21. The Trades




Car Jacker
Being without a vehicle in a semi-lawless ultra-violent society can be a real drag, fortunately for you, you’re never without; it’s just unfortunate for everybody else.

Req
Swift 7
Strength 5

Ability – I’m not walking
Whenever you’re in an area with a few or more vehicles around, you will find one for the taking. The GM will provide you with a vehicle or multiple vehicles to choose from, that you can liberate from their previous owners.

Moves

  • Getaway Driver – You’re twice as likely to evade all authority figures but you can only take jobs that are against established laws or local guidelines.
  • Speed Demon – Putting the pedal to the metal is your middle name.
    Add +2 to any Speed roll but if you fail, the vehicle you are in will be totaled.
  • Vehicular Assault – Add +2 to any Aim roll while in a vehicle.

Specialty

  • Chop Shop – Designate an area you have access to as your garage. In your garage you have an auto lift and workshop to modify and repair vehicles.
    X – Swap Out – You can change serial numbers and forge registration information for stolen vehicles brought back to your garage. These vehicles can pass inspections and are no longer traceable as stolen.
    XX – Road Rage – Vehicles in your garage can be weaponized. You gain the ability to mount machine guns, turrets, and various armaments once acquired.

Perks

  • Add +2 to Swift
  • Add +2 to Strength
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • I Can Drive Anything – You can steal and operate anything with wheels.
    X – I Said Anything – You can steal and drive any vehicle there is.

Starter Gear
Carjacking kit (you describe)
Dirty hoodie or Jacket (you describe)
1 Common Handgun
1 Crowbar, Baseball Bat, or Switchblade





Waster
You are no stranger to harsh climates and inhospitable environments. Waster’s have learned how to survive, either by natural ability or years of training. If you need someone to get from point A to B in the wastelands, a Waster is who you need for the job.

Req
Resilience 7
Swift 5

Ability – Where you lay your head is home.
You can make a camp for yourself anywhere in the wild from whatever you can find. Your temporary living spaces will offer the same benefits as permanent living spaces.

Moves

  • Tough as nails – Add + 15 to Toughness.
  • The Goat – You can eat things like trash, tree bark, wood, or scraps to regain health and energy.
  • A boy and his dog – The wastes can be a lonely place and sometime those that walk on two legs aren’t the most trustworthy allies. You have an average size or small pet companion that follows you everywhere. You and your pet have a strong bond that allows you to communicate with them silently through commands and body language or telepathy.

Specialty

  • Flora La Fona – You are familiar with all the different areas of the waste and how to survive in them. When you go anywhere out in the wilderness or wastelands, the GM will give you some useful information about the area. Things you should know about when entering the wastes are common dangers, notable creatures, resources, and possible safe locations.
    X – Not only are you familiar with the environment you are also a master in the art of camouflage. When out in the wastes, if you have not already been discovered you can retreat into the wilds, virtually disappearing, without leaving the general vicinity. When in the wilds you can hide from danger without a sneak roll.
    XX – Not only can you hide in the wilds, but now you will also have a secret way out for you and your companions if you are together. You can flee without passing a roll.

Perks

  • Add +2 to Resistance
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Adapt to the Elements – You are practically immune to the effects of hyper/hypothermia. Exposure to the elements doesn’t affect you. If you are exposed to unimaginable conditions and suffer harm, you will still not suffer any associated negative rolls.

Starter Gear
1 Hatchet
1 Knapsack Backpack
Your Knapsack Backpack is your life. You can store as many items as a small living space and the bag will never be larger than you can carry or heavier than you’d be able to bare. I’m going to be honest, I don’t know how it works either, I guess you’re just really good at packing or something. Your Knapsack Backpack’s inventory is separate from your base inventory and can be accessed instantly in any situation if you have your Knapsack Backpack with you.





Bruiser
As a Bruiser, you might find yourself more comfortable in a bar fight or by the side of some well-established crime boss.

Req
Strength 7
Resilience 5

Ability – First Swing
Whenever a Bruiser gets into a fight with someone who has a weapon, the Bruiser acts first if the Bruiser is unarmed.

Moves

  • If you’re gonna’ be dumb, you gotta’ be tough – Subtract as many points as possible from your character’s intelligence and for every 1 subtracted add +10 to your character’s HP.
  • Iron Fists – Brass knuckles, flapjacks, and similar type weapons no longer count as a weapon for your character. Ignore any AP costs and consider yourself unarmed. If applicable, your items may be carried in places where other weapons would normally not be allowed.
  • Slugger – Do double damage with any baseball bat or similar blunt weapon.

Specialty

  • One Punch – If you roll an 11 or 12 while attacking unarmed, instantly deal double damage.
    X – Now, 9 -10 deals double damage and 11 – 12 do triple damage instantly for unarmed attacks.
    XX – You are a master of your arts, the art of beating things to a pulp. Any successful unarmed attack roll will do at least double damage, 7- 9 will do triple damage and 10 – 11 is an automatic x4 damage.

Perks

  • +2 to Resiliance
  • +2 to Strength
  • +1 to any Stat
  • +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Hard to kill – Reduce incoming damage by 25%
    X – Harder to kill – Reduce incoming damage by 50%

Starter Gear
1 Knit Cap
1 Turtle Neck Sweater
1 Brass knuckles
1 Baseball Bat





Original Gangster
If there is a problem in the neighborhood, you’re either the person to handle it or the cause yourself. With both a firm understanding of how to live on the city streets and ample skills with a firearm, an Original Gangster is not someone you want to bet against.

Req
Swift 6
Personality 6

Ability – Hood Sense
Spending years getting in and out of tough situations has taught you a thing or two about drama and static. You can’t explain it, but you just know when something is about to go down or when something seriously bad has happened. You can roll to react to danger before it happens.

Moves

  • Dip, Dodge, Duck and Dive – Whenever you’re being attacked by multiple enemies roll 1 six-sided dice for each attacking enemy. For every roll over 3 the dodge an attack.
  • Prison Wallet – You are no stranger to strict laws and oppressive authority. You can completely conceal one item the size of a fist (single hand weapons like a pistol or knife is allowed). This item can be smuggled in and out of secure areas where weapons may not be permitted.
  • Tools of the trade – You know your weapons better than anybody else. Every time you attack using your own gun or melee weapon, roll twice and use the best roll for the attack roll.

Specialty

  • Way of the gun – Do double damage with all firearms.
    X – Do triple damage with all firearms whenever you attack before your target.
    XX – Whenever you enter combat, you attack first for your first and second attack.

Perks

  • Add +2 to Personality
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select one move from another class
  • Select one move from another class
  • Select one move from another class
  • Select one move from another class
  • For the homies – Whenever one of your allies or companions takes damage you may step in to fight in their place. When you step in to fight for someone else, you automatically attack first.
  • Down for the set – You’ve got two homies that are always down for whatever. Create two companion NPCs that will follow you around and are always down for whatever you are trying to do. The only requirements are you make sure they are fed, and your living space is shared or relatively equal to theirs. Your companions start off with the same or similar gear as your starter gear.

Starter Gear
1 Common Handgun or Sub-Machine Gun
1 Colored bandana, flag, armband, or symbol to represent your hood.




Renegade
More fond of the open road than towns, cities, or settlements, the Renegade is always on the move. There are many who make a beast out of themselves and chose the life of the Renegade, but the only thing they all have in common is that they’re never willingly without their ride.

Req
Swift 7
Strength 5

Ability – Whiskey Throttle
You can travel to and from distant locations twice as fast as everyone else. A trip that could take another character days, a Renegade can do in a few turns.

Moves

  • On the Run – Add +3 to any flee roll
  • Roadside Mechanic – Constantly being miles from civilization with few tools and minimum supplies has taught you how to improvise. Add +2 to any repair roll (tinkering or engineering). On a failed roll the repairs still take but they may only last a certain amount of time before failing as well as other consequences.
  • Moving Target – Any attacker instantly subtracts -2 from any attack roll against you, if you are in the seat, saddle, or behind the wheel.

Specialty
choose one

  • Chopper Chicks in Zombietown – You’ve got two companions that will stick by you through thick and thin. Create two NPC companions to join your pack, they each start with a vehicle and gear similar to your starter gear.
    X – Now your gang is getting bigger, add 4 more members to your pack. The new members have their own vehicles and gear similar to your starter gear.
    XX – Your gang is a serious force to be reckoned with. Upgrade every member of your pack’s vehicles and weapons to be equal to your current gear and vehicle stats.
    - or -
  • One Man Wolf Pack – You’re not just bad, you’re bad to the bone, your reputation follows you wherever you go. People know you are not one to be messed with. Add +2 to any persuasion roll. You strike fear into all humanoid lifeforms but not animals or supernatural creatures. Anything that is afraid of you subtracts -1 from any roll against you.
    X – Do double damage against targets that are afraid of you.
    XX – Anything that fears you subtracts -2 from any roll against you. Also, animals and supernatural creature do not fear you, but they do respect you. They will not attack you unless provoked.

Perks

  • Add +3 to strength
  • Add +1 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Heavy Metal Thunder – The sound of your ride is enough to strike fear in the hearts of onlookers. Any enemy with HP lower than half of your current HP will flee from you, if you are on your ride; everyone is scared.

Starter Gear
1 Basic Chopper (Mcycle) with 1 add on
1 Double Barrel
1 Melee Weapon
1 Bedroll
A small portable repair kit (you describe)




Lunatic
‘The Lunatic is on the grass’
I’m not sure how to describe the Lunatic besides saying they’re a loose cannon with little to no consideration for anything, enjoy.

Req
Swift 6
Resilience 6

Ability – Wild Card
Being completely unpredictable does have its benefits. At the beginning of each session, roll two six-sided die. If you roll 2-6 you enter a complete state of delirium in between moves. While delirious, NPCs and hostile enemies will disregard you out of confusion unless you are the only remaining party member. If you roll a 7-12 you go into a complete state of mania. Double your Swift whenever you enter combat and attack fist against all NPCs until you snap out of it.

Moves

  • On the Grass – Whenever you become inebriated or delirious, you have vivid hallucinations that can have positive or negative effects. Roll 1 D12, on a 1-5 you have terrible, nightmarish like visions that cause you to act horribly without control. If you Roll 6-12 you have vivid visions that will give you helpful clues about things you should or want to know
  • Psycho Vision – When in combat, hyper focus on your targets. Gain +1 to any attack roll and do double damage on your first strike.
  • Split – You have an alter ego that’s oddly persuasive and manipulating. When you are acting as your alter ego add +2 to any hustle roll. Your alter ego can still be essentially you, but your personality must shift or change drastically.

Specialty

  • Gonzo Boogie – You elegantly perform a ballet of death. Roll 1 D6 for each weapon you are attacking with. For every roll of 4-6 kill one target with HP lower than 20
    X – Roll 1 D12 for every weapon instead of a D6. Kill targets with HP lower than 30
    XX – Reduce all AP costs by 2

Perks

  • Add +2 to Resilience
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Loose Cannon – Roll two six-sided die. If you roll 7-12 pick one target with HP lower than 20 and kill them instantly. If you roll 2-6 instantly deal 5 damage to yourself, another party member, or a friendly NPC.

Starter Gear
1 Butcher Knife, Cleaver, or Machete
6x Throwing Knives
A Straight Jacket. You don’t have to wear it, but you have one; it’s always with you.





Guardian Angel
You’re not just any burly, beret wearing, bad ass; you’re a burly, beret wearing, bad ass with a heart of gold. A Guardian Angel holds their hopes up high and their friends up higher. When someone falls, you pick them back up!

Req
Strength 6
Wisdom 6

Ability – Bronze Chest, Golden Heart
Knocking heads and throwing fists is something of a pastime for you but if there is one thing you cannot stand, it’s a bully. You have a permanent +2 to Strength and Resilience but if you ever see someone weaker than you in danger or getting pushed around you must stick up for them.

Moves

  • Battlefield Sucher – When in combat you can roll 1 D12 for each injured friend or companion in your party. Every time you roll, pick a player or NPC and heal them for the amount rolled.
  • In the Trenches – Whenever a friend or companion with lower HP is injured you instantly attack the aggressor.
  • Mean Look About You – Your cold stare and looming presence can be all you need to talk someone down. Roll Toughness instead of Hustle when trying to persuade.

Specialty

  • Bullets, Bats, Boots, and Fury – If you or your party is attacked unprovoked, reduce all AP costs by 50%.
    X – when attacking with firearms, melee weapons, or unarmed do double damage.
    XX – Add +2 to any Toughness or Aim roll.

Perks

  • Add +2 to Wisdom
  • Add +2 to Toughness
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Road of the Righteous – Whenever you stick up for someone add +1 to your next roll, whatever it may be.
    X – Add a total of +2 to your next roll after sticking up for someone.

Starter Gear
1 Baseball Bat
A beret that let’s everyone around you know your reputation as a Guardian Angel (describe look and background. Is your beret a symbol of your dedication or affiliation to some group of vigilantes? be as specific as possible)
Stitch Kit
Your Stitch Kit is a small cache of medical supplies used to treat flesh wounds, lacerations, and minor burns. If you have your Stitch Kit in your inventory, add +2 to any heal roll. However, supplies may need to be restocked from time to time.





Rudy
Slick, sly, and ready for danger. Don’t let the suit and tie fool you, Rudy is no stranger to the life of crime.

Req
Personality 7
Swift 5

Ability – Moldavian Bank Robber
If you sneak up or get the drop on a target, you can pull your gun on them, and they will obey you without argument or a roll. However, others may still try to attack you or disregard your threats.
*This ability is limited to one person at a time. If the person you are controlling is telling others to stand down, they may not be forced to comply without a roll.

Moves

  • Friends in Low Places – you’ve got a network of connections in every shanty town around. no matter where you are the GM will provide you with a contact for you to check in with, preferably in a rundown bar, back alley, or cafe. This contact will supply you with key information, tips, weapons, or special items. Sometimes they’ll do this for a fee or a small favor in return but sometimes they’ll do it just because they like you.
  • Dressed to kill – Do double damage with handguns if you are wearing a suit and tie
  • East Side Beat – You’ve been caught in the act with a gun before. All the times you have been locked up behind bars have taught you a few things about unarmed combat. Roll Reflex when fighting unarmed instead of toughness.

Specialty

  • Secret Agent – Taking jobs from sophisticated clients has left some extra ordinary equipment at your disposal. First thing on the list is what would appear to be an average pack of cigarettes, only each one of these death sticks is a small remote detonating bomb. Each cig does 20 DMG, 3 AOE, and has a detonation RNG of 10.
    X – The next item looks like a simple high-end wristwatch, except this timepiece doubles as a high-powered laser that can cut threw practically anything.
    XX – Now what slick, suit wearing, hipster hit-person wouldn’t be complete without their own portable stereo. Trust me though, the surround sound speakers aren’t going to be the only things making noise on this boom box, this ghetto blaster can transform into a fully functional RPG launcher. The real charm is how deceiving it is. One minute you’re just bumping some rocksteady beats, the next minute you’re a single soldier hit squad. The Boom-Box can be snuck passed most guards and into most locations.
    Boom Box DMG 40 RNG 4 AOE 2 AP 8

Perks

  • Add + 1 to personality
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class sheet
  • Select a move from another class sheet
  • Select a move from another class sheet
  • Select a move from another class sheet
  • Number 1 Assassin
    you have a very niche, high end cliental that will often hire you for extra bagman jobs. These are quick, self-contained, high-risk high-reward jobs that you can work out with the GM.
  • Shaken not stirred – You can persuade any non-player character without a roll; if you can get to know them on a personal level.

Starter Gear
1 Common Handgun
1 Suit and tie, boots, and a hat (you describe)
Dark Sunglasses






Slaughtergun
A head strong, no guts no glory, hulk of a person. In the middle of a gunfight, a Slaughtergun is the one hip firing a massive machinegun, while brushing off multiple shrapnel wounds and bullet punctures as a ’minor nuisance’.

Req
Strength 5
Resilience 7

Ability – Hulk o Mania
Small caliber bullets and small blades do nothing to you. Any incoming DMG less than 10 has no effect on you. You only take damage for hits of 11 or more, all damage 11 or greater is calculated normally.

Moves

  • Full Metal Jacket – Your bullets expand and contrast when they enter a target. Whenever you deal DMG with a firearm your targets take normal DMG plus and extra 50% on the following turn. Targets wounded by your bullets cannot be healed in combat.
  • Leory Jenkins – Whenever you charged blindly into battle without relenting and with no regard to yourself or those around you, add +2 to any attack Roll during the fight. Also, all incoming DMG is reduced by 50% on the first turn.
  • Killstreak – Every time you kill a target in one shot your AP instantly refills.

Specialty

  • Death‘s Construction – You rain down on your enemies with a volley of highly explosives rounds. Whenever you deal damage to a target, deal another 50% of the DMG to a second target.
    X – Your second target receives the same DMG as the first.
    XX – Deal double DMG with all Heavy Weapons, Rifles, and Explosives. You can also select a third target in combat and deal 50% of your total DMG to them, when attacking.

Perks

  • Add +2 to Dexterity
  • Add +2 to Resilience
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Born to Kill – Your reputation, terrifying presence, or sheer badassery renders most authority figures to intimidated to confront you. You can flat out kill people in open day light from time to time with little to no repercussions
  • Unofficial Capacity – People that know you, know what you do. You may be asked from time to time to ‘take out’ specific targets to maintain your standard of living or continuously get away with murder. You can also take high paying jobs from these clients as well.

Starter Gear
1 Common Rifle
1 Common Handgun or Sub-Machine Gun
3x Grenades
Fatigues and combat gear or your ‘work’ clothes (you describe)

No Fear for the Reaper – You don’t worry about going to Hell because you are already there. At certain points you might find yourself haunted by your wicked deeds, the many people you have killed, or those you couldn’t save. (You describe)




Iron Worker
It’s not all about guns and killing in the new world, someone has to build it. The towers, transportation, and modern industry didn’t just appear. Most of what you see in the big cities is newer than you might think and the old stuff is always breaking.

Req
Strength 6
Dexterity 6

Ability – We Built This City
You have common familiarity with almost every type of building and vehicle around. You can take one look at a manmade structure or machines and know it’s weak points and strong points. You are also well versed in the common layout of city streets, building codes, and structural passageways, giving you access to areas off limits to many others.

Moves

  • Brute Force – Add +2 to any attack roll when using a sledgehammer, 3 lbs Driver, Pipe Wrench, or similar object.
  • Weak Foundation – You can strike the ground with a blunt weapon for an attack. Instead of doing DMG, on a hit, anything within RNG 3 is knocked to the ground and stunned for 1 to 3 turns, depending on the success of the roll.
  • Master Craftsman – You can repair or fortify structures and vehicles to increase their overall structural integrity. When you roll repair, a high roll or critical success can increase the objects total HP even greater than before.

Specialty

  • Demolition Man -Do Double damage against structures and vehicles.
    X – Add +2 to any roll when attacking a structure or vehicle.
    XX – Do an additional Double Damage with explosives.

Perks

  • Add +2 to Strength
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Union Strong – When you are in a large, populated area you can enlist the help of other workers who will come to your aid. When you ask for it, 1 to 4 temporary companions of fellow Iron Workers or similar trades may join your cause for a short time.
  • Bookoo Overtime – When you take a job from an NPC you get paid double. (If the GM says 200 credits, what they really mean is 400 credits)
  • Health Insurance – Once per session, while in a modern city area, you can put out a call for medical assistance and within moments an EMT will be dispatched to your location. *Roll luck to see how quickly they arrive.

Starter Gear
1 Sledgehammer
Bag of tools (you describe)
Hard hat, safety vest, and gear (you describe)






Radical
Despite the global world wide web being a thing of the past, the internet never totally shutdown. Data jockeys kept as much as they could still running. Local Area Networks form daisy chains of closed casket intranets across various urban centers and population hubs. Sure, these networks are heavily monitored but there’s nothing a radical enjoys more than cracking virtual locks and pillaging hidden databases.

Req
Dexterity 7
Intelligence 5

Ability – S1 f18 d1 o6 o12, l5 m5 t15 y15 a3 c15!
You are a wizard with a keyboard. Cracking passwords and basic encryptions is something you can and probably have done in your sleep. You can gain access to any basic network or low-level security system without a roll.

Moves

  • Demented Otaku – You can gain information from computers like you are speaking to a person. Ask questions directly as if you were having a conversation. *Roll hustle instead of hacking when dealing with machines.
  • Master Hacker – If you fail a hacking roll you can try again once without penalty.
  • Reduce, reuse, recycle – You can breakdown broken or unused machines and appliances to use for fixing or building something else. Whenever you break stuff down for parts add 1-3 ’miscellaneous scrap’ to your inventory. Whenever you need to, you can spend your miscellaneous scrap to enhance a tinkering roll. For every 3 miscellaneous scrap spent add+1 to the roll.

Specialty – Allyourbasearebelongtous

  • You can override a computer and reprogram it to do your virtual bidding.
    X- You can implant viruses into any network that you have access to. The virus will give you control of any computer connected to that network.
    XX – You can hack into any machine or vehicle that is connected to an advanced computer system.

Perks

  • Add +2 to Dexterity
  • Add +2 to Intelligence
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • I don’t think i think
    Add +2 to any Brains roll but subtract -1 from any hustle roll

Starter Gear
1 Improvised video game system, console, or cyberdeck, that you have reprogrammed to be your universal cracking device and key to the virtual world (you describe)
This device allows you to travel connected networks like a virtual reality and communicate with programs and data directly.
various hard drives and data storage devices (you describe)
Nefarious data, pirated IPs, or stolen schematics (you describe)
*by default, a radical always has some decrypted software or malicious malware on hand that could land them in some hot water if the appropriate authorities were to catch on.






EMT (Emergency Medical Transportation)
Did somebody call a doctor?
Every step in the new world could be a step in the wrong direction. Behind every corner could hide a viscous accident. Between car collisions and catastrophic catastrophes, destruction happens every day. It’s a good thing some people still care for others. It’s even better when the ones who care, have a set of wheels.

Req
Swift 6
Wisdom 6

Ability – Helping Hand
People all over are familiar with and may even depend on the selfless ambulance drivers who have taken give care indiscriminately regardless of the patients’ status. Wherever you go in an urban area, settlement, or village, you are treated well. However, you may be asked to care for the sick or heal the wounded without payment or Health Insurance.

Moves

  • Resuscitate – You can instantly heal someone of a lasting medical effect like poison, stop bleeding and revive someone from being unconscious.
  • Adrenaline Shot – Once per sessions or every few days, you can jab someone with a dose of adrenaline. Whoever receives an Adrenaline Shot will double DMG, have their AP reduced by 2 and all incoming DMG reduced by 50% for their next three turns.
  • Emergency Vehicle Plating – Your vehicle is built to handle the worst urban conditions a dystopian hell world can produce. Roll Reflex instead of Toughness when you are in your vehicle.

Specialty
The vehicle you start with is a fully functional hospital on wheels. The more you take care of it, the more it will take care of you and everyone else.

  • Wet Work – You can heal yourself or anyone else to full health by resting or having them rest in your vehicle. If you have First Aid as a tagged skill, add experience even though no roll is necessary to perform the healing.
    X – You can use your vehicle’s radio to take calls. Calls are jobs that involve healing and saving the lives of others. The calls are dispatched by various aid workers that handle and receive the calls in their areas who then give the calls out to responding EMTS. Once you have completed a call or calls you can receive payment.
    XX- You can heal anyone that has died if you can get them into your vehicle within three turns of their death blow and they are at least 80% intact. Once the body is in your ambulance roll First Aid. You have 3 attempts to perform the roll and if successful, the person is revived back to critical condition or unconscious.

Perks

  • Add +2 to Wisdom
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Lights and Sirens
    Your vehicle has lights, horns and sirens that will clear people from your path when activated.
  • Local Anesthetics
    You have three doses of numbing ointment or pain killers that when administered will reduce all incoming DMG by 50% for the next three turns to whoever receives a dose. Refill your doses every session or after a few days.

Starter Gear
1 Doctor Bag (you describe)
Your Doctor bag has all the equipment you need to perform basic medical procedures on the go. When you have your Doctor Bag you can check the basic vitalities of any creature or lifeform within your physical presence and learn their HP, AP, specific stats, notable traits, or any hidden ailments or afflictions they may have.

Your Ambulance
Create a Transport Vehicle to be your specialized traveling trauma center. It must accommodate yourself, you patients, and all your equipment. choose 1 add on.





Cat Burglar
An elegant, stunning, and silent agent of the night. Cat burglars are capable of stealing anything.

Req
Dexterity 8
Personality 8

Ability – Curious Cats
Sly, devious, and completely unable to help yourself. You absolutely must know what everyone else has. You can see the inventory of everyone around, Player Character or NPC, and know what they have.

Moves

  • Ghost like Swayze – you can still roll sneak to try to disappear even after you have been spotted or discovered.
  • The cover of darkness – Whenever you are in a dark poorly lit area, add +1 to any Sneak roll.
  • Irresistible Charm
    Your smooth talking and extremely good looks make you an exceptional manipulator. Add +1 to any hustle roll

Specialty – Hands in Pockets
If you know a person’s inventory you can pick pocket any one item they are carrying
X – You can plant items on targets as long as you can see their inventory
XX – You can steal anything from anyone as long as it is not physically attached
to them. This means you can even take the weapon out of someone hands.

Perks

  • Add +2 to Dexterity
  • Add +2 to Personality
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Lockpick Mcgee – You can pick any lock without they need to roll a skill.
  • Fence
    You have a special contact that will buy your stolen goods at a much better price than the average shop, dealer, or hawk.

Starter Gear
1 Common Handgun
Cat Burglar disguise, face mask and or make-up (you describe)
*Cat Ears are optional






Toxer
The Toxer is just a stranger, could be any stranger. They are odd beings, changed or molded by the wastes. Maybe it was the decades of devastating pollution being dumped into the ecosystem, maybe it was something else. Whatever the cause, the Toxer is with us now.

Req
Resilience 8
Intelligence 4

Ability – Pretty Pollution
You can peer into the iridescent toxic clouds always above and see things others cannot. Whenever you can see the sky, you can look up into the sky and roll Awareness. On a hit the GM will give you a random piece of helpful information about the world around you or things to come.

Moves

  • Toxins are everywhere – Once every session or after long periods of time. Another Toxer is created somewhere else in the world. You share a mental link with all Toxer. It is possible for Toxer to communicate remotely, hear information, and do favors for one another.
  • Bend to My Will – Roll Brains to gain control over the other Toxer. They will obey you without question for hours or days. If you fail the roll, your will is the one that bends. Another Toxer will gain control of you and maintain control for as long as the GM allows. *When forcing another Toxer to roll, they roll the needed skill plus 0.
  • Poison Words – You can infect minds with your toxic presence. Roll Brains instead of Hustle. However, your tone and words always leave people feeling unsettled and they may generally dislike you.

Specialty
the Toxic clouds and polluting wastes have molded and shaped its own consciousness. It lives and breathes through you.

  • Slime Lord – You choose exactly where the next Toxer appears. When you force them to act add +2 to any roll.
    X – Whenever one Toxer is created, create a second as well. Choose where they both appear.
    XX – All the Toxer act as one. You and every other lifeform that is the Toxer now share a fully unified consciousness. When you act as another extension of the Toxer, roll your stats and skills. *It is no longer necessary to roll ’Bend to My Will’, the other lifeform’s will is forfeit.

Perks

  • Add +2 to resilience
  • Add +2 to intelligence
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Toxic Environment – Your health regenerates in toxic, poisonous, or radioactive environments.
  • Toxic Fumes – Release a toxic cloud from within dealing poisonous DMG to your target. Roll Brains to use this attack. DMG 12 RNG 3 AOE 2

Starter Gear
You have a rusty canteen or dirty jar of polluted water. (you describe)
The polluted water you carry can be sipped outside of combat to heal yourself over time. If anyone drinks your water, they will become poisoned and will obey you without the need for persuasion for a short time; until the poison dissipates.






Psyker
“The future always leaves a trail of crumbs in the past”
Every now and then a child is born with a very special gift. Often those who are gifted are plagued and misunderstood by their peers. Psykers are commonly mistaken for the insane. The saying some gifts are a curse has never been more apparent than in the Psyker.

Req
Wisdom 8
Intelligence 4

Ability – Further Down the Road
once a day a Psyker can use this ability to see into the future or a future that maybe. Tell the GM you are “looking Down the Road”. The GM will tell you something that will definitely happen or something that might happen, in the near future.

Moves

  • Hobo With a Shotgun – Do double damage with all shotguns.
  • Evil Eye – Use your psychic powers to disrupt or disorient 1 target with eye contact. Roll Brains, on a hit the target is incapacitated for the next two turns. On a critical hit the target may also take some damage.
  • Unhinged – No doubt you are a genius, intelligent beyond comparison. Unfortunately, you are also noticeably deranged, unkept, and disheveled. Add +2 to Intelligence but subtract -1 from Personality (Stat caps may be ignored).

Specialty – Inception
If you are in the same room or general vicinity of a lifeform or creature, you can read their mind without a roll, learn a lifeform or creatures’ true position, or ask one question.
X – If you have access to someone’s thoughts, you can automatically communicate with them telepathically.
XX – You can implant thoughts into the minds of others. Any lifeform with an implanted idea will believe the thoughts are genuine and their own. Lifeforms with implanted thoughts will occasionally, but not always, need to be persuaded. They can be persuaded by you or someone else, if the persuasion reflects the implanted idea. Add +2 to any persuasion roll if necessary.

Perks

  • Add +2 to Intelligence
  • Add +2 to Wisdom
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Brain Scan – Whenever you enter a new area or you feel uncomfortable, you can roll awareness to scan for any intelligent life that may be present around you. On a hit, you will learn the location of any hidden creatures or characters around you, unless they have no brain activity.
  • Fortune Teller – If you have physical contact with a lifeform, you may roll Awareness to see their future or read their mind. If you fail the roll, you learn nothing. On a 6-8, you can either ask them one thing about themselves or the GM one thing about their future. If you roll a 9-12, you can ask both. Either question must be answered truthfully.

Starter Gear
Robes or strange garments (you describe)
Various Trinkets (you describe)
1 Common Shotgun
1 Totem – Your totem can be anything you choose. This item is very important to you. Though others may know you have this item, you should never tell them it is your totem. Your totem is something you need to always keep with you. It helps you keep your grip on sanity. If you are ever without your totem, suffer various psychic attacks randomly and lose -1 to all rolls. If you have your totem you are protected from any psychic attacks and persuasion.






Mechanic
Automatic, hydromantic, or systematic, it doesn’t make a difference. Like a Car-Jacker can steal anything with wheels, you can fix them. The machines of the modern world are constantly under pressure, facing endless punishment. Someone’s got to be there when they break down.

Req
Dexterity 6
Intelligence 6

Ability – Black Thumb
Grease and oil run through your veins. Gasoline is more precious to you than oxygen. When it comes to working on vehicles, you’re one of the best. You’re capable of repairing any vehicle or machine as long as you have your tools; even if it’s a machine you have no previous knowledge of.

Moves

  • Ace Mechanic Upgrades – When you or anyone else rolls Speed while operating a vehicle that you have worked on, add + 2 to the roll
  • Logical Explanation – It’s not uncommon for you to talk circles around someone when explaining logistics. Roll Tinkering to persuade instead of Hustle.
  • Rise of the Luddites – Not only can you fix, but you can also destroy. Roll repair (Tinkering or Engineering) to dismantle or sabotage any machinery within your reach.

    Specialty – Wrecker
    When a vehicle becomes broken down on the side of the road there is only one solution, The Wrecker. You’ve got your own tow-truck, fully equipped with a hook and winch capable of towing almost anything. Create your own Transport Vehicle, but it must be a Wrecker. Your Wrecker automatically comes with a rear mounted hook and winch capable of towing other vehicles. This vehicle also starts with one additional add on.
    X – Your tow truck is a mobile workshop, fully equipped with all the tools you could ever need. If you are with your Wrecker, you can fix anything, dismantle anything and even use your hook and winch to tear down walls and minor structures.
    XX – From time to time while scanning your truck’s CB radio, you’ll hear rumors and news about local or distant situations. Things you’ll learn from chatting with other truckers can range from gossip on current events, tips about nearby wrecks, or other lucrative situations. Also, if you are ever in need of assistance, you can call for back-up. Other Mechanics or Convoys in the area will come to your aid.

Perks

  • Add +2 to dexterity
  • Add +2 to Intelligence
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Precision Tools – Add +2 to any Tinkering roll.
  • Repo – You can tow any vehicle, even ones that don’t want to be towed. If you can put your hook on it, you can take it.

Starter Gear
1 3lb Driver or Sledgehammer
1 Pair of durable gloves
1 Pair of thick pants or overalls (you describe)
1 Greasy, oily, once white t-shirt or shop shirt (you describe)
Your Toolbox (describe your tools)




Convoy / King of the Road
Nothing says ‘king of the road’ like an 18-wheeled, diesel chugging, behemoth barreling down a rural highway in the middle of the night. Convoys are just as useful now as they ever have been before. The job of a modern trucker is treacherous. Carrying goods from city to city through radioactive back country, against the constant threat of bandits and raiders. One must be crazy to take this job, but money is one hell of a motivator.

Req
Resilience 5
Dexterity 7

Ability – This is a Domicile!
Not only have you got your own personal hauler, but this hauler, no matter what type, is automatically your home as well. Whenever you park your vehicle, you may treat it as your home. You can rest, eat, and heal up just like you would in any other living area. Create your own Large Truck/ Utility Vehicle. Choose Semi or Cab-Over and automatically choose the living space Add on. Also, your truck has a special sequence to start that only you know. No one else can start your vehicle besides you. No one.

Moves

  • Bloodshot Eyes – Your knuckles are white, gripping the wheel. Your eyes are fixed on the road. Roll Aim instead of Speed when you’re driving.
  • Wasteland Truckers – Rough roads, treacherous terrain, and impossible situations? Sounds like Tuesday. Add +2 to any roll when you need to navigate extreme terrain or evasive situations. Add +3 if it’s a Luck roll
  • Duel – When you are behind the wheel you turn your vehicle into a deadly battering ram against anything in your path. Roll Aim to smash your vehicle into any target within range 3. On a hit, you’ll do damage to your target equal to half your vehicles HP and your vehicle receives no damage. On a critical hit, if your target is a vehicle, it is automatically disabled.

Specialty
You’ve learned more than a thing or two about the world from behind the wheel of your rig. It takes a treasure trove of occupational knowledge and a few friends to keep your massive wheels rolling.

  • Convoy – balancing anti-sleep meds, protein bars, and caffeine for countless hours has taught you just the right balance to keep you going for days. You can go twice as long as others without resting or eating. Heal at the end of every Intro, Action, Relaxtion cycle; even if you do not rest.
    X – There are not too many roads you’re unfamiliar with. You’ve delivered enough supplies to enough groups to know, who has or wants what, and where to go to get it. You know where to go and who to talk to if you want to find, buy, or sell anything.
    XX – Truckers always have each other’s back. If you’re ever in need of assistance, you can call on your fellow truckers for help. Moments after your SOS call, two or three truckers will show up with their rigs to lend a hand any way they can; whether it’s back up in a fight, a roadblock to stop somebody or you’re stuck on the road and need a ride. If you call, they’ll show up.

Perks

  • Add +2 to Resilience
  • Add +2 to Dexterity
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Breaker Breaker
    You have access to the same CB radio channels Wreckers use. You can learn about rumors and pick up tips the same as the Mechanic. If there is another Mechanic or Convoy in the game, you may speak to each other across vast distances using your CB radios.
  • Long Haul Trucker
    You can take high-stake jobs moving valuable cargo across long distances, these jobs pay well but trouble is almost guaranteed. Starter Gear
    1x Common Shotgun
    1x Billy Club
    TC Certified Class C Driver’s License or equivalent (you describe)
    This license shows that you know your rig, and everything is legit. You can present this license to guards to get through potential checkpoints, road stops, and guarded complexes that commonly import or export goods by truck.

Starter Gear
1 Common Melee Weapon
1 Trucker Hat (you describe)
1 Snacks (you describe)
1 Entertainment. Portable TV, Handheld Games, Very Specific Magazines? (You Describe)




Ranger
If you end up with a price on your head, the last thing you want is a Ranger coming to cash in on it.

Req
Dexterity 7
Wisdom 5

Ability – Big Iron
Shooting someone twice is mediocre; Rangers ARE NOT mediocre. Bore out and replace the necessary parts on any handgun you carry to chamber a larger caliber round (you describe). Add +5 to the base Damage of any handgun you own.

Moves

  • Controlled Breathing – Reduce the AP cost of all long-range rifles by 50%.
  • It’s only a flesh wound – Bullet wounds and lacerations. What bullet wounds and lacerations? Add +10 to your total HP
  • Subdue & Detain – If a lifeform’s HP falls below 50% during combat they can be handcuffed, zip-tied, or restrained in some other way (you describe). Once subdued, the lifeform may be held or transported at your discretion.

Specialty
when you approach a gunfight, it’s almost like a sixth sense takes control. You turn into a living, breathing, killing machine capable of taking out almost anything with a single shot.

  • Bullet Walker – Whenever you attack, you deal damage before your opponent.
    X – Reduce all incoming attack rolls against you by 2
    XX – Rolling a 10 or 11 in combat, counts the same as rolling 12 Perks

Perks

  • Add +2 to Wisdom
  • Add +2 to Dexterity
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Wanted – You can take contracts from officials, lawmen, and nefarious gang leaders to capture or kill specific targets. Capturing is sometimes mandatory and should always pay better than killing.
  • Boom, Headshot! – Whenever you roll 12 attacking with a firearm, instantly kill your target, excluding Player Characters, Bosses, and translucent lifeforms.

Starter Gear
1 Common Handgun
1 Common Melee Weapon
1 Common Long Range Rifle
Your pack and load out. Gear (you describe)

Badge, Insignia, or some letter of authority (you describe)
You always carry something with you that can let the law know exactly what you are doing and who you might be working for. This object can be used to excuse your questionable and sometimes aggressive tactics when presented to the appropriate authorities.






Hawk
Buy! Buy! Buy! Everything’s got a price. Anything sold at a price can be sold for profit. Your job is simple, distributers and manufacturers produce things, you sell them. Gas stations across the wastes don’t just magically refill themselves. Contracts need to be signed and deals need to be made.

Req
Personality 6
Swift 6

Ability -Corporate Sponsorship
Choose a corporation or company to be affiliated with like TeraCom, Mercer, Boulder Dash, or TCCB. Your corporate sponsor can be called on at any time to send you back-up, cash-aid, or legal support. When in trouble, roll a D12. On a 1-6, no help is received. 7-10, they send as much help as they can. 11-12, don‘t worry your selfish little baby head, your corporation is coming to save you.

Moves

  • Cash Stipend – When you meet barkeeps, store clerks, or anyone that could become affiliated with your corporation, you may attempt to sign deals. If you can convince the NPC to accept your deals, instantly receive a bonus of 500 credits.
  • Moneyed – At the beginning of each session, receive a 500-credit bonus.
  • Extreme Bullshit – You don’t need to be right, you just have to sound right. Roll Hustle instead of Brains.

Specialty
Selling stuff is your calling. You’re an apex alpha on the sales floor. No wallet can withstand the pressure of your pitch. You’ve got what they need.

  • Best laid plans of ice cubes and Eskimos – Wherever you go or whenever you talk to someone, you instantly can know what they lack. Any items or objects a lifeform, place of business, or township might need is known to you immediately.
    X – You know what they need and exactly where to get it. Anything an individual or group might want is within your network. Contact your sponsor and deals can be made to acquire the desired objects.
    XX – Offers that can’t be refused. If you make a deal or contract with a group or individual, they are bound regardless of any oppressive stipulations you impose. Any deal you make is permanent unless you decide otherwise. Add +2 to any rolls needed to secure a deal or a contract.

    Perks
  • Add +2 to Personality
  • Add +2 to Swift
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Foot in the door – Whenever you pitch a deal, people have to listen.

Starting Gear
A briefcase full of paperwork
Business Attire (you describe)
Your Lunch (you describe)
You always carry a little snack with you in your briefcase.
Outside of combat, you can eat your lunch once per-session to heal 10 HP.






Spin Doctor
You spin the most wonderful webs of lies. A Spin Doctor’s gossip is irresistible. Your words alone can mold movements and destroy reputations. Never underestimate the ability of a Spin Doctor. Sometimes people know just what to say.

Req
Personality 7
Intelligence 5

Ability – People Listen
Whenever there lifeforms, if your start to gossip, they will listen. When you start talking to or at people around you, they stop what they are doing and listen. Circles will automatically form around you when you start your ‘spin’ in public places.

Moves

  • Read the Crowd – When you start talking to people, you can instantly get a feel for what they want to hear and don’t want to hear. Based on people’s reactions and body language, you can learn their positions on specific topics, POV, and general wants or needs. The people you talk to will be unaware they have divulged this information.
  • Empty Promises – If you know what the people want you can promise them, that with their support, you’ll deliver it. Promise to give the people what they want in the future for their assistance now. Don’t worry, when the time comes and you don’t deliver, you can always Hustle and lie some more.
  • Liable and Slander – When you convince a person or group to dislike another person, organization, or idea, that group will start spreading negative rumors about your opponent or their ideals.

Specialty
Gathering a crowd of followers just comes naturally. The things you say always find ears that will tentatively listen.

  • Die-Hard Supporters – There is a small group of lifeforms that agree with whatever you say 100%. They follow you wherever you go, and make sure you are safe. (They will protect and defend your circles)
    X – Your die-hard supporters will now always lend you physical and monetary support. Create two bodyguard companions equipped with one common firearm each. You will also collect a small stipend of credits from your supporters each session.
    XX – Your supporters will fight and die for you. You can enrage crowds with your ‘spin’ causing them to revolt against your opponents. The enraged masses will fight alongside your bodyguards.

Perks

  • Add +2 to Personality
  • Add +2 to Intelligence
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Select a move from another class
  • Donation Stream – Double the amount of credits you receive from your supporters.

Starter Gear
1 Common Handgun
1 Decent suit or attire (you describe)

*Ambiguous Benefactor
You have received a decent amount of credits from a dedicated supporter, distant relative, or dubious accounting. (You describe). This should be a large sum of credits, enough to buy gear a living quarters and bribe multiple officials. Unfortunately, these credits don’t come free. You are expected to make it worth your Ambiguous Benefactor’s time (GM describes).







Seeker
What are you searching for? Well, no one knows, but you’ll keep looking until you find it. Seekers use their travels and new experiences to bring them closer to the end of their journey, wherever, whatever, or whoever that may be. Seekers are always down to try new customers and expand their mind with new friends, along the way.

Req
Wisdom 6
Personality 6

Ability – Stick Your Thumb Out
as a true citizen of the earth. You have no problem getting around wherever you go. If you get too tired of one place, you walk to the busiest road or trail and “stick your thumb out”. Within no time, someone will come by and offer you a ride. Also, as a traveler of the world you are familiar with whatever environment you find yourself in.

Moves

  • Cooking up the medicine
    In your spare time. You can cook up concoctions for you and your companions. If you are in a safe location, roll First Aid to make your medicine. If you Roll a 5-8 make one dose, on a 9-11 make two doses, on a 12 make 4 doses. The medicine can be carried by anyone and consumed anytime to instantly heal 10 HP, refill AP, reduce incoming DMG 50% for 3 turns, or increase Unarmed and Melee attacks for 3 turns. There is no AP cost to take the medicine.
  • Toker
    Smoking herb can give you a temporary +1 bonus to Brains, Awareness, Hacking, or Tinkering.
  • All the Drugs – in a momentary loss of judgment, you take handfuls of whatever illicit substances you can reach. Add +15 to your HP and +2 to your next roll for three turns. However, what goes up, must come down. After three turns, reduce your HP by 10. And lose 50% of your total AP for the next three turns.

Specialty
wherever you go, you know the right people to talk to and where to go to find the things you are looking for. The people you deal with have a certain lingo, you understand it, and you can spot them out of a crowd; sometimes just by a pin or a patch they might be wearing.
– Life of the Party – Whenever you get to a new place, you’ll know just where to go to see people like yourself. There, you can hang out, rest up, chat for some information, or buy and sell supplies.
X – Not only do you know where to chill, but you know where to party too. You always know where the next big event is going down, the hottest black-light district rave or high-end cocktail party, you know how to get there, get in, and just what kind of cliental will be on the guest-list.
XX – If there’s a party, you’re there. Better yet, you’re a VIP, full backstage access. This is where big-shots, bosses, and celebrities hang out. You don’t have to sneak into parties anymore. Approach the door and you will be ushered straight to the green room.

Perks

  • Add +2 to Wisdom
  • Add +2 to Personality
  • Add +1 to any Stat
  • Add +1 to any Stat
  • Select a move from another class
  • Select s move from another class
  • Select a move from another class
  • Select s move from another class
  • Stash Spot – hide any non-weapon item you have from prying eyes. PCs and NPCs will not find this item if they search you.
  • The Right Occasion
    Sometimes you have just the right chemical for just the right time.
    Once a day you can imbibe in any specific substance to give you a +2 bonus to your next role. *Some side effects may occur.

Starter Gear
1 Common Handgun
1 Bowie Knife or Hatchet
That Suitcase
R.D- ”Once you get locked into a serious drug collection, the tendency is to push it as far as you can.” Your suitcase holds a plethora of elicit chemicals and dangerous narcotics that you can and will imbibe in from time to time (you describe). If you have your suitcase, you have full access to all your drugs, but authority figures may not like it.