All classes are built to power level 5, so when combined with a race (power level 2), you'll have a power level 7 character, you then have 15 power points to spend to further customize your character, ending up with a power level 8 character. All bonuses, skill ranks and feat ranks in your chosen occupation stack with those of your chosen race.
The Criminal class covers a range of illigitimate occupations. Not all characters of the Criminal class are necassarily "bad guys". Some of them were just down on their luck, or found themselves skilled in areas that were quite profitable. Common Professions include: Assassin, Bandit, Burglar, Con-Artist, Enforcer, Pirate and Smugglar.
Attribute Bonuses: +6 DEX, +4 CHA
Skills: Bluff 6, Climb 4, Computers 4, Diplomacy 6, Disable Device 6, Disguise 6, Drive 6, Escape Artist 6, Gather Information 6, Intimidate 6, Knowledge: Streetwise 6, Notice 6, Pilot 4, Profession 4, Search 6, Sense Motive 6, Slight of Hand 6, Stealth 6
Feats: All Out Attack, Beginner's Luck, Benefit: Alternate Identity, Connected, Contacts, Defensive Attack, Equipment 11, Improved Aim, Improvised Tools, Luck 2, Precise Shot, Quick Draw, Seize Initiative, Set-Up, Sneak Attack 1, Taunt
Powers: Device 3 Custom Shield Belt; (hard to loose): Concealment 4 (all visual, passive), Flight 2 (25mph), Force Feild 4 (impervious, ablative), Super Movement 1 (slow fall)
Equipment: The criminal has 55 equipment points.
Wealth Bonus: +8 (8,000gc)
Engineers are people proficient in fixing, maintaining, or creating technological devices and equipment. Some are taught the arts of engineering while others just have a natural knack for the craft. Either way, Engineers are a valued commodity in this advanced technological society. Common Professions include: Electronics engineer, Handy-Man, Inventor, Mechanical Engineer, Robotics engineer, and Starship engineer.
Attribute Bonuses: +6 INT
Skills: Climb 6, Computers 6, Concentration 6, Craft: Electronic 8, Craft: Mechanical 8, Disable Device 6, Investigate 6, Knowledge: Physical Sciences 6, Knowledge: Technology 6, Notice 6, Pilot 4, Profession 6, Search 6
Feats: Defensive Attack, Environmental Adaptation: Zero Gravity, Equipment 4, Improved Defense 2, Improvised Tools, Inventor, Minion 2, Stunning Attack, Teamwork 1
Powers: Device 9 Custom Engineer's Hardsuit; (hard to loose): Comprehend 2 (machines), Datalink 3 (machine control), Immunity 9 (life support), Protection 3 (impervious), Stun 5, Super Movement 1 (wall-crawling, limited: metal), Super Senses 5 (commlink, direction sense, low light vision, microscopic vision, time sense), Super Strength 2
Equipment: The engineer has 20 equipment points.
Wealth Bonus: +4 (4,000gc)
While not required to be registered like Telepaths, Kinetics are one of the most feared classes in the galaxy. Many a person, regardless of race, are predjudice of the Kinetic, simply due to their seemingly unnatural abilites. The Ept, Human, and Virago races have accepted Kinetics as part of their galactic militaries. Common Professions include: Assassin, Bodyguard, Mercenary, Militia, and Shock Trooper
Attribute Bonuses: +4 DEX, +4 CON
Skills: Acrobatics 8, Computers 4, Concentration 4, Escape Atist 4, Intimidate 6, Notice 4, Search 4, Sense Motive 4, Stealth 6
Feats: Acrobatic Bluff, All Out Attack, Assessment, Blind-Fight, Defensive Attack, Dodge Focus 1, Elusive Target, Equipment 4, Evasion 2, Fast Overrun, Improved Trip, Instant up, Move-By Action, Improved Overrun, Redirect, Set-Up
Powers: Force Feild 5 (impervious, ablative), Super Movement 1 (slow fall), Telapathy 8 (Damaging), Alternate: Leaping 4, Alternate: Deflect 8 (all ranged, reflection), Alternate: Disintegration 6, Alternate: Speed 3 (50mph)
Equipment: The kinetic has 20 equipment points.
Wealth Bonus: +4 (4,000gc)
The Peacekeeper class covers any sort of law enforcement or defender of justice. Some peacekeepers are legitimate system police, others are errant lawmen and bounty hunters who roam the galaxy bringing justice to those overlooked by the Galactic Authority. Common professions include: Colony Security, Bounty Hunter, Military Police, System Police, and Vigilante
Attribute Bonuses: +4 STR, +4 CON
Skills: Climb 4, Computers 4, Diplomacy 4, Disable Device 4, Disguise 4, Drive 4, Gather Information 6, Intimidate 6, Investigate 6, Knowledge: Civics 4, Knowledge: Streetwise 4, Medicine 4, Pilot 4, Profession 4, Search 6, Sense Motive 4, Stealth 4, Survival 4, Swim 4
Feats: Assessment, Benefit: Status, Chokehold, Contacts, Distract, Endurance, Equipment 5, Improved Aim, Improved Block 1, Improved Disarm 1, Improved Grab, Improved Garpple, Improved Pin, Improved Throw, Improved Trip, Leadership, Quick Draw, Track
Powers: Device 6 Custom Riot Armor; (hard to loose): Protection 3 (impervious), Snare 5, Stun 5, Super Strength 2
Equipment: The peacekeeper has 25 equipment points.
Wealth Bonus: +8 (8,000gc)
The Pioneer is an adventurous soul and galactic wanderer who is part of the back bone of space exploration and colonization. These rugged individuals never shy away from harsh environments or new discoveries. Common professions include: Colonist, Explorer, Prospector, Scientist, Scholar, and Scout.
Attribute Bonuses: None
Skills: Climb 4, Computers 4, Craft: Structural 4, Diplomacy 4, Drive 4, Handle Animal 4, Investigate 4, Knowledge: Earth Sciences 4, Notice 4, Pilot 4, Profession 4, Ride 4, Search 4, Stealth 4, Survival 4, Swim 4
Feats: Beginner's Luck, Defensive Attack, Endurance, Equipment 5, Improved Defense, Jack-of-All-Trades, Luck 2, Teamwork 2, Track, Ultimate Fortitude Save, Ultimate Survival
Powers: Device 11 Custom Explorer's Armor; (hard to loose): Concealment 1 (normal sight, blending), Immunity 9 (life support), Flight 3 (50mph), Protection 3 (impervious), Regeneration 6 (bruised/unconscience once per round, injured/staggered once every 20 min, +4 recovery bonus), Super Senses 8 (commlink, detect water, detect metal, direction sense, distance sense, low light vision, radio, time sense), Super Strength 4, Stun 5
Equipment: The pioneer has 25 equipment points.
Wealth Bonus: +0
The soldier class covers those who are proficient enough in combat to be paid for it. These are the front line in galactic, system or world militaries or mercenaries that lend their skills to the highest bidder. Common professions include: Mercenary, Militia, Pilot, Space Marine, and (World) Military.
Attribute Bonuses: None
Skills: Climb 4, Computers 4, Disable Device 4, Drive 4, Intimidate 4, Knowledge: Tactics 4, Medicine 4, Notice 4, Pilot 4, Profession 4, Search 4, Stealth 4, Survival 4, Swim 4
Feats: Accurate Attack, All Out Attack, Assessment, Defensive Attack, Endurance, Equipment 9, Fearless, Improved Aim, Improved Defense, Leadership, Power Attack, Precise Shot, Startle
Powers: Device 10 Custom Armor Suit; (hard to loose): Blast 5 (burst 25', penetrating), Immunity 9 (life support), Leaping 3, Protection 3 (impervious), Strike 2 (mighty), Super Senses 5 (commlink, direction sense, infra-vision, low light vision, time sense), Super Strength 2
Equipment: The soldier has 45 equipment points.
Wealth Bonus: +8 (8,000gc)
Feared across the galaxy and persecuted until the Telepath Trust Act came to pass, telepaths are still regarded with suspicion and distrust. Telepaths hire their services out to those willing to pay for them for whatever the need. Telepaths will be hired to sit in on diplomatic meetings, deal makings, interogations, or anything else that requires the ability to see truths, and nothing but. Telepaths are regulated by the Telepath Trust Act* developed by the Ept and enforced by the Galactic Authority. Those that breach the act are known as rogue telepaths, however, they are hunted down with the utmost predjudice by the Authority and bounty hunters.
Attribute Bonuses: +4 WIS, +4 CHA
Skills: Bluff 4, Computers 4, Concentration 4, Diplomacy 4, Gather Information 4, Intimidate 4, Investigate 4, Knowledge: Behavioral Sciences 4, Knowledge: Theology & Philosophy, Medicine 4, Notice 4, Profession: Telepath 4, Search 4, Sense Motive 4
Feats: Benefit: Status, Blind-Fight, Contacts, Defensive Attack, Distract, Equipment 3, Fascinate, Fearsome Presence 3, Improved Block, Improved Defense, Improved Disarm, Improved Throw, Improved Trip, Inspire 2, Instant Up, Trance, Weapon Bind
Powers: Mind Shield 5, Telepathy 8 (Comprehend 1), Alternate: Emotion Control 8, Alternate: Mental Blast 4, Alternate: Mind Control 7 (mental link) Alternate: Stun 5 (ranged), Device 1 Personal Shields; (hard to loose): Force Field 5 (impervious, ablative)
Equipment: The telepath has 15 equipment points.
Wealth Bonus: +4 (4,000gc)
Telepath Trust Act
The basics of the Telepath Trust Act is that a registered telepath gives an oath to only use their abilites on those who give express permission to do so. Though the Act limits a telepath greatly, it has done wonders to increase telepath's acceptance among the civilizations of the Milky Way. This fact alone is enough for most telepaths to gladly give their oaths and respect the Act. Those telepaths that are known to refuse or break their oath are hunted down and taken in to a Galactic Authority rehabilitation centers for "reprograming". At best, the rogue telepath emerges with a new-found respect for the Act, at worst, they're never seen again.