This section will list all of the available Classes you can choose from. Your Class is a representation of your character's combat style. Your Class will determine your starting Attributes, Talents, and Equipment.
If starting above Level 1, simply add 3 Talent Points, and 2000 credits for every level above 1, as well as an additional Attribute Point for every 2 levels.
You may only pick 1 Class for your character, however if you feel like another Class would suit your character better, be sure to ask your GM if they are happy for you to switch.
Soldiers are battlefield purists, ignoring fancy technology and powers, relying only on their immense physical conditioning and expert training.
When levelling up, Soldiers can invest Talent Points into Universal Talents, and Combat Talents.
Starting Attributes:
+2 Body
-1 Mind
-1 Will
Starting Talents:
Melee Training - Rank 1
Pistol Training - Rank 1
Adrenaline Rush - Rank 1
Starting Equipment:
1x Predator Pistol
1x Omni-Blade
1x Generic Light Armour
1x Generic Omni-Tool
1x Power Cell
Engineers prefer to focus entirely on technology for combat purposes, utilising an array of drones, hacking techniques, and omni-tool programs.
When levelling up, Engineers can invest Talent Points into Universal Talents, and Tech Talents.
Starting Attributes:
-1 Body
+2 Mind
-1 Will
Starting Talents:
Melee Training - Rank 1
Pistol Training - Rank 1
Sentry Turret - Rank 1
Starting Equipment:
1x Predator Pistol
1x Omni-Taser
1x Generic Light Armour
1x Generic Omni-Tool
1x Omni-Gel
Adepts are Biotic specialists, relying on their powers to subdue foes in gravitational vortexes, blasts of force, and stasis fields.
When levelling up, Adepts can invest Talent Points into Universal Talents, and Biotic Talents.
Starting Attributes:
-1 Body
-1 Mind
+2 Will
Starting Talents:
Melee Training - Rank 1
Pistol Training - Rank 1
Singularity - Rank 1
Starting Equipment:
1x Predator Pistol
1x Biotic Punch
1x Generic Light Armour
1x Generic Biotic Amp
1x Medi-Gel
Infiltrators use a combination of combat training and technology to take out high value targets. A popular combination is to pair their tactical cloak with a sniper rifle.
When levelling up, Infiltrators can invest Talent Points into Universal Talents, Combat Talents, and Tech Talents.
Starting Attributes:
+1 Body
+1 Mind
-2 Will
Starting Talents:
Melee Training - Rank 1
Pistol Training - Rank 1
Tactical Cloak - Rank 1
Starting Equipment:
1x Predator Pistol
1x Omni-Blade
1x Generic Light Armour
1x Generic Omni-Tool
1x Power Cell
Vanguards use a combination of combat training and biotic abilities to give and receive large amounts of damage. A popular combination is to pair their Biotic Charge with a shotgun.
When levelling up, Vanguards can invest Talent Points into Universal Talents, Combat Talents, and Biotic Talents.
Starting Attributes:
+1 Body
-2 Mind
+1 Will
Starting Talents:
Melee Training - Rank 1
Pistol Training - Rank 1
Biotic Charge - Rank 1
Starting Equipment:
1x Predator Pistol
1x Biotic Punch
1x Generic Light Armour
1x Generic Biotic Amp
1x Medi-Gel
Sentinels use a combination of technology and biotics, allowing for a versatile build capable of effectively taking down all types of enemy defenses.
When levelling up, Sentinels can invest Talent Points into Universal Talents, Tech Talents, and Biotic Talents.
Starting Attributes:
-2 Body
+1 Mind
+1 Will
Starting Talents:
Melee Training - Rank 1
Pistol Training - Rank 1
Omni-Armour - Rank 1
Starting Equipment:
1x Predator Pistol
1x Omni-Taser
1x Generic Light Armour
1x Generic Omni-Tool
1x Omni-Gel