Base Classes
How do you make a living? How do you survive, thrive, and find success in a world as unforgivingly harsh as Salt? The skills, talents, and techniques coalesce to form an adventuring archetype, commonly referred to as a Base Class. Each Base Class grants a Character predetermined Attribute increases, a selection of Class Abilities, additional Heroics, and Class Features that alter how they function in the environment, during social encounters, and engaged in combat.
Players select two (2) from the nine (9) different Base Classes when creating their Character. These selections significantly impact the player’s gameplay, altering what Equipment, Perks, or Heroics are accessible to their Character.
The following is a short description of each Base Class:
Adept
Primary Attributes: Focus, Will
HP/AP Per Rank: +5/+4
Weapons: Æthercite Catalyst, Staff,
Armor: Cloth Armor, Energy Shield
Elements: Biotic, Cryonic, Electric, Pyrotic
Class Abilities: Apothicine, Arcana, Culture, Electronics, Investigation, Nature
Class Features: Elementary Knowledge, Force Burst, Amplifier, Æthercite Paragon
The Adept is the archetypical mage, sorcerer, or spellcaster, an adventurer who wields powerful magicks by channeling energies through an Æthercite Catalyst. The Adept’s innate magickal talents allow them to bend and manipulate persistent æthereal energies to launch devastating attacks or shape the environment around them.
Apothic
Primary Attributes: Focus, Charm
HP/AP Per Rank: +6/+4
Weapons: Compound Lance, Light Melee, Sidearm
Armor: Cloth Armor, Light Armor, Light Shield
Elements: Biotic, Cryonic
Class Abilities: Apothicine, Arcana, Culture, Deception, Nature, Tact
Class Features: Triage, Toxin, Physician, Discovery
The Apothic is the archetypical scientist, doctor, or advocate, an adventurer who relies on their apothical prowess and affable personality to overcome challenges. The Apothic can heal injured comrades through apothical treatments or concoct potent poisons to incapacitate their adversaries.
Armsman
Primary Attributes: Power, Skill
HP/AP Per Rank: +7/+2
Weapons: Blade, Greatblade, Hammer, Polearm, Thrown, Warhammer
Armor: Light Armor, Heavy Armor, Plate Armor, Light Shield, Heavy Shield
Class Abilities: Acrobatics, Athletics, Drive, Intimidation, Perception, Stealth
Class Features: Way of the Warrior, Wound, Armor Conditioning, Armsmæster
The Armsman is the archetypical warrior, fighter, or battle master, an adventurer dedicated to a life of studying martial weaponry and close-quarters engagements. The Armsman is a melee combatant who can deliver grievous wounds and break the body and mind of their adversaries.
Brawler
Primary Attributes: Power, Grit
HP/AP Per Rank: +7/+3
Weapons: Staff, Thrown, Unarmed
Armor: Cloth Armor, Light Armor
Class Abilities: Acrobatics, Apothicine, Athletics, Intimidation, Perception, Stealth
Class Features: Knockout, Rope-a-Dope, Fitness, Wrestler
The Brawler is the archetypical boxer, monk, or martial artist, an adventurer who has put their body through relentless training and physical conditioning to transform themselves into a lethal weapon. The Brawler is a melee combatant who utilizes high mobility, utility, and practiced techniques to secure an advantage over their adversaries.
Cavalier
Primary Attributes: Grit, Charm
HP/AP Per Rank: +7/+2
Weapons: Blade, Hammer, Polearm
Armor: Light Armor, Heavy Armor, Plate Armor, Light Shield, Heavy Shield
Class Abilities: Athletics, Culture, Drive, Intimidation, Investigation, Tact
Class Features: Provide Cover, Missile Deflect, Steed, Commander
The Cavalier is the archetypical knight, defender, or guardian, an adventurer sworn to place themselves in harm’s way when protecting the lives of their comrades. The Cavalier is a durable soldier who carries a shield to deflect attacks and provide cover for nearby allies.
Delinquent
Primary Attributes: Skill, Charm
HP/AP Per Rank: +5/+3
Weapons: Compound Lance, Light Melee, Omni Kit, Sidearm, Thrown
Armor: Cloth Armor, Light Armor
Elements: Biotic, Electric
Class Abilities: Acrobatics, Culture, Deception, Engineering, Perception, Stealth
Class Features: Scoundrel Sense, Sneak Attack, Slippery, Miraculous Dodge
The Delinquent is the archetypical thief, rogue, or prowler, an adventurer who surpasses their challenges with guile, cunning, and dexterous movements. The Delinquent relies on their talents for masking their presence to subvert their opponent’s defenses or expectations to secure victory from the shadows.
Marine
Primary Attributes: Skill, Will
HP/AP Per Rank: +6/+2
Weapons: Shotgun, Sidearm, Rifle, Thrown
Armor: Heavy Armor, Light Armor,
Class Abilities: Acrobatics, Drive, Investigation, Nature, Perception, Stealth
Class Features: Turf, Draw a Bead, Empty the Clip, Exterminator
The Marine is the archetypical gunner, marksman, or survivalist, an adventurer who pairs precision accuracy with firearms and a practical understanding of the wilderness and its inhabitants. The Marine is a ranged combatant who can deliver lethal shots from a distance while maintaining a clear awareness of their surroundings.
Mechanic
Primary Attributes: Power, Will
HP/AP Per Rank: +5/+4
Weapons: Launcher, Lumen Driver, Matrix Controller, Omni Kit, Thrown
Armor: Cloth Armor, Light Armor, Energy Shield, Light Shield
Elements: Electric, Pyrotic
Class Abilities: Arcana, Drive, Electronics, Engineering, Investigation, Perception
Class Features: Drone Control, Digital Collar, Hack Savvy, Create & Destroy
The Mechanic is the archetypical technician, hacker, or technologist, an adventurer who utilizes advanced technology to control machines and other complex tools. The Mechanic is proficient while working with mechanical and digital devices, typically with assistance from their Drone and other machines that they command with their Matrix Controller.
Warden
Primary Attributes: Will, Charm
HP/AP Per Rank: +6/+3
Weapons: Hammer, Staff, Unarmed
Armor: Cloth Armor, Energy Shield
Elements: Cryonic, Pyrotic
Class Abilities: Culture, Deception, Intimidation, Investigation, Perception, Tact
Class Features: Aura, Retribution, Dome, Null State
The Warden is the archetypical influencer, manipulator, or controller, an adventurer who overcomes challenges by empowering or inhibiting those around them. The Warden’s words project a persistent presence of comfort to their comrades while instilling doubts and undue stresses into their adversaries.