You are a combatant, relying mostly upon your Physique. Start the game with an EFF of d8 and 8+PHY Max Hit Points. You are responsible for telling the group about military history, weapons, defense technology, and ongoing skirmishes as it comes up in game. Champions start the game with Fighting.
Class Variant: Android – Your consciousness exists in a datacore. Start the game with a +0 android body, which carries the stats listed on your character sheet. You are immune to decompression and starvation, and you need not sleep. You are immune to mind-altering Psychic Powers, though your mind can be invaded by those savvy with Computing. Medicine has no effect on you; you must repair yourself through Engineering.
Class Variant: Cybermonk – Start the game with a +1 cybernetic implant of your choosing; you may increase this item’s bonus once per level at no cost. Take +INT to Armor when unarmored and +PHY to damage when unarmed. Armor gained from INT carries no penalty when using Stealth or Athletics. Your ancient order has sent you on a holy mission; tell the rest of the players what that mission is.
Two Weapon Fighting (always active) – Each round, you may make two attacks as a single action. Take minus 2 to Fighting while wielding two weapons.
Power Attack (always active) – When you attack, you may subtract a number from the d20 roll and add it to your EFF roll. Announce that you are power attacking and say the number before you roll.
Flurry of Blows (Fighting or Athletics) – As a single action in battle, roll to deal damage three times, at a minus 3 each time. Requires Martial Arts (if based on Athletics) or Two Weapon Fighting (If based on Fighting).
Martial Arts (Athletics) – Either deal EFF damage to your foe or grapple your foe.
Unarmed Strike (always active) – You may attack without a weapon, but you must roll +PHY.
Grapple (Fighting) – Your attack deals no damage but your foe is incapacitated. They must roll against your Fortitude to be freed.
Bone Splinter (Fighting) – On a successful attack against a grappled foe, you may break a limb..Someone with a broken limb takes one less action per turn and minus 1 to AGI and PHY based rolls.
Cybernetics Splinter (Fighting) – You may disable prosthetics, cybernetic implants, and android limbs. Requires Bone Splinter.
Shield Wall (Fighting) – If you take a defensive stance next to an ally, both of you take plus 1 to Reflexes and Fortitude.
Precise Shot (Fighting) – Deal an additional EFF of damage, disable a body part of your choosing, or disarm foes from a distance. Works with +AGI attacks only. Takes 2 actions to perform. Someone with a broken limb takes one less action per turn and minus 1 to AGI and PHY based rolls.
Free Running (Athletics) – Move across perilous or difficult terrain at no penalty.
Parkour (Athletics) – Take +AGI to Athletics on your next roll.
Suppressing Fire (Fighting) – Draw a line straight away from you. Anyone within 5 feet (1 grid square) of that line takes minus 3 to all skills until they move away. Works with +AGI attacks only.
Defensive Stance (Athletics) – Take +EFF to Armor for one turn.
Melee Weapon Focus (always active) – When using melee weapons, add PHY to the damage dealt.
Rage (activate at will) – When enraged, roll EFF whenever you would normally roll a d20, and roll a d20 when you would normally roll EFF; Speech against your Willpower calms you down.
Watch your Corners (always active) – Take plus 1 to Wit against Stealth.
Heroic Health (always active) – Take plus 1 to resist disease and poisons. Add 1 to your Maximum HP. Requires 12 Hit Points.
Meteoric Health (always active) – Take an additional plus 1 to resist disease and poisons. Add 1 to your Maximum HP. Requires Heroic Health
Legendary Health (always active) – You are immune to disease or poison (pick one); Add 1 to your Maximum HP.. Requires Meteoric Health
Adrenaline Junkie (always active) – When you successfully avoid a danger, take plus 1 on your next roll.
Fitness Regimen (always active) – By eating right, exercising, and taking your multivitamins, you are healthy enough to recover PHY every time you rest. Requires PHY greater than 1.
Heroic Grace (Athletics) – Move silently from place to place.
Get Around (Athletics) – You may move around an opponent in very tight quarters, or through a square on the map occupied by an opponent.
Squad Leader (Leadership) – Teach Fighting to a follower. If you have Piloting, you may teach that to a follower instead.
Exemplar (Leadership) – Teach a Champion Ability to a follower. You may only teach each follower once per level.
Squad Formations (Leadership) – Assemble your followers into a squadron of 1- to 4-man Spaceships. They each take plus 1 to Fighting and Piloting while in formation.
Synergy with Explorers (always active) – When you assist an explorer, they do an additional EFF damage to a foe.
Synergy with Savants (always active) – When you assist a Savant, that Savant takes plus 1 to Reflexes for a turn.
Synergy with Psychics (Athletics) – When you assist a Psychic, their foe takes -AGI to their Reflexes for one turn.