns (with advantage). This armor plating provides physical DR equal to 1/3 psionics + 1/3 science skill and always layers over any other armor. Any target who attempts to melee attacks on you, or receives melee attacks by you, takes piercing affliction damage equal to 1/2 your psionics skill on each strike.
Mastery I
Elemental Shielding
Phasespike Shielding now also provides elemental DR equal to that amount instead of just physical.
Mastery II
Phasespike Bunker
(Psionic Barrier) Instead of just choosing one target, you can now create a sphere of phasespike energy with a radius equal to 1/3 your psionics skill in meters. This phasespike sphere is semitransparent and can be freely travelled through by allies and their items. Any enemy’s attacks made from outside towards the inside automatically meet with the phasespike shieldings DR. If an enemy attempts to enter the phasespike sphere, they take damage from your spikes.
Mastery III
Phasespike Armorer
Reduce the stamina cost of phasespike shielding by 1. Once per round, you can use this ability as a secondary action.
Manifest Phantom
(Primary action: Psionic Ally Conjuration; Cost: 2 stamina) You manifest a humanoid with a shadow-like appearance from your psionic energy that remains for the duration of the encounter. This phantom can interact with physical targets and can perform one movement action and one secondary action of your choice each round and defense actions as normal. It can perform any mundane or psionic action that you can, and uses your stamina points when expending them for an ability. All of It’s skills and HP are all equal to 1/2 your psionics skill.
Mastery I
Phantom Helper
A manifested phantom can also perform the team-up action (listed in the core rulebook) once per turn with any ally you choose.
Mastery II
Phantom Ooze
Your manifested phantoms have an ooze-like body that is immune to piercing, slashing, explosion and crushing damage.
Mastery III
Phantom Sentinel
You can choose to create a sentinel phantom instead of a regular phantom. This sentinel phantom cannot move or perform combat actions, but has a perception skill equal to your psionic skill and will automatically alert you via mindlink to anything it sees. If it perceives an enemy, or something that could be threat, it will automatically awaken you from sleep. This sentinel can last for an amount of days equal to your psionics skill.
Mastery IV
Phantom Mitosis
When a phantom is destroyed, it becomes two “split” phantoms at full HP, with the same stats and abilities, after the end of that action. If a split phantom is destroyed, it remains destroyed as normal. An unsplit phantom can split itself with a secondary action.
Manifest Weapon
(Secondary action: Psionic Item Conjuration; Cost: 2 stamina) You quickly manifest a basic weapon out of your psionic energy for 1d4 (with advantage) turns in combat/minutes out of combat. This weapon cannot have a base cost more than 500 times your psionics + intuition skills.
Mastery I
Psionic Armory
You can now manifest weapons equal to 500x your psionics + intuition + science skills.
Manifest Organ
(Primary action: Psionic Genemod Shapeshift Hex; Cost: 2 stamina) Choose two of the following options to learn. As a primary action, you can manifest an organ you’ve learned into a target of your choice to allow them to use the listed ability. The manifested organ then dissipates after 2d4 rounds in combat/ minutes out of combat.
Fire Breath_: (Secondary action: Heat Breath Spray, Fire; Cost: 1 stamina) Choose a target within half your health skill in meters. This target, and all targets you want within a 1 meter radius of it, take fire damage equal to your health skill.
Gills: The duration for gills is doubled from the 2d4 result. While active, you can breathe underwater.
Filter Lungs: While active, you are immune to airborne hazards such as toxic gases, heavy dust, tear gas, etc.
Venom Glands: (Passive action: Poison; Once per attack action) Whenever you deal piercing or slashing damage to a target with direct bodily contact (or if the venom is otherwise applied to a target), force a health vs health contest against the victim for 1d6 turns. If you win, deal the margin of victory as poison affliction damage against the enemy.
Heat Pits: While active, gain heat vision.
Laser Eyes_: (Secondary action: Heat Beam Gaze; Cost: 3 stamina) Choose a target within line of sight and within your health skill in meters. On a hit, deal heat damage to this victim equal to 1.5x your health skill.
Musk Gland: (Secondary action: Spray) If hit, the victim must make a health vs health contest roll at a disadvantage. If the victim fails, they gain nausea for 1d6 turns. No rolls are required to identify or track this target by scent until thoroughly cleansed.
Vomeronasal Organ: While active, you gain the scent sense.
Mastery I
Organ Market
Choose an additional organ option to learn.
Mastery II
Organ Donor
Once per round, you can manifest an organ as a secondary action instead of a primary.
Purge
(Secondary action: Psionic Heal; Cost: 2 stamina) Choose an ally within line of sight. You may attempt to remove a condition, hex, mind-control, or effect of a debuff ability of your choice from that ally. Do this by forcing a contest of your science + 1/2 psionics vs the relevant skill of whatever that placed this targeted affliction (GM’s discretion). On a victory, the affliction is removed.
Mastery I
Purge Pulse
For an additional 2 stamina points, you can use the purge ability on all targets of your choice within a radius equal to 1/2 your psionics skill in meters.
Mastery II
Omnipurge
When using purge on a target, it targets any number of afflictions listed instead of just one.
Manifest Illusion
(Secondary action: Psionic Visual Illusion; Cost: 1 stamina) You create an simple visual illusion that becomes physically realistic, but otherwise not very useful. This manifested illusion will be appear real to any sense except touch. It can look, sound, and smell exactly as you wish, and move in any predetermined manner (typically in a 1 or less minute loop), but cannot damage, apply conditions, restrict or otherwise interfere with targets. It must occupy a sphere of space with a maximum radius equal to 1/2 of your psionics skill in meters. It’s weight is negligible; just enough to stay in place and has 1 HP.
Manifest Mount
(Secondary action: Psionic Mount Conjuration; Cost: 3 stamina) You manifest a non-flying mount, with an appearance of your choice, next to yourself or an ally of your choice. You or they can mount it as free action when conjured. This mount has an acceleration speed equal to your psionics skill and a top speed equal to 3x your psionics skill. This mount can hold a maximum of two passengers.
Mastery I
Fast as You’d Imagine
Increase the acceleration speed of your manifested mount by 1/2 your intuition skill. Increase the max speed by 2x your intuition skill.
Mastery II
Carpool
For an additional two stamina points, you can manifest a number of mounts equal to 1/3 your psionics skill. These mounts have only 50% of the normal acceleration speed, and 75% of the max speed of a normal manifest mount.
Manifest Crafting
(Psionic Crafting Conjuration) When performing build rolls outside of combat, add your psionics skill to the initial roll.
Manifest Camp
(Psionic Conjuration: 1 hour) Once per day, During an extended rest, you can manifest a fully equipped campsite for yourself and your allies. This campsite will have a firepit, latrine, shower, and enough tents, beds, and toiletries for an amount of people equalling 1/2 your psionics skill. This campsite does not come with food, drinking water, fuel, or lighting, however.
Mastery I
Home Sweet Home
(2 hours; Duration: 12 hours) Instead of a campsite, you can manifest a house. It has one central living area, a kitchen, and an amount of fully stocked bedrooms and joined bathrooms equal to 1/4 your psionics skill. It comes with electricity, lighting, running water, and food enough for 3 meals for 5 people.

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Sharpshooter

Ranged Attack Focused Striker
Secondary Role: Controller
Key Skills: Accuracy, Sneak, Perception, Intuiton
Sharp Senses
Gain advantage on perception rolls.
One Shot, One Kill
Gain bonus damage from ranged weapons equal to half your accuracy skill.
Spotter
(Command Action: Aim, Command) Select any ally within communication range and a target within both of your lines of sight. This ally can temporarily choose this ability until you choose another ally. When using this ability, you each gain a temporary hit bonus equal to half of the perception skill of the opposite ally’s perception skill.
Thread The Needle
(Secondary action: Aim, Focus; Cost: 1 stamina) On your next primary ranged attack, ignore DR from armor equal to half your intuition skill.
Fire Away
When you successfully defend against an attack from melee range, you may attempt an attack-of-opportunity with a ranged weapon and move meters away from your attacker equal to your agility skill. Your attacker cannot make an attack-of-opportunity while using this ability.
Long Ranger
You may treat all ranged weapons as one level further than their normal effectiveness range.
Volley
(Secondary action; Cost: 1 Stamina) If you a used ranged weapon attack, you may perform the same attack again against the same target or another nearby target (GM discretion) at a disadvantage as if this were a primary action. You must still pay any stamina or other cost needed by the attack.
Make It Count
After using an aim action, gain damage advantage and bonus damage equal to your accuracy skill on your first shot.
Blend In
Gain advantage to sneak rolls.
In The Zone
Secondary action: (Focus, Style): For the duration of the encounter, gain hit and damage advantage when using ranged weapons. When in the zone, you have disadvantage to perception and defense rolls. You lose any bonuses and penalties if you disengage or change your active style.
Boneshattering Shots
A successful shot to a limb always inflicts the broken bone condition in that limb if the damage is at least equal to the targets toughness skill or better, after DR.
Bloody Sniper
Any torso, leg or head shot to a target that deals damage equal to or more than their toughness skill, after DR, will take bleedout damage at the beginning of each of their turns equal to 1/2 your accuracy skill.
Disarming Shots
If you successfully shoot a targets arm or similar appendage and deal damage to them equal to or more than their strength or toughness skill (whichever is lower), after DR, they will immediately drop whatever they are holding in that arm.
Deadlly Aim
When rolling to hit with a ranged weapon, critical rates are increased by 1. For example, a natural 19 or 20 would be considered a critical hit.
Marksman Modder
You can purchase all ranged weapon mods and ammo at 75% of their normal cost or gain advantage if attempting to make it yourself.

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Blademaster

Physical focused Striker
Secondary Role: Defender
Key skills: Melee, Strength, Speed, Agility
This class is built upon the focus of bladed weapon techniques, specifically piercing and slashing weapons. This class is ideal for the expert swordsman or fierce hack’n’slashers.

Guard Stance
(Secondary action: Style) Gain advantage when attempting any defensive actions while using Guard Stance.
Mastery I:
Gain a bonus to your defense scores equal to half your level while using Guard Stance.
Counter Stance
(Secondary action: Style) After a successful block or dodge while using Counter Stance you may attempt an immediate attack of opportunity against the attacking enemy by expending 1 stamina.
Mastery I:
When using an attack of opportunity after a successful block or dodge or when attempting a counter attack you may use any attack action that you know while using Counter Stance.
Mastery II:
You gain advantage to hit and damage rolls on all attacks of opportunity while using Counter Stance.
Precision Stance
(Secondary action: Style) You gain a bonus to all blade strike hit and damage rolls equal to your Dex score while using Precision Stance.
Mastery I:
Gain double advantage to hit rolls when making a vital strike while using Precision Stance.
Power Stance
(Secondary action: Style) You gain a bonus to all blade strike damage rolls equal to your strength while using Power Stance.
Mastery I:
Gain double damage advantage on all blade strikes while using Power Stance.
Swords Dance
( Secondary action: Style) You gain two additional attacks of opportunity per round and a +2 bonus to defensive actions and feint attack hit rolls while using Swords Dance.
Mastery I:
You gain an additional attack of opportunity per round while using Swords Dance.
Run Through
(Primary action: Piercing Strike; Cost: 1 stamina) Perform a standard piercing melee attack. Upon a hit add 1d8 damage and inflict 1d8 bleedout for 1d4 turns.
Mastery I:
Upon a hit add bonus damage equal to half your strength skill, and you may attempt to grapple the target as a free action. Upon a success you may use your target as a shield or knock your target prone while staying in a grapple.
Mastery II:
If using Precision Stance you may attempt a vital strike while using Run Through.
Mastery III:
Blade-twist Hold
(Grapple hold: Pain) You painfully twist the blade inside of your grappled victim to make them lose focus and forfeit resistance. When you successfully grapple after using Run Through your enemy has disadvantage to escape that grapple and must pass a melee vs. toughness or willpower contest to perform any mental ability while in this grapple.
Bladeclash
When making a successful counter force a speed vs. speed contest. Upon a success you may perform an immediate standard blade strike on the attackers weapon being used against you, in addition to your counterattack.
Mastery I:
Upon the successful block of an attackers melee weapon that weapon takes half the damage he would have dealt to you. Upon a successful blade strike on the attackers weapon while using Power Stance force a contest of strength vs. toughness. Upon a success the attacker is staggered until their next turn.
Mastery II:
While using Swords Dance you may pick a target within melee range of you and force a speed vs. speed contest with that target at any time during your turn to perform a standard blade strike on a weapon that target is holding.
Cyclone Slice
(Primary action: Slashing Strike; Cost: 1 stamina) Perform a standard slashing blade strike on everyone within melee range of you. If you are wielding more than one weapon each one past the first costs an extra stamina to attack with.
Mastery I:
If using Swords Dance you may use an attack of opportunity immediately after your attack to perform an additional standard blade strike on one of the targets that was damaged by Cyclone Slice.
Mastery II:
If using Power Stance, force a contest of strength vs. toughness immediately after your attack. All targets that fail this contest are pushed back 1d4/2 meters.
Deft Strike
(Primary action: Blade strike, Focus; Cost: 2 stamina) Perform a standard blade strike, but upon a hit you ignore damage resistance equal to half your melee skill from your targets armor or natural DR.
Mastery I:
Ignore damage resistance equal to your full melee skill instead of half. While using Swords Dance all attacks of opportunity ignore DR equal to one third of your melee skill rounded down.
Mastery II:
Upon a successful Deft Strike while using Power Stance force a contest of damage dealt after DR vs. toughness. Upon a success reduce the targets DR by half your melee skill. If the DR reduced was natural it will heal back after an extended rest.
Blade Barrage
(Secondary action: Blade Strike; Cost: 1 stamina) You may perform this ability if you performed a blade strike during your primary action. Perform an additional standard blade strike on the same target.
Mastery I:
You may expend 2 stamina and use Blade Barrage a second time. After hitting with Blade Barrage while using Power Stance force a contest of strength vs. toughness. Upon a failure the victim is knocked prone.
Mastery II:
If using Swords Dance you may use Blade Barrage a number of times equal to one quarter of your agility skill rounded down, and you may target any enemy within melee range with Blade Barrage.
Power Cleave
(Primary action: Slashing strike; Cost: 2 stamina) Select a target within melee range and one limb. If the amount of damage dealt after armor is equal to or greater than your strength, force a strength vs. toughness contest. Upon a success, the targeted limb is severed.
Mastery I:
Gain advantage to your contest roll when using Power Cleave.
Mastery II:
If using Precision Stance you may attempt to use Power Cleave on your opponents neck. When doing this your severing contest becomes strength vs. 1.5 times toughness.
No Ranged Nonsense
You have advantage to defending against all ranged attacks.
Mastery I:
You gain an additional advantage to defending against slow-moving ranged attacks (for example: thrown weapons and arrows).
Mastery II:
After successfully defending against a ranged attack you may choose to move half your speed skill in meters towards the attacker.
Hack’n’Slash
Deal your melee skill as a damage bonus when using blade strikes.
Mastery I:
If you successfully damaged an enemy with a blade strike they also take 1d4 bleedout damage for 2 turns. This bleedout damage can stack multiple times if a victim is struck more than once.
A Cut Above
Gain advantage to all hit and damage rolls when using blade strikes.
Mastery I:
Critical Cut
After performing a critical hit with a blade strike you may perform an immediate additional standard blade strike that automatically hits at no stamina cost.
Keeping the Blade
You never need to make checks to maintain or repair a bladed weapon, no matter the tech level.

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Warrior

Physical focused Striker
Secondary Role: Defender
Key skills: Strength, Stamina, Intimidation, Toughness
Killing Spree
_(Secondary action: Style) Gain rage upon activating this style. While in a killing spree you gain advantage to all hit and damage rolls.
Mastery I
Berserker
While in a killing spree you are immune to the effects of broken bones, pain, and fear.
Mastery II
Unstoppable
While in a killing spree, gain a temporary 1d6 damage resistance to all non-conditional and non-divine damage every time you kill an enemy until the end of the encounter.
Mastery III
Still Standing
While in a killing spree, you cannot be staggered, stunned, or knocked prone except by a critical hit, critical failure by you, or when unconscious.
Smash ‘n’ Grab
Once per turn, you may attempt to grapple a victim you have successfully hit with a melee attack as a free action.
Mastery A:
No Escape
If a victim escapes one of your grapples, you may expend 1 stamina point to attempt an attack of opportunity if able.
Mastery B:
‘n’ Smash Again
If you successfully grapple a target with your smash ‘n’ grab free action, you may attempt to make one free unarmed melee strike against this target by expending an attack of opportunity.
Mastery C:
Warrior’s Grasp
Gain advantage to grapple rolls and damage from slams.
Battlecry
(Command action) You give a menacing battlecry. You force an immediate contest against all enemies of Intimidation vs Willpower. If a victim loses, they must take a penalty on their next defense roll equal to their margin of loss.
Mastery I
Bloodcurdling Roar
Victims who are intimidated by a battlecry take the defense penalty for 1d4 turns instead of 1.
Relentless Assault
(Secondary action: Technique, Cost: 1 stamina) Perform your next attack action twice. You must still pay any stamina costs for making this attack.
Mastery I
Hit it ‘Til it’s Dead!
For an additional stamina point, you may perform the next attack three times instead of two.
Power is Everything
Power attacks now cost no stamina for you.
Mastery I
Warrior’s Strength
Gain advantage to strength rolls.
Mastery II
Overpower
Targets who attempt to block or counter you, now have disadvantage if you make a power attack.
Psych Up
(Secondary Action: Heal, Focus; 1 stamina) Restore HP equal to your toughness skill.
Mastery I
Fortitude with Attitude
After using Psych Up, Gain advantage to your choice of health or toughness rolls for the duration of the encounter. You cannot gain multiple advantages from using psych up.
Blitz
(Primary action: Technique; Cost: 1 stamina) Perform a basic attack of your choice. Gain a bonus to the hit roll equal to your speed skill.
Mastery I
Blitzkrieg
When making using blitz, gain a damage bonus equal to your speed skill.
Mastery II
Speed Demon
Deal bonus damage to all melee strikes equal to half your speed skill, even when not using blitz. You may also deal a further damage bonus damage equal to 1/2 speed skill per level of haste you currently have.
Savage Strike
(Primary action: Strike Technique; Cost: X stamina) Perform a basic melee strike of your choice and amount of stamina points to expend on this technique. Add bonus damage to this strike equal to half your strength skill and 1d4 bleedout damage per point of stamina spent.
Blood Rush
(Passive Action; Once-per-turn) If you kill a hostile enemy, gain 1d4 stamina.
Mastery I
Gain advantage to blood rush rolls.
Mastery II
Grim Reaper’s Sprint
Gain an additional 1d4 stamina when using blood rush.
I’m Always Angry
You may ignore the effects of rage.
Warrior’s Experience
(Optional Passive Action) Choose an attack or ability that has been used on you or an ally during this encounter. Enemies have disadvantage on rolls against you when using this ability or attack until the beginning of your next turn.
Mastery I
Warrior’s Guidance
(Command action) Choose one ally. This ally can temporarily use Warrior’s Experience on their next turn.
Tough as Nails
When determining your max HP from your toughness skill, increase the multiplier by +1.
Mastery I
Tougher Than Nails
Gain an additional +1 multiplier when determining your max HP from your toughness skill.
Retribution
(Passive Action: 1 stamina)_ If you take damage after DR, you may attempt an attack of opportunity, if able, against the enemy that damaged you.
Fearsome Warrior
(Optional passive action: Fear) When targeting an enemy for an attack, you may choose to use this ability. Force this enemy to an immediate intimidation vs willpower contest. If they fail, they take bonus damage of the same type on your next attack that hits equal to the amount they lost by.
Weapon Master
You are skilled in all manner of weapons. Gain a hit and damage bonus to all weapon attacks equal to 1/2 your Dexterity or Knowledge attribute.

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Rogue

Technique focused Striker
Secondary Role: Support

Key skills: Sneak, Speed, Agility, Intuition, Bluff
Class built for deceit, stealth, damage, skill and operating outside the law. This is a common class for those who are professional criminals and assassins.

Initiative
Roll a 1d12 and add this result when determining turn order at the beginning of combat. Furthermore, if your speed (including initiative bonus) is at least twice as high as the fastest enemy your party is engaged with, gain a level of haste until the end of the encounter.
Mastery I
Rapid Response
You and all allies gain a +1d6 bonus to speed when determining turn order or when defending against enemy sneak attacks.
Mastery II
First Blood
You and all allies gain a damage bonus equal to half of their speed skill on their first turn of combat.
Killshot
(Secondary action: Aim, Focus; Cost: 1 stamina) Deal 30% bonus damage on your next ranged attack action.
Mastery I
“Light ’em Up!”
(Command action) An ally of your choice gains the benefit of killshot.
Rogue Wit
Gain advantage to perceiving illusions, traps and poisons, defend against feint attacks, and discern disguises or bluffs.
Mastery I
Escape Artist
Gain advantage to escaping traps, grapples, and restraints (including restraint abilities).
Mastery II
In Plain Sight
Gain a bonus to disguise rolls equal to your culture skill.
Mastery III
Expert Advice
(Command action) Until the end of the encounter, your allies gain a temporary bonus equal to 1/2 your Intelligence or Knowledge attribute when rolling against any ability that you have an advantage to from your Rogue Wit ability.
Knack for Trouble
You gain a skill bonus pool equal to your intuition skill. You may spend it to boost the following skills: Driving, Hardware, Bluff, Persuasion, Sneak, Perception or Intimidation. If spending your pooled points after you see the result of your roll, 2 points are required per +1 bonus. If spent before, you only require 1 per +1 bonus. This skill bonus pool is restored at the end of an extended rest.
Natural Born Killer
Gain an advantage to all damage rolls.
Mastery I
Killing Blow
(Passive action: Focus, Cost: 2 stamina; Once per round) Temporarily raise your critical hit rate by +1 to the next roll of your choice during this turn.
Artful Dodge
Gain advantage to dodge rolls.
Mastery I
Critical Timing
Permanently raise the critical success rate of your dodge rolls by +1.
Mastery II
Outpace
Once per round, if you successfully dodge an attack by a margin of 6 or more, you may attempt to use an attack of opportunity, if able.
Blinding Speed
(Secondary action: Technique, cost: 2 stamina) You may perform one quick attack during this secondary action as if it were a primary action.
Mastery I
Speed Kills
Gain a damage bonus equal to your speed skill when performing your attack from blinding speed.
Mastery II
Hit and Run
Before or after using blinding speed,, you may perform a basic move action at half distance.
Mastery III
Gotta Go Fast
Permanently increase your movement speed by 40%.
Stalk
_(Secondary action) You take care to keep out of the sight of your next victim in the midst of combat. Choose one target within line of sight at the beginning of your turn during combat. You may attempt a sneak vs perception contest. Upon a victory, you are unnoticed by this target and may perform a sneak attack until noticed. You may not attempt this ability if this target has aggro against you.
Mastery I
Stalker Strike
Deal bonus damage equal to your sneak skill on your first attack action when you successfully use a sneak attack against a stalked enemy.
Mastery II
Stealth Assassin
Deal 30% bonus damage on all successful sneak attacks.
Tricks of the Trade
You may only purchase this ability once per 5 character levels. Gain a permanent +1 to 7 of the following skills of your choice: sneak, speed, accuracy, strength, software, intimidation, bluff, trade, culture or intuition.
Gang Up
(Command action) When you or an ally attacks a target that has already been hit this round by another ally, gain hit and damage advantage. These advantages do not stack if this target has been attacked multiple times.
Dirty Fighter
Gain advantage to hit and damage when performing a feint attack.
Mastery I
Unpredictable
Deal additional damage after hitting a feint attack equal to your bluff skill.
Mastery II
Feint Master
When performing a basic melee strike from an attack of opportunity or ability, you may instead choose to use a feint attack.
Sucker Strike
(Optional Passive action: feint strike; Cost: 1 stamina)_ Once per turn, you may attempt one basic feint attack, unarmed or with a small size or smaller weapon.
Mastery I
Beat Down
If within range when you successfully damage an victim with a sucker strike, an ally may use an attack of opportunity against this victim if able.
Mastery II
Nimble Hands
You can now perform sucker strikes with large sized or smaller weapons.
Opportunist
Gain two additional attacks of opportunity each round.
Mastery I
Sly Striker
Enemies have disadvantage to defend against your attacks of opportunity.
Acrobat
When knocked prone, you can get up as a passive action instead of a movement action. Gain a permanent bonus to your grapple score equal to agility skill. Gain an advantage when attempting to move through any terrain or obstacle that requires a roll.
Mastery I
Footwork
Gain a permanent bonus to dodge rolls equal to 1/3 of your agility skill.
Mastery II
Master Acrobat
Gain advantage to agility rolls.
Organized Crime
You have advantage to any Cha, Kno, or Int related roll when pertaining to or rolling against law enforcement agents.
Mastery I
Duck the Police
You have advantage to any escape rolls from a law enforcement agent or prison.
Mastery II
Crime Pays
You do a bit of criminal work on the side. This nets you extra currency equal to your trade skill x 150 each day and requires no extra time.

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Agent

Psionic focused Striker
Secondary Role: Controller
Key skills: Psionics, Accuracy, Stamina, Sneak, Bluff
Agents are psionically gifted combatants who readily use detainment, efficiency, precision, and deception in addition to their raw firepower. Their psionic abilities let them subvert strengths and exploit weakness to kill or capture their victims. Agents are an ideal class choice for bounty hunters, law enforcers, and hitmen.

Stricture
(Primary action: Psionic Crushing Restraint Trap; Cost: 4 stamina) You conjure a crushing, constricting coil of psionic energy around a victim that makes it difficult to fight back or escape. Select a target within line of sight. At the end of each of your turns, force that victim to a psionics vs toughness contest. If the victim fails, it takes 1/2 the margin of loss as crushing affliction damage. If the victim critically fails or you critically succeed, they are considered stunned until the beginning of their next turn.
This target is also at a double disadvantage to any physical actions (except escaping this ability) and halves any movement speed until they escape the stricture. The victim of this ability may attempt to escape the stricture as a primary action, forcing an agility or strength vs psionics contest. If they win, they escape.
Mastery A
Going Somewhere?
Any time the victim of a stricture attempts a movement action, force a psionics vs agility contest against them. If they fail their movement, and immediately fall prone.
Mastery B
Resistance is Futile
Victims of stricture have a disadvantage to escape it.
Target Acquired
(Secondary action: Psionic Aggro Hex & Damage Buff; Cost: 2 stamina) Select a target within line of sight. You have aggro against this target. You deal +30% damage (before DR) against this target and this target gains a +2 critical failure rate against you for the duration of the encounter. You cannot use this ability more than once on the same target.
Mastery A
You’ll Slip Up Eventually
When you acquire a target, their critical failure rate is increased by a further +1 at the end of each of their turns for 3 turns.
Mastery B
Fellow Agents
Your allies also gain the benefit of target acquired.
Mental Break
(Secondary action: Psionic Mind-control Fear Gaze; Cost: 2 stamina) Force a contest of psionics + 1/2 intimidation vs willpower against a target within line of sight. If that target fails, temporarily reduce their intelligence, charisma, and knowledge by the margin of loss. If the victim is immune to fear, simply roll psionics vs willpower.
If you critically succeed or the victim critically fails, they take a disadvantage to any mental rolls for the duration of the encounter in addition to their normal penalty and is stunned until the beginning of your next turn.
Mastery A
Mind Poison
(Psionic Mind-control Poison Hex) When a target becomes the victim of a mental break and fails to resist, they also take that margin of loss as psionic poison affliction damage at the beginning of each of their turns for 1d4 rounds.
Mastery B
Memory Corruption
(Primary action: Psionic Mind-control Hex) Choose a victim within line of sight. Force a psionics contest against their willpower or psionics. If you succeed, you may delete any specific details or entire memories of the target’s last 2d4 hours.
Mastery C
Mindtapper
Gain the mind probe perk (psionic perks). Mind probe is now treated as an interrogation and/or fear ability if you choose it to be.
Ghost Step
(Movement action: Psionics) You use psionics to silence your steps. You cannot be heard moving, even at a full sprint.
Mastery A:
Phantom Veil
(Secondary action: Illusion; 2 stamina per turn) Enemies are at a disadvantage to detect you by any method except divine.
Decoy
(Secondary action: Psionics illusion, optional teleport; Cost: 1 stamina) You create an illusionary double of yourself or an ally in a location of your choice within your psionics skill in meters. Or teleport yourself to that location, and instantly place the decoy where you were. Force a bluff vs intuition contest against anyone targeting you or anyone you target. If they fail, their attack targeting the decoy instead. The decoy lasts until the beginning of your next turn or until it takes a hit.
Mastery A:
Double Agent
When using decoy you create 2 illusionary doubles instead of 1. If you spend an additional stamina point, you can create a third.
Mastery B:
Opportune Decoy
Once per round, you can expend an attack of opportunity to use the decoy ability.
Psionic Gun
(Secondary action: Psionic Gunplay Piercing Shot; Cost: 1 stamina) You fire a small, concentrated mass of psionic energy like a bullet from your fingertip or palm. Upon a hit, inflict your 2x psionic skill in piercing psionic damage.
Mastery A:
Psionic Shotgun
(Primary action: Psionic Gunplay Piercing Spray; Cost: 3 stamina) Inflict 3d4 x half your psionics skill in piercing damage.
Mastery B:
Psionic Grenade
(Primary action: Psionic Gunplay Explosive Shot; Cost: 4 stamina) You fire a sphere of concentrated psionic energy in a location of your choice up to twice your psionics skill in meters. On impact, it detonates, dealing 3x your psionics skill in explosive damage to all targets within a radius equal to 1/3 of your psionics skill in meters.
Psionic Rocket
You use a burst of pure psionic power to propel yourself forward.
(Secondary or movement action: Psionic Charge; Cost: 1 stamina) You propel yourself in any direction with a maximum distance up to your psionic skill in meters. You can also attempt to use this ability as a melee strike to any enemies within your melee range along your path. On a hit deal your 1/2 of your combined psionic+speed skills in heat damage and force a contest of damage inflicted (after DR) vs their agility. If they lose, they are knocked prone.
|Mastery A:
Improved Distance
You can now propel yourself up to twice your psionic skill in meters instead of just 1×.
Mastery B:
Defensive Rocket
You may perform this action outside of your turn by expending an attack of opportunity. If you choose this as a response for being targeted by an enemy, force a speed vs speed contest against that enemy. If you win, you may perform this action before the hit vs defense roll. If this would put you out of range, the enemy’s action is considered wasted. If you are still within range, this action targeting you has a disadvantage to hit.
Mastery C:
Blast Off
Your psionic rocket charge now deals additional crushing damage equal to your psionics skill to anyone you hit.
Ballistic Guidance
(Prerequisite: Telekinesis (Psionic Perk))
(Secondary action: Psionic Telekinesis Gunplay Aim; Cost: 1 stamina) When you or a selected ally makes their next ranged attack action, add your psionics skill to the hit roll, and to the damage score of the first shot/spray/etc that hits. The victim of this attacker also loses any defensive bonuses gained from cover.
Mastery A:
Double Tap
You gain the damage bonus from ballistic guidance on your first two shots during an action instead of just the first.
Mastery B:
Explosive Overload
(additional +2 stamina) You infuse any shots that gain the damage bonus from ballistic guidance with an unstable psionic energy that explodes after entry into a target. If these shots deal damage to a victim (after armor), they deal additional explosive affliction damage equal to your psionics skill.
Master of Disguise
(Secondary action: Psionics, Illusion; Cost: 1 stamina) You create a psionic illusion to change the appearance and style of your clothes and worn equipment to others. This can include disguising armor as normal clothes. You can also change the appearance of your face and body, including your gender appearance, within the normal boundaries of your species and change your voice completely. A person attempting identify you as disguised must pass a contest of intuition vs your bluff + psionics.
Mastery A:
They Could Be Anyone
You can now change your body to appear as any species within +/- 2 SM of you.
Mastery B:
Universal ID
(Secondary Action: Psionic Illusion) You can project an illusion of a license, badge or other form of identification with whatever you want, or whatever a living target is mentally looking for, instantly. This psionic illusion lasts for 24 hours and always appears professional. When flashing this ID at a creature or machine, they must pass an intuition contest vs your psionics + 1/2 bluff skill to identify it as false.
Deadly Efficiency
Whenever you make an attack action and win your hit roll, deal 1/2 of the margin of success as a bonus damage to that attack’s final damage score (after DR) if you deal damage.
Mastery A
No Effort Wasted
Deadly precision now deals bonus damage equal to the full margin of success instead of 1/2.
Terminator
(Secondary action: Psionic Style; Cost: 2 stamina per turn) Reduce damage you take and deal by 25% (Before DR).
Mastery A
Professional Tough Guy
Enemies have a temporary -1 critical success rate or a disadvantage against damage rolls against you (Your choice) while you’re using the terminator style.
Ghost Phase
(Optional passive action: Psionic Shapeshift; Cost: 2 stamina) When using your next movement action, you can activate this ability. For the duration of this movement action you, and anything you are carrying, are considered insubstantial and can move freely through occupied space, even solid objects. You must end this movement action in an unoccupied space, however, or you are teleported back to location you began and take psionic affliction damage equal to 1/2 your full HP.
Mastery A
Ghostlike
(Psionic Illusion; Cost: +2 stamina) Whenever you’re using a movement action augmented by ghost phase, you are considered invisible to normal, night, dark, heat, electroreception visions. All other visions are at a disadvantage to see you during this action.
Mastery B
Blindside Charge
After moving through a solid space with ghost phase, you can now use a charge movement action as an attack of opportunity. When using this action it deals +50% bonus damage.
Defense Piercer
(Secondary action: Psionic Anti-armor Buff Hex; Cost: 1 stamina) Choose yourself or an ally of your choice within line of sight. That target ignores physical DR equal to your psionics skill until the beginning of their next turn.
Overachieve
Once per turn you can expend an attack of opportunity to use a secondary action.
Mastery A
Above and Beyond
You can now use overachieve an unlimited amount of times instead of just once per turn, as long as you have attacks of opportunity to expend.
Duelist
You have a damage advantage against the last enemy who damaged you. The last enemy you damaged has a damage disadvantage against you.
Mastery A
Undetered
You have an advantage to resist aggro.

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Martial Artist

Technique and Psionic focused Striker
Secondary Role: Controller

Ki
You now have a “ki pool” with a maximum quantity equal to 1/2 Fitness attribute + 1/2 Psionics skill. These ki points can be treated as stamina points. You may also expend one ki point to add an additional 1d4 to a hit or damage roll once per roll. If you choose to expend points for this bonus after your attack, pay twice the cost. Your ki pool is restored to its maximum after an extended rest.
Mastery I
Your ki pool quantity is increased by half your character level.
Mastery II
Your ki pool quantity is increased by your full character level, instead of half.
Sharpened Reflexes
Gain advantage to perception rolls and a +1 bonus to all defensive actions.
Flow of Blows
(Secondary action: Cost: 1 stamina) You may perform an additional strike action during your next primary action. You may only use flow of blows once per turn.
Mastery I
Flow of Blows lvl 2
(Secondary action: Cost: 2 stamina) You may perform two additional strike actions during your next primary action. You may only use flow of blows once per turn.
Mastery II
Flow of Blows lvl 3
(Secondary action: Cost: 3 stamina) You may perform three additional strike actions during your next primary action. You may only use flow of blows once per turn.
Purify the Mind
(Secondary action: Psionics, Focus, heal; Cost: 1 stamina) End any mind-control, illusionary effect or mental condition.
Mastery I
Purify the Body
(Primary action: Psionics, Focus, Heal; Cost: 2 stamina) End one physical status condition of your choice.
Mastery II
Purify the Soul
(Primary action: Psionics, Focus, Heal; Cost: 1 stamina) Ends any control or affliction that targets your spirit and gives disadvantage to spirit magic, abilities and damage against you until the beginning of your next turn.
Iron Fist
(Unarmed) Change your base unarmed damage from 1/2 strength skill +1d4 damage to strength + melee skills damage.
Mastery I
Way of the Fist
Unarmed attacks now deal an additional 2d4 damage.
Mastery II
Fists of Fury
Gain advantage to unarmed melee hit rolls.
Discipline
Gain one of the following Martial Arts Styles.
Mixed Martial Artist
You may use two different Styles simultaneously. Purchasing this again will add an additional style that can be used simultaneously.
Tag Team-Up
_(Secondary action: Team-up) Select one ally within line-of-sight to be your “tag partner”. You and your tag partner both gain a +1 to hit and damage advantage when attacking the same target, even if they do not take a team-up action. Your tag partner remains the same until you use a secondary action to select another. At the end of combat, your tag partnership is ended.
Mastery I
Tag In/Out
(Movement action: Psionics, teleport; Cost: 2 stamina)_: You and your tag partner can switch places via teleportation, without provoking an attack of opportunity.
Mastery II
Back-to-Back
This ability only works within melee range of your tag partner. You and your tag partner have mindlink, regardless of if your partner has psionics. You may absorb or give ki points to your partner, regardless of if your partner has a ki pool. You may re-direct any attacks directed at you or your tag partner, towards the other.
Grapple Training
Gain advantage to all grapple rolls.
Mastery I
You do not have to expend stamina to hold a target when they attempt to escape.
Like the Wind
You may sprint twice as far as you otherwise would. You can jump twice as high and far as you would otherwise.
Mastery I
You may now swim, climb and fly as far as you otherwise would.
Slam Techniques
Gain two Slam Techniques of your choice.
Hold Techniques
Gain two Hold Techniques of your choice.
Strike Techniques
Gain two Strike Techniques of your choice.
Ground ‘n’ Pound
Deal double damage when striking a prone opponent.

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Spellthief

Magic Striker
Secondary Role: Controller
Key skills: Spellcraft, Trade, Sneak, Speed
Lifetaker
(Magic HP Drain, Steal) Whenever you deal damage to any enemy from an attack action, regain HP equal to amount of damage you dealt. (Maximum: equal to 1/2 your spellcraft skill).
Mastery I
Hemorrhage
_(Primary action: spell (Cantrip); HP Drain, steal; Cost: 2 mana) Choose a target within line of sight. This target must make a contest of their health vs your spellcraft skill contest at the beginning of each of their turns for 2d4 turns. If they lose this contest, you steal an amount of HP from them equal to their margin of loss.
Greed is Good
Whenever you steal HP or stamina points from an enemy, steal an additional 30% more than what you normally would (If this additional amount would be less than one, round it to one).
Lockbreaker
Gain a temporary bonus equal to your spellcraft skill when attempting to destroy, unlock, or bypass any restraint, lock, door, or other similar obstacle. This also includes digital and magical ones.
Damage Tradeoff
(Magic) Whenever an enemy deals damage to you, reduce the amount by 1/2 your trade skill and redirect that damage as affliction damage of the same type at that enemy. This applies to each individual strike and shot you take, not just overall actions.
Insult To Injury
Deal 50% more damage when attacking an enemy with an item or ability you copied or stole from them.
Bandit Rush
(Passive action; Once per round) You may expend an attack of opportunity at any time to use it as normal attack of opportunity, even if using a ranged attack, or expend it to use a secondary action steal or drain spell.
Mastery I
Out Like a Bandit
(Cost: 2 mana or stamina)_ Once per round, you can temporarily upgrade a bandit rush to be treated as a full primary action instead.
Mastery II
Repeat Mugging
You can perform Bandit Rush twice per round instead of once.
Mimic Attack
(Primary action: Spell (Cantrip); Cost: 2 stamina) Whenever an enemy uses an attack against you, you may choose to temporarily be able to mimic that attack (With GM discretion). Mimic attacks are lost at the end of the encounter. You can only can only have one chosen mimic attack at one time.
Mastery I
What’s Yours, Is Ours
You can now be able to have two mimic attacks at a time, instead of one.
Thief In the Night
When you land a critical hit, deal +100% bonus damage instead of +50%.
Mastery I
Out for Blood
If you land a critical hit against an enemy, gain a permanent 25% damage rate against that enemy from now on. (Max: 4 times)
Kill Zone
(Primary action: Aura Attack; Cost: 3 stamina) You use supernatural speed to assault all nearby enemies. Choose any number of targets you can detect within 1/2 your spellcraft skill in meters from you. You perform a standard melee or ranged weapon attack against all these targets.
Mastery I
Killing Ground
You can use an attack of opportunity immediately after using kill zone, if able, to attack an enemy of your choice again within the kill zone radius.
Energy Levy
_(Secondary action: Spell (Cantrip) Stamina Drain Aura) Choose any number of enemies you can detect within a radius equal to 1/2 your spellcraft skill in meters. You steal 1 stamina point from each chosen within this aura.
Mastery I
Energy Extortion
_(Secondary action: Spell (Cantrip) Stamina Drain Aura) Choose one victim within line of sight. Steal stamina points equal to 1/2 your trade skill from this victim.
Phase Dash
(Movement or secondary action: Spell (Cantrip) Teleport; Cost: 1 stamina)_ Teleport to an unoccupied location of your choice within your spellcraft skill in meters.
Mastery I
Phase Clash
When using phase dash, you use an attack of opportunity, if able, against a target at or anywhere between your starting and ending destination.
Mastery II
Just a Phase: Once per turn, you may use phase dash as a free action.
Swipe
_(Primary action: Spell (Cantrip) Item Steal) Select a visible item within line of sight. You pull this item with magic force towards you with a strength equal to your spellcraft skill. If an enemy is unaware of your presence when using swipe, they have a disadvantage to resist.
Mastery I
Gimme Gimme
You have advantage to swipe contest rolls.
Mastery II
A Mighty Need
Your pulling strength when using swipe is now equal to 1.5x your spellcraft instead of 1×.
Flashbomb
(Secondary action: Spell (Cantrip) Blinding Light Illusion Explosion; Cost: 3 stamina) You throw a ball of light anywhere within 4x your spellcraft skill in meters. On contact, it explodes, attempting to blind all enemies within a radius equal to your spellcraft skill in meters. Enemies inside the radius are forced to make a spellcraft vs health contest to avoid this temporary blindness and if they fail, are temporary blind until the beginning of your next turn. It also deals explosive damage in this radius equal to your spellcraft skill +4d4.
Mastery I
Brilliant Bombs
Your flashbombs are far more blinding than normal. Enemies are at a disadvantage to resist temporary blindness from your flashbombs.
Mastery II
Emergency Bomb
Once per round, when an enemy attempts to hit you with an attack, you may use the flashbomb spell against that enemy before it hits. The enemy automatically becomes at a disadvantage to hit that attack and at a double disadvantage to hit if they fail to resist temporary blindness from the flashbomb.
Cloak
(Primary action: Spell (Cantrip) Illusion Sneak Buff; Cost: 2 stamina) Choose yourself or another target within line of sight. The chosen target gains a temporary bonus to sneak rolls equal to 1/2 your spellcraft skill when others try to detect them visually for minutes/turns equal to 1/2 spellcraft skill. Others must roll to detect them visually when using cloak, even when not hidden.
Mastery I
Mirage Cloak
Enemies have a disadvantage to hit your chosen target while your cloak spell is active, even if spotted.
Mastery II
Quick Cloak
You can now use your cloak spell as a secondary action.
Mastery III
Advanced Cloak
You have advantage to sneak rolls when the cloak spell is active.
Lurker Mines
(Primary action: Spell (Cantrip) Explosion Aura Trap; Cost: 3 stamina) Select an area on the ground with a radius equal to 1/2 your spellcraft skill in meters. If an enemy uses an attack action or move action within this radius, all hostile targets within the area are hit with explosive damage equal to 2d12 + 2x your spellcraft skill. The spell ends after the explosion or after hours equal to your spellcraft skill. If an enemies move action is a teleport ability that moves them outside the radius, they do not get hit by this ability.
Mastery I
Sentry Mine
(Primary action: Spell (Cantrip) Explosion Proximity Trap; Touch; Cost: 3 stamina) After touching an inanimate object, you can apply the seeker mine spell to it. The object is treated as temporarily having normal vision with a 360 degree radius. If a new target or enemy (your choice) comes within its line of sight, it immediately attempts an explosive shot against the them, using your spellcraft skill to hit. On a hit, deal 2d12 +2x your spellcraft skill in explosive damage. The spell then ends after shooting its explosive shot or after hours equal to your spellcraft skill.
Mastery II
Mine Salvo
For an additional stamina point, your lurker mines or sentry mine can deal an additional explosion before the spell ends.
Skill Siphon
(Secondary action: Stat Drain, Steal; Cost: 1 stamina) Select a victim within line of sight. That victim has a temporary reduction to a skill of your choice equal to 1/4 of your spellcraft skill until the end of the encounter. Gain the amount you reduced the skill by as a temporary bonus to your own skill. If you reduce a victims toughness skill, their maximum HP becomes temporarily reduced as well. All stolen stats are returned at the end of an encounter.
Mastery I
Skill Extortion
When using skill siphon, you also temporarily steal an amount equal to 1/3 of your trade skill from the chosen victim.
Mastery II
Master Thief
Increase the skill amount you steal by 1/3 your spellcraft skill instead of 1/4.

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Guardian
Technique focused Defender
Secondary Role: Support
Key skills: Toughness, Health, Strength, Stamina

Protect
_(Primary Action) You may attempt to block or counter an attack that is directed towards any ally within 3 meters of you, even if it is not your turn.
Mastery I
Taking the Bullet
(Free action: Cost: 1 stamina)_ Even if your protect attempt fails, you may switch places with that ally and treat it as an attack made against you with a failed defensive roll.
Mastery II
Good Guard Ya’ll
Gain advantage to protect rolls.
Mastery III
Retribution
If a protected target takes damage, you may use an attack of opportunity against that target if within range.
Mobile Guard
Secondary or movement action: Cost: 1 stamina per movement) Until the beginning of your next turn, when an attack is directed at an ally, you may use this ability to immediately move up to your speed skill in meters towards that ally, even if it is not your turn, before the attack begins. You may only use this ability once per round.
Mastery I
I am Their Shield
You may perform an additional movement towards an ally of your choice per round after using mobile guard. You may take this mastery more than once, but limited to an amount equal to 1/2 of your speed skill.
Wary
Gain advantage to perception against traps and sneak attacks.
Mastery I
“Stay Alert!”
(Command action) Your entire party gains the benefit of wary.
Mastery II
Warier
Wary now applies to detecting concealed item and disguises and discerning bluff attempts as well.
“Now’s Your Chance!”
(Command Action) This action can be used outside of your turn, after a successful block or counter, if you still have an available command action to use during this round. An ally of your choice who is within their speed skill in meters away from you, may take a free movement action towards you and, if able, use an attack of opportunity against the attacker that you successful defended.
Mastery I
Riot Master
“Now’s Your Chance!” can now be issued to all allies within range of the failed attacker instead of just one.
Tank
Gain permanent bonus to HP equal to twice your health skill.
Mastery I
Damage Sponge
Gain additional HP equal to your character level + 5.
Mastery II
Ain’t No Grave
Increase your HP multiplier by +1. (Which is defaultly toughness skill x 3)
Mastery III
Brave The Elements
Gain elemental damage resistance equal to 1/2 of your toughness or health skill (whichever is higher).
Defensive Measures
Gain advantage to one of the following defense roll types: dodge, block or counter rolls. You may take this ability more than once, but cannot select the same defense roll type again.
Mastery I
Evasive Action
Gain an additional advantage to a defensive roll type you have already taken. You may take this mastery more than once, but not on the same defense roll type.
Mastery II
Life Insurance
You are immune to bonus damage caused by an enemy’s critical hit.
“Come at Me!”
(Command action: Aggro Draw) Force all enemies within line of sight or within earshot to a willpower vs toughness, persuasion, intimidation or strength contest. If they fail, they have aggro against you.
Mastery I
Eyes on Me
Enemies have a disadvantage to resisting your aggro draw abilities.
Dedicated Mind
You gain advantage to resist mind-control, fear and aggro.
Mastery I
True Professional
You gain an additional advantage to resist mind-control, fear and aggro.
Mastery II
“Stay Focused!”
(Command action) You grant all allies an advantage to resist mind-control, fear and aggro until the end of the round.
Brick Wall
You gain advantage to resist being moved, grappled, slammed or knocked prone. If you successfully block an enemy’s melee attack, or resist being moved, grappled, or slammed by an enemy’s melee attack, they take the margin of their loss as crushing affliction damage. If you succeed with a critical, deal critical damage as with a critical hit, and knock the target prone.
Mastery I
Stone Wall
Gain an additional advantage to resist being moved, grappled, slammed or knocked prone.
Mastery II
Steel Wall
Raise your critical success rate to resist being moved, grappled, slammed, or knocked prone by +2.
Against the World
Gain two additional attacks of opportunity per round.
Mastery I
Brawler
Deal bonus damage, when performing attacks of opportunity at melee range, equal to your melee skill.
Mastery II
Situational Awareness
Enemies have double disadvantage to hit you with attacks of opportunity.
Just Won’t Quit
Your stamina points are now equal to twice your stamina skill.
Lessons in Pain
You gain advantage to resist and end conditions.
Mastery I
I Can Take It
You may expend an amount of stamina points of your choice. Gain 4 damage resistance per stamina point spent to conditional damage until the beginning of your next turn, after conditional damages are applied.
Juggernaut Charge
(Move action: Sprint Charge; Cost: 3 stamina)_ You charge at full speed, like a battering ram, attempting to overwhelm whatever is in your path. Inflict your strength + speed + twice your toughness skill in crushing damage against anything or anyone that cannot pass a speed vs agility contest. If you hit a barrier or structure and break it, you may continue through. Any hit enemy must take a toughness vs (your) strength contest to avoid being knocked prone.
Mastery I
Barrierbreaker Charge
When using juggernaut charge, deal additional damage to all barriers, and anything behind a barrier you break through, equal to your toughness or strength skill.
Mastery II
Brute Charge
For an additional stamina point, you may add a temporary crushing damage bonus to juggernaut charge equal to your toughness skill. You may only do this once per charge.
Mastery III
Chainbreaker Charge
When using juggernaut charge and you are being restrained, you may attempt to overcome it with a strength + half toughness contest vs the skill used to apply the restraint if it is from ability, or the item’s HP if it is from an item.
Hardy
Enemies have a disadvantage on all damage rolls made against you.
Mastery I
Super Stout
Reduce any physical or elemental damage you take after resistances by 25%. This does not apply for conditions or afflictions.
Guardian’s Shield
Increase the DR and breaking point of any shield you own by 60%. Double the bonus that any shield gives you to defense rolls.
Mastery A
Critical Defenses
When blocking with a shield, temporarily raise your critical success rate by +1 for that roll.
Mastery B
Shield Smasher
Deal 50% bonus damage when attacking with a shield.
Mastery C
Shield Wielding
You’ve mastered wielding weapons that normally require two hands while carrying a shield. You do not take a penalty for wielding a two handed weapon in one hand if you have a shield in your other hand.

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Cavalry

Mounted & Vehicle Combat Focused Defender
Secondary Role: Striker
Key Skills: Animal Handling and/or Driving, Toughness, Agility
Charge
(Primary action; 2 stamina) While on your mount or in your vehicle, choose a target within movement range. While during your movement phase, you and your mount or vehicle may make a basic attack against this target and continue your movement phase. Add your mounts current move score to the mounts damage roll.
Mastery I:
Cut a Swath
You may make attacks of opportunity against other targets within your melee range without impeding your movement.
Drive-by Shooter
When attacking with a ranged weapon from your vehicle or mount gain damage advantage. You may take your attacking action at any point during your movement action, then continue with the remaining movement.
Skirmish
_(Secondary action: 1 stamina; Mounted Only) Choose a target within line-of-sight. You have aggro against this target. This target expends twice its normal stamina costs until the end of 1d6 rounds if they attempt to ignore aggro.
Giddy-up!
_(Secondary action: Mounted Only) Temporarily increase the move speed of your mount or vehicle by your animal handling skill (animal) or driving skill (vehicle).
Hold Your Horses
(Free action: 1 Stamina)_ If on your mount or in a vehicle, you expend an attack of opportunity and take a block or counter action for a target or simply take the hit.
Noble Steed
Gain a mount or vehicle of your choice equal to your 25,000 credits or less. If it is an animal mount, you are treated as having Mindlink with it, if within line-of-sight. You also have animal handling advantage with this mount.
Scout
If within communication with them, you and your entire party gain perception advantage.
Rough Rider
When being attacked while from your mount or vehicle on the move, gain temporary DR against the first hit that would damage you equal to your animal handling skill.
Boots & Saddles
Mounting and dismounting or entering and exiting your mount or vehicle is now considered a free action and can be done at any point during your or your mounts movement action, if within melee range, and can continue with the rest of the movement.
Death From Above
When attacking from an airborne mount or vehicle, once per turn, you may use an attack-of-opportunity against a non-airborne unit that is within your range.
Pale Rider: Gain 2 additional attacks-of-opportunity per turn.
Cavalrys Here
Any time you successfully defend an ally or use the charge action, all allies within line-of-sight gain +1d4 morale, +1d4 stamina restored, +1d4 HP, and a temporary +1d4 willpower for the duration of the encounter.
Pale Rider
Gain 2 additional attacks-of-opportunity per turn.
Defensive Driving
(Free action:1 stamina; Once Per defensive action) While in a vehicle or on a mount, gain a temporary bonus equal to half your driving or animal handling skill on your next dodge or block roll.
Run ’Em Down
When making a melee attack against a target from your vehicle or mount, gain temporary bonus damage equal to your mount of vehicles acceleration score.
Hell On Wheels
(Passive Action: Fear) Once per turn, after using the charge ability, making a critical roll in combat, or making an especially damaging attack (GMs discretion), enemies within line-of-sight suffer 1d4 morale loss, lose 1d4 stamina points, temporarily lose 1d4 willpower until the end of the encounter, and have disadvantage to their next attack roll.

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Paladin

Divine Focused Defender
Secondary Role: Support
Key Skills: Toughness, Culture, Strength, Willpower
Gallant
You and all allies within line of sight gain advantage on willpower and morale rolls.
Mastery I
Icon of Valor
Allies gain a temporary advantage to their willpower skill equal to 1/3 of your willpower skill when you are within line of sight.
Holy Battlecall
(Command action: Divine Miracle) Choose an ally within line of sight. The selected ally gains advantage to hit and damage rolls for the rest of their next turn.
Mastery I
Zealous Drive
The chosen ally also deals additional damage equal to 1/3 of your culture skill for the duration of the encounter.
Righteous Duel
(Command action: Divine Aggro-Draw) Gain aggro against one target within line of sight. This target has disadvantage to resist. If this target resists aggro and attempts to attack a target other than you or move further away from you, you may use the smite ability as a free action on your next turn if targeting them for an attack.
Mastery I
Trial by Combat
You have advantage to defense rolls when defending against your chosen righteous duel target.
Just a Flesh Wound
Gain permanent HP equal to your willpower skill.
Mastery I
Have at You
HP gained is now equal to 1.5x your willpower skill.
Smite
_(Secondary action: Divine, Miracle) On your next melee attack, deal additional divine damage of the same damage type equal to your willpower skill.
Mastery I
Sending Smite
You may now target an ally with the smite ability.
Shield of Faith
(Passive Action: Miracle Aura, Cost: 1 stamina)_ You expend an attack of opportunity to use this ability. Select yourself or another target within line of sight. This target gains temporary divine DR equal to your willpower skill.
Mastery I
Plentiful Protection
You may now use shield of faith without sacrificing an attack of opportunity once per round.
Lay on Hands
(Secondary Action: Divine Touch, Cost: 1 stamina) Heal yourself or one touched target’s HP equal to your culture + willpower skill.
Mastery I
Up to God
The chosen target also gains an additional 1d20 HP.
Penance
(Optional Passive action: Divine Miracle) You may expend stamina or HP to retroactively give an advantage to a failed skill roll that you or an ally makes. 2 points of stamina or 1/5 of your total HP grants one advantage.
Angelic Wings
(Secondary action: Divine Miracle Shapeshift; Cost: 1 stamina) Choose yourself or one ally within line of sight. The selected target gains angelic wings for the duration of the encounter. This grants flight with acceleration equal to twice your culture skill and a top speed equal to 6x your culture skill.
Mastery I
Angelic Rays
(Passive action: Divine Heat Beam; Once per round) This action is taken by the target equipped with angelic wings. Choose a target within the paladin’s culture skill in meters. On a hit, this target takes divine heat damage equal to 2x the paladin’s culture skill.
Devotion
Gain a dedicated deity and all the benefits that come from that deity. You may take this ability more than once, but only if they share the same or a neutral morality.
Consecrate
(Secondary action: Divine Miracle Touch; Cost: 1 stamina) Choose one item or structure that you are in contact with. This target gains either divine DR or deals bonus divine damage (your choice) equal to your culture skill for the duration of the encounter or until you consecrate another target.
Faith Under Fire
Gain advantage to skill contests forced upon you.
Purify
(Primary action: Divine Miracle; Cost: 1 stamina) This miracle can clear air or water or any impurities or additives, or eliminate the effect of potions, drugs, alcohol, poison, radiation, nausea, or sickness on one target.
Mastery I
Relinquish Control
Purify can now also end active mind-control and hex effects.
Strength of the Gods
(Secondary action: Divine Miracle; Cost: 2 stamina) Choose yourself or a target within line of sight. This target gains a temporary strength bonus equal to 1/2 of your willpower plus 1/2 of your culture for the duration of a combat encounter or for 2d10 minutes out of combat.
Sacrificial Switch
(Optional passive action: Divine Miracle Teleport; Cost: 2 stamina; Once-per-round) Before rolling a defense, you and an ally may teleport and switch places just before the attack.

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Punisher

Psionics focused Defender
Secondary Role: Striker
Key skills: Toughness, Intimidation, Psionics
Backlash
You might take a beating, but that only makes you stronger in the end. This psionic ability stores the trauma you’ve taken and unleashes it on the victim’s mind.
(Primary action: Psionic Mind-control Affliction, line of sight, 1 target; Cost: 1 stamina) Keep track of all damage that is inflicted on you by any source other than yourself or an ally before subtracting damage resistance or armor. You may force a contest of psionics vs. psionics or willpower (enemy’s choice) with a target of your choice within line of sight. Upon a success, you unleash this stored damage, divided by 1d4+1, at that target as a psionic affliction damage. Stored Backlash damage can be held until you take an extended rest. After damaging a victim with backlash, you lose all stored damage.
Mastery I:
You may account for all damage that is aimed at you. Roll damage for any misses for the purposes of Backlash.
Mastery II:
You may account for all damage inflicted on allies after subtracting damage resistance or armor.
Suicidal Charge
(Secondary action: Charge) Choose a victim within line of sight. For the duration of the round you and this victim’s attacks bypass all dodge, block and counter rolls and automatically hit if targeting each other.
Stubborn Bastard
You may ignore broken bones, nausea, and staggered conditions while in combat.
Dreadmaster
Add half your psionics skill to all of your intimidation rolls.
Mastery I:
Dread Aura
(Secondary action; Psionics) All enemies who enter within melee range of you must make a willpower vs intimidation check.
Mastery II:
Dread Force
Whenever you succeed an intimidation contest, keep a record of the margin of victory or victories for this ability. This number is called “dread”. Dread may be stored until the next extended rest and can be used for the following attack:
Dread Blast
(Secondary action: Psionics; affliction spray; Cost: 1 stamina) You unleash a wave of psionic energy. Upon a hit, you deal psionic affliction damage equal to your stored dread. This spray cannot be blocked or countered.
Pain & Gain
(Passive action: Psionics) For each enemy that has attacked you since the beginning of combat, add 2 temporary points to a skill of your choice a maximum of three times per skill. These points are lost at the end of the encounter.
Mastery I:
Gain 3 temporary skill points instead of 2, and you may now distribute these points to multiple skills at a maximum of nine points to a single skill.
Mastery II:
You may now add these points to your defensive or grapple scores.
Seethe
(Secondary action: Psionics) You acquire rage upon activating this ability. While seething, gain advantage on all damage rolls and when rolling to divide Backlash damage.
Mastery I
Seethe becomes a passive action.
Mastery II
When rolling to divide Backlash damage, always divide by 2.
Antagonize
(Command action) Choose one or more enemies who receive this command. You gain aggro from these targets on a successful intimidation, captivation, or bluff vs willpower contest.
Mastery I
You gain advantage when antagonizing selected targets. They have disadvantage to resist your aggro.
Mastery II
Gain an additional 1d4 defense and hit roll bonus when fighting against antagonized targets.
Is That All You’ve Got?
(Optional Passive action: Psionics; Cost: 1 stamina) Whenever you are hit with a physical, magical, psionic, or elemental attack you gain 3 points of temporary damage resistance to that type of attack. The maximum DR you can have from this ability is equal to two times your toughness skill. This DR only lasts until your next extend rest.
Mastery I:
Gain 4 points instead of 3 when activating this ability. Add your psionics skill to the maximum DR you can have from this ability.
Mastery II:
Gain 5 points instead of 4 when activating this ability. The maximum DR you can have from this ability is now equal to three times your toughness skill plus your psionics skill.
Sweet Revenge
Gain advantage to interrogation, hit, and damage rolls against any target that has inflicted damage on you.
Mastery I:
Gain an additional advantage to damage rolls from this ability.
Share the Pain
(Primary action: Psionic Mind-control affliction, line of sight; Cost: 2 stamina; Prerequisite: Backlash) Choose a number of targets up to an amount equal to your psionics skill, and force a contest of psionics vs. psionics or willpower with them all. Unleash an attack using the damage you have stored for Backlash at all targets who fail this contest. You must divide your total damage equally among successful targets when using this attack. You lose all stored backlash damage after using this ability.
Masochistic Mayhem
(Secondary action: Psionics; Focus, Costs: 2 stamina) You channel your suffering into a weapon and unleash it on your foes. Add the amount of damage you have taken, after subtracting damage resistance or armor, since your last turn as bonus to your next standard melee or ranged attack.
Mastery I:
You may store damage for the purposes of Masochistic Mayhem, until the end of the encounter.
Mastery II:
You may store damage for the purposes of Masochistic Mayhem, until the next extended rest.
Psionic Psychopath
You may now acquire the rage condition as a free action and end it if self-induced. You never suffer psionics penalties if enraged. While enraged, gain a temporary damage resistance to psionic damage equal to half your psionics skill and gain advantage to resisting psionic abilities.
Mastery I
Sharing is Caring
(Free Action: Psionics; affliction; once per turn) While enraged, you may force a single target within line-of-sight to a psionics vs willpower contest. If successful, the target acquires the rage condition for 1d4 turns.
Mastery II
Rage Resistance
After enraging an enemy with Sharing is Caring you gain damage resistance equal to your margin of success against that enemy for all damage types except divine.
Bloodlust Boost
(Secondary action: Psionics; Cost: 2 stamina) Immediately after your next attack, regain HP equal to half the damage you dealt.
Mastery I:
You may instead heal an ally within line-of-sight with the HP you would have regained.
Lick the Wounds
(Primary action: Psionics; Cost: 1 stamina) Regain HP equal to your psionics skill.
Mastery I:
When you use this ability eliminate one status condition of your choice.
Mastery II:
You may spend an extra stamina point and regain HP equal to twice your psionics skill.
Fuck You Too
(Defensive action: strike; Cost: 1 stamina) You may choose to not perform a normal defensive action but gain an immediate attack of opportunity against the attacker that automatically hits. Perform your attack after theirs.

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Soldier

Versatile, Weapon Focused Defender
Secondary Role: Striker
Key Skills: Toughness, Accuracy, Melee, Stamina
Suppressive Fire
(Primary action; Cost: 1 stamina) Choose a target within line of sight and make a ranged attack against this target. Until the beginning of your next turn, you may use an attack of opportunity, even at range, against this target if they take a move action or attempt to attack a target other than you. In addition, the target is at a disadvantage to hit rolls until the beginning of your next turn.
Mastery I+
Group Suppression
You may select 1 additional target that you can make attack of opportunities against if they take a move action or attempt to attack another target other than you and have disadvantage to hit rolls until the beginning of your next turn. You may take this mastery more than once. Each additional target you select costs 1 stamina each.
Draw Fire
(Secondary Action: Aggro Draw, Cost: 1 stamina) Draw Aggro from enemies of your choice up to amount equal to your level.
Unit Cohesion
You get a +1d4 bonus to your defense rolls if you have an ally within 5 meters of you.
Mastery I
I’ve Got your Back
Allies within range also gain the defense bonus from Unit Cohesion.
Return Fire
If you are the target of an attack, afterwards you may expend 1 stamina to use an attack of opportunity against that target. You may use a ranged weapon for this attack of opportunity.
Mastery I+
Return All The Fire
Gain one additional attack of opportunity per round. You may take this mastery more than once.
One In The Chamber
When using a non-thrown ranged weapon, you always get an extra action of shooting after your ammo would run out.
Basic Training
Whenever you purchase an attribute point with a level token, gain 2 additional skill points in that attribute.
Full Auto
Gain advantage to recoil rolls. Ranged weapons may be used again as a secondary action as if it were a primary action for 1 stamina point.
Mastery I
Bullet Storm
Gain an additional advantage to RoF rolls.
Shock & Awe
(Optional Passive Action: 1 stamina)_ You and all allies deal additional damage to targets who have Aggro against you equal to half their intimidation skill.
Extreme Conditioning
Regain 2 stamina point at either the beginning or the end of each of your turns (Your choice).
Mastery I
Acclimated
You have advantage to morale rolls and resisting environmental damage.
Mastery II
Carry On
When calculating for carry limits , temporarily increase your strength skill by 30% (Round down.)
Mastery III
Marathoner
Regain 3 stamina points per turn instead of 1 from the extreme conditioning ability.
Run & Gun
When attacking with a ranged weapon, you may do this at any point during your move action, then resume your move action. You may also attack with any medium and smaller weapons during a sprint without penalty.
Spray & Pray
(Free action: Aim) When making a ranged attack with a weapon with RoF higher than one, Gain disadvantage to your RoF roll, but divide any hit shots evenly between the chosen target and up to 3 other targets within line of sight of your choice.
Mastery I
Fire Control
You do not gain the RoF disadvantage from Spray & Pray.
Battle Scars
When calculating your total HP, multiply by 4 instead of 3. Twice per Encounter you may inflict a disadvantage on an enemies attack that has hit you.
Mastery I
Will To Live
Gain additional permanent HP equal to your willpower skill.
Close Combat Training
Gain an additional 1d4 to all hit, damage and defense rolls with or against melee attacks and grapples.
Mastery I
CQC Mastery
Use a 1d6 instead of a 1d4 for _Close Combat Training.
Battle Master
When taking the Advanced Weapon Training perk, you may choose two weapon groups instead of one and gain damage advantage from those weapons as well.
Guns Blazing
(Passive action: RoF Buff; Cost: 1 stamina) Increase your RoF (Rate of fire) with all ranged weapons by 50% (rounded up).
Mastery A
Smoking Barrel
When using guns blazing your ranged attacks now have damage advantage.

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Wildlander

Skill and Magic focused Defender
Secondary Role: Controller
Key Skills: Intuition, Spellcraft, Animal Handling, Stamina

Bushcraft
You have advantage to hardware rolls when using natural materials. You can also perform the following actions:
Hunt and Gather:
(1d4 hours) You gather enough food and water for yourself and allies equal to 1/2 your knowledge skill + 1d4 or less.
Craft Poison:
(1 hour; Crafting) You create a small amount of poison. This poison deals poison affliction damage equal to 1/2 science + 1/2 perception or intuition. It can be made into a contact powder (Secondary action: poison spray), an ingestible liquid, or applied to a bladed weapon or an amount of crossbow bolts or arrowheads equal to half your science skill.
Craft Natural Remedy:
(20 minutes; Crafting) You create a sort of natural medical kit. This can be expended as a secondary action to cure one previously selected status condition, or restore HP equal to your science or culture + perception skill.
Build Shelter:
(1 hour; Crafting) You create a shelter big enough for yourself and and up to 5 allies. This shelter can provide DR against weather conditions equal to your hardware skill. You can divide the amount of time needed to construct this shelter by the amount of people working on it, if allies are helping you.
Mastery I
Trapmaker
You gain the following actions:
Lay Jaw Trap:
(Secondary action: Hidden Crushing Piercing Restraint Trap; Perception vs Intuition to spot) Select a circular area to lay the trap with a 1/2 meter radius. If a victim steps into this area, the trap is triggered and deals 3d8 + your hardware skill in crushing piercing damage. The target must make an immediate toughness contest vs this damage (before DR). If they fail this contest, their leg is broken, and if they critically fail or you critically succeed, then the leg becomes severed, dealing 3d6 bleedout for 1d4 turns and stunning the target (unless immune to pain). They cannot move away from this trap’s area unless they pass a hardware vs 28 check (primary action, and with disadvantage unless they are immune to pain), pass a strength vs 24 check (Primary action, They take 3d8 crushing piercing damage again if they attempt and fail this check), or the leg becomes severed.
Lay Snare Hoist Trap:
(Secondary action: Hidden Trap; Perception vs intuition (advantage, if at ground level, disadvantage if at neck level) to spot) Select a circular area to lay the trap with a 1/2 meter radius. If a victim comes into this area, the trap is triggered and they are hauled up by the body part that hits the snare. If at ground level, then the victims foot becomes caught, but if set at neck height, then the victim starts to become choked by the snare. If their foot becomes caught, they are knocked prone and then pulled up 1/2 your hardware skill in meters up into the air. If caught by the neck, they are pulled up the same distance, but will lose 1d8 stamina due to suffocation at the end of each turn until freed. If their stamina hits zero, they lose consciousness and must make a contest of health vs their amount of stamina below zero at the end of each turn. If they fail this contest, they die. The trapped victim can only be removed by destroying the snare line with non-crushing damage (HP: 5).
Set Deadfall Trap:
(20 minutes: Hidden Crushing Trap, Crafting; Perception vs intuition to spot) You find a large heavy mass that can be easily felled on an unsuspecting victim. Set a trip wire across an area equal to half your hardware skill in meters. If the victim fails to spot the trap and hits the tripwire, they must roll to avoid being hit by the trap: Their agility vs your intuition. The damage amount can be determined by the GM depending on the deadfall. (For example: large tree (6d10x2 crushing damage), small boulder (6d10x5 crushing)).
Wild Magic
Gain two Nature Spells of your choice.
Beast Mode
Gain two Animal Shifting Spells
Trailblazer
You gain double advantage to deal with difficult, hard to navigate, obscuring or dangerous terrain conditions (Ie: Obscuring mist, disorienting woods, laid traps, quicksand, steep hills, etc). By expending a command action, all allies gain an advantage to these conditions until the beginning of your next turn.
Mastery I
Tracker
(Passive action: Focus) Select one target that you have seen before (or smelled if you have the scent sense). You have advantage to track and perceive this target.
Survival of the Fittest
Once per roll, after making a defense action or when resisting a condition, you may pay 1 stamina point to add 1d6 to the result.
Mastery I
Survival Expert
Gain an advantage to your survival of the fittest die rolls.
Mastery II
Barkhide
Reduce all damage you take (after DR) by 1d8 with advantage.
Hunt Down
_(Secondary action: Style) Select one target within line of sight, or that you have spent at least 1 hour studying to become your “prey”. You gain an advantage to track your prey. Deal 30% bonus damage of the same type whenever you successfully hit your prey. Your prey has double disadvantage to sneak rolls against you or your allies, if they are within line of sight of you. If you make an attack that does not target your prey, you lose the benefit of hunt down and must use a secondary action to refocus yourself on that prey or select new prey.
Mastery I
Hunter’s Shot
(Optional Passive action; Once per round; Focus) Gain advantage to your next hit and damage roll when targeting your prey.
Survival Mode
_(Secondary action: Style; Cost 1 stamina per round) Gain an advantage to all defense rolls. After an enemy attempts to attack you, you may use an attack of opportunity against them, if able. This attack may be made with a ranged weapon if equipped.
Mastery I
Druid’s Defense
When performing an attack of opportunity triggered from survival mode, you may cast a secondary action spell instead of performing a basic attack
Mastery II
Survival Instincts
It is now a free action to switch from any other style to survival mode.
Braving the Elements
Gain damage resistance against heat, cold and electric damage equal to 1/2 your health skill.
*GM note: this also includes fire damage, which will become heat damage later on.
Mastery I
Wild Resistance
Gain damage resistance to radiation, poison and acid damage equal to 1/2 your health skill.
Mastery II
Ranger’s Resistance
Whenever you take elemental damage (after DR), reduce this amount by 25% (after DR).
Skirmish
_(Secondary action: Aggro-draw) Select any number of enemy targets within line of sight. Force these targets to a contest of willpower vs your intuition or damage dealt (after DR) from your most recent attack action on them. If they fail, they have aggro against you. Until the end of the round, If they attempt to attack a target other than you, you may attempt an attack of opportunity against them, if able. You may perform this attack of opportunity with a ranged weapon if you have one equipped.
Crypsis
When making a sneak roll or an enemy attempts to spot your hidden trap, add a bonus equal to half your intuition skill to the result.
Mastery I
Camouflage Master
(10 minutes per target; Touch) You create camouflage for yourself, another target, or a trap. This camouflage grants an advantage to avoid visual detection in the type of environment you are currently in or choose. (Example: Boreal Forest, Tropical Jungle, Wetland, Tundra, etc.)
Mastery II
Nature Spirit
When in natural cover, gain a bonus from crypsis equal to your full intuition skill instead of half.
Danger Sense
Add a bonus equal to half your intuition skill to all defense rolls.
Mastery I
Hidden Dangers
Add a bonus equal to half your intuition skill to perceiving traps and sneak attacks
Animal Ally
You may gain an Animal Ally of your choice. Note that some animal allies require additional tokens to purchase, and you cannot gain an animal ally that has a higher animal handling requirement than your permanent animal handling skill. You and your chosen animal ally are treated as having mindlink. If your animal ally dies and you wish to replace that same animal, you may do so at half the normal price (Note: a replaced animal worth 1 level token, would provide you with that animal and a mastery or a single spell).
Mastery I
Attack Animal
Your animal ally gains a permanent damage bonus equal to half your animal handling skill to all attacks that successfully hit.
Mastery II
Aggro Animal
Your animal ally can now attempt to draw aggro as a passive action once per turn against one or all enemies. Force the chosen enemy/enemies to make a willpower vs animal handling roll against you. If they fail, they now have aggro against this animal ally.
Mastery III
Assistant Animal
When within a range of 1/2 your animal handling skill in meters, your animal ally can expend a secondary action to give you or a target ally a temporary bonus on a roll of your choice equal to half your animal handling skill.
I Can Handle Myself
Add half your animal handling skill as bonus damage of the same type to any attack you make while shapeshifted into an animal. When using danger sense in an animal form, you may use half your animal handling skill instead of half your intuition skill for its defense bonus. Gain permanent bonus HP equal to your animal handling skill while in an animal form.
Expert Trapper
Enemies take a temporary 30% penalty when making any rolls against a trap or trap ability you use.
Mastery I
Death Traps
If a trap or trap ability you use deals damage or drains stamina, it now deals an addition 50% bonus damage or stamina drain.
Keep It Simple
During crafting or use a low-tech weapon, structure and tool, temporarily gain a 25% bonus to a roll or skill relating to its current use. You cannot choose to boost both a skill and the roll in the same turn, but may choose which you’d prefer.
Mastery I
Primitive Armorer
Armor and shields made from hide, bone, wood, stone, crystal or other low-tech natural materials gain an additional 25% DR if you have spend at least 1 hour modifying it.

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Adventurer

Mundane Defender
Secondary Role: Support
Key Skills: Culture, Toughness, Willpower
Adventurer’s Versatility
You are now allowed to purchase a number class abilities from classes outside your own equal to 1/4 your permament culture skill (Minimum: 3). You cannot choose more than one ability from the same class. You cannot purchase this ability more than once, but it can provide further allowances as your knowledge attribute rises. You cannot purchase this ability by using the multiclass training perk.
Experience Grinder
Whenever you purchase a perk with level tokens, gain an amount of skill points equal to 1d4/2 (rounded up) to allocate as you wish.
Mastery I
Group Training
You and your allies gain 1 skill point each to allocate as you/they wish whenever you level up together.
Mastery II
Workaholic
For each 5 levels you have, gain a free perk of your choice.
Lived Through Worse
Gain an advantage to toughness and health skill rolls enemies force upon you. Gain permanent HP equal to your culture skill.
Mastery I
Heroic Resolve
(Free action: Buff, Focus; Cost: 2 stamina; Once per roll) Add a bonus equal to 1/2 your willpower skill to a fitness or dexterity related roll. You can use this ability outside of your turn if you are forced to make a contest roll.
Mastery II
Won’t Stay Down
Regenerate HP equal to 1/2 your toughness skill at the beginning of your turn.
Team Player
When using the team up action, everyone gives a +5 bonus instead of +3. Once per round, whenever you and an ally is within 5 meters of each other, either can receive the benefit of a team up action to their defense roll.
Mastery I
Ever Helpful
You can use the team up action once per round as passive action.
Sage Advice
(Command action: Buff) Select an ally other than yourself. Until the beginning of your next turn, that ally gains a bonus to a skill of your choice equal to 1/2 your culture skill.
Mastery I
Follow My Lead
You can use sage advice as a passive action once per turn.
Rapid Recovery
You regain 30% more HP and stamina points from heal and regeneration abilities.
Mastery I
Back in the Fray
You now gain 50% more instead of 30% from the rapid recovery ability.
Mastery II
Persistent Resistance
You only take half damage from recurring sources of damage.
“Hey, ☠@✴#face!”
(Command action: Aggro-Draw, Buff) Select any number or targets within earshot or line of sight. Force all the selected targets to a culture or captivation vs willpower contest. If they fail, they gain aggro against you until the beginning of your next turn. During their turns, your allies gain a temporary advantage to a roll of their choice when engaging an enemy aggro’d by this ability.
Mastery I
Troll In the Dungeon
Enemies have a disadvantage to resist gaining aggro to you from this ability.
Mastery II
Insult to Injury
Allies have a damage advantage when attacking an enemy aggro’d by this ability.
Oriented
You gain an advantage to resist aggro, mind-control, hexes, traps and becoming disoriented while navigating.
Mastery I
Adventurer’s Guidance
Your allies also gain this benefit of this ability and its masteries when able to communicate with you.
Mastery II
Mindful of Surroundings
Gain a permanent +2 to your perception skill and night vision or enhanced hearing. If you have night vision already, upgrade the option to dark vision. If you already have dark vision, upgrade it tremorsense.
Mastery III
Dungeoneer
Gain a bonus to escaping, avoiding, and spotting traps equal to 1/2 your culture skill. Gain a dungeoneers pole.
Enemies of All Sorts
Gain a bonus against all defense and damage rolls equal to 1/4 your culture skill against all intelligent species (GM discretion). Gain a bonus in this manner against all animals equal to 1/4 of your animal handling skill or science skill (whichever is higher).
Mastery I
Rise Above Rivals
Increase the bonuses from enemies of all sorts to 1/3 instead of 1/4.
Supernatural Subversion
You have all sorts of specialty equipment and techniques that you have mastered over the years to provide protection from supernatural forces. Choose a supernatural type: Magic, Psionic, or Divine. When an enemy uses abilities of your selected type against you, gain an advantage to resist abilities of that type and reduce any damage it deals by 25% (Before DR). You can take this ability multiple times, but cannot choose the same type more than once.
Mastery I
Anything But Mundane
You have DR against all supernatural damage types equal to 1/3 your toughness skill.
Frequent Buyer Discount
As an adventurer, you frequently visit shops to trade. You’re quite familiar with how to get the gear you want at a decent price. Reduce the initial price of all items you purchase by 25%.
Mastery I
Loot Peddler
Gain 20% bonus trade value when selling to traders.
Mastery II
Sellsword
Gain 25% more payment when being paid for work.
Veteran’s Edge
Whenever an ability, stat, perk, etc would have you round down, round up instead.
Mastery I
Definite Edge
Instead of re-rolling, you win when you tie a contest roll.
Mastery II
Razor’s Edge
Twice per encounter, you may choose to reroll your own or an ally’s failed roll.
Hostile Pursuit
If an enemy targets you, but fails to inflict damage that turn, you may use an attack of opportunity against them with damage advantage, or make a full movement action towards that enemy.
Mastery I
More Payback
Gain an additional attack of opportunity each round. You can purchase this mastery more than once.
Mastery II
Enemy’s Regret
When hostile pursuit is triggered, you can choose to use two attacks of opportunity on that victim.
Watch and Learn
Whenever you see an ally perform an ability you are capable of during an encounter, but haven’t learned, you temporarily learn that ability until the end of the encounter. This temporarily learned ability also includes all masteries that ally has purchased. You forget this ability at the end of the encounter.
Mastery I
Move Tutor
(Command or secondary action) Allies can gain the benefit of watch and learn on abilities they see you perform.
Master of Basics
(Cost: 1 stamina)_ Whenever you make an attack, you can add the benefit of a power, precision, quick, or feint attack, to that attack, even if it is already one of these. If you add the same benefit to an attack it becomes a “master attack” (for example: a power strike plus added benefits of a further power strike makes it a “master power strike”). You can also combine attacks, such as a power feint attack, or combine the benefit on top of an attack ability. A power attack benefit cannot be added to a firearm or other non-muscle powered weapon.
Mastery I
Fundamentals
(Passive action: Roll Buff; Once per encounter) On a roll of your choice, if the result is lower than 10, raise it to 10 if possible with the die/dice you’re using. You may purchase this mastery more than once, but no more than an amount equal to 1/3 your knowledge attribute.

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