Planets and Pulsars

Rules
Battles

The Gamemaster will roll a twenty-sided die to determine the success rate of the actions that the players wish to take. If they wish to attack, then two dice are rolled, the twenty-sided die to determine if the attack succeeds and a six-sided die to determine the damage of the attack. Attacks deal damage dependent on the Attack or Special Attack stat of the player the die is currently being rolled for, with the Attack formula working as follows:

Attack Formula

Player's (Special)Attack Stat/2 (Rounded if need be)*Number Rolled on 6-sided die-Enemy's (Special)Defense/2

Any buffs to the player's Attack or Special Attack will be factored in before the division by two is executed. Players can only have a single given stat buffed once during a turn; buffs can stack but must be applied on different turns; however debuffs can stack on the same turn. Stat increases will wear off after three turns unless they are the result of a passive Skill, in which case they will remain until the requirements for the skill's activation are no longer met; the same applies to debuffs. Some skills will deal bonus damage to certain kinds of enemies or classes. Bonus damage ignores defense/special defense. To factor in bonus damage, use this formula:

Bonus Damage Formula

Player's (Special)Attack Stat-3*Number Rolled on 6-sided die

When under attack, the same dice rolls are taken although the formula is changed.

Under Attack Formula

Enemy's (Special)Attack Stat/2 (Rounded if need be)*Number Rolled on 6-sided die-Player's (Special)Defense/2

An enemy or player will hit with their attack so long as the success roll is above 6, though the number can be increased or decreased if the enemy or player has certain kinds of debuffs or if the enemy or player they are attacking has a certain Agility value. If Agility is higher than 12, then a 10 or higher must be rolled to hit. Lower than 8, and a 2 or higher must be rolled. Higher than 16 and a 14 or higher must be rolled, and Agility higher than 20 must roll an 18 or higher to hit.

This is all just for sake of context; it may be confusing to some, but fortunately, only the Gamemaster has to worry about the formulas and such; players can simply sit back and see if their actions succeed or fail and to what extent.

Speaking of success, if the 20-sided die has rolled a 1 it is a critical failure and the player that attempted the action the die was rolled for will end up harming themselves or even allies. If the 20-sided die rolled a 20 it is a critical success and the action will work out way better than anyone could have imagined; if a critical success is rolled when the player is attempting an attack, then the attack hits without fail and will be a critical hit, ignoring enemy buffs, skills, and defenses and following this formula:

Critical Hit Formula

Player's (Magic)Attack Stat*Number Rolled on 6-sided die

Skills

As for Skills, Skills will activate so long as the success roll is higher than or equal to the number needed to activate them and as long as they are currently in an environment where they can/will work. Skills can not critical hit or critical fail, only fail or succeed. Skills also have a cooldown period once they are used regardless of whether they succeed or fail; after the Skill is used, the player that used the Skill must wait five turns to use it again, or until the end of a battle if they used it during a battle; the cooldown period does not apply to Passive Skills, as those will activate automatically upon certain requirements being met. If a Skill is an offensive maneuver that directly attacks an enemy or enemies, use the Critical Hit formula to calculate damage.

At the start of the game, players pick one of their six class Skills to start out with, and will earn the others every five levels until they are level 30 where they earn the last one. The level cap is currently 30, and levelling up is achieved by gaining experience.

Experience/Levels

Experience is gained whenever a battle ends in a victory for the players or when a certain player does a specific, special action. Players level up after they gain 100 experience points. After a battle, all players who did not die during the battle get 100 experience. When a certain player does a specific, special action, they gain however much experience the Gamemaster sees fit in exchange for accomplishing the action so long as it is below 90 experience.

Status Ailments

Status ailments are special statuses that can be inflicted using some Skills or magic spells. There are 8 status ailments: Sleep, where the victim is forced to sleep for four turns, leaving them open to attack. Daze, where the victim is dizzied or stunned and cannot move but can attack for three turns. Paralysis, where the victim is paralyzed for two turns and cannot move or attack. Poisoned, where the victim can move and attack normally but will take 20 damage at the start of each turn for three turns. Frozen, where the victim cannot move or use physical attacks and takes 12 damage at the start of each turn for two turns. Blinded, where the victim will miss with attacks for three turns. Petrified, where the victim cannot move or attack for three turns. Berserked, where the victim uncontrollably attacks their allies.

Items

There are many items that can be obtained in campaigns and held in a character's inventory. They vary in use and even items that seem useless can be valuable in the right situation.

Food items in particular are very useful, as they heal back a bit of health for the player that eats it when consumed; they do not heal as much as a healing ability does, but can still make a difference. The amount healed back depends on the healthiness of the food eaten, for example, eating a carrot or apple will heal back more health than a slice of cake or mug of ale. If the party lacks a support unit, healing unit, or character that knows healing skills, eating food regularly between battles can help to ensure that players do not find themselves at critical health.

Conclusion

That's just about all of the rules, though there is one more: players can have their characters do lots of things, but they are not god-like or possess unlimited power, so don't say anything like, "I kill the enemy and/or all of the enemies." or something along those lines. Instead say "I attack the enemy and/or some enemies." This is just an example, you'll be doing more than just fighting enemies in this game, rest assured.

Stats
Stamina: The health of a single unit; when it reaches 0, they are unable to assist in battles until they are revived.

Attack: The attack power of a single unit; affects amount of damage they deal to enemies.

Defense: The defense of a single unit; affects the amount of damage they take from enemy attacks.

Agility: The agility of a single unit; affects the likelihood that they will dodge an enemy attack.

Special Attack: The special attack of a single unit; affects the damage they deal to enemies when using energy or lasers; strangely enough this also affects the power of healing abilities.

Special Defense: The special defense of a single unit; affects the amount of damage they take from enemy energy and laser attacks.

Soldier
A class that wields a laser pistol in battle, Soldiers have overall average stats, but with good Special Attack. Soldiers wear a jetpack and are able to get an aerial advantage on enemies. Soldiers possess skills that increase their own abilities and hinder enemies.

Jet Pack: The Soldier uses their jetpack to ascend into the air, and can use this to attack enemies from above or reach high points. Passive

Front Lines: The Soldier trained to be on the front lines, and so when leading a charge gains an increase in stats. Passive, Attack+2, Defense+4, Agility+4

Warning Shot: The Soldier fires a warning shot that doesn't hit the enemy but lowers the enemy stats.* Roll: 4, Enemy Attack-2, Defense-2

Deadeye: The Soldier draws their pistol and fires shots at every enemy in their line of sight. Roll: 12

Shot First: The Soldier gets a quick shot in at the beginning of the player phase before taking their actual turn. Roll: 7

Emergency Kit: The Soldier breaks out their emergency medical kit and uses it to heal themselves or an ally. Roll: 8

Scientist
A class that wields a clipboard in battle; Scientists have high Special Defense and Special Attack but low Attack and Defense, with average Agility. Scientists possess skills that support the party and hinder enemies.

Chemical Shower: The Scientist dumps stat-boosting chemicals on an ally. Roll: 11, (Special)Attack+4, (Special)Defense+4, Agility+2

Quick Calculations: The Scientist is able to pull up information on any enemy to educate allies. Passive

Algebraic Assistance: The Scientist uses math to add three points to an ally’s lowest stat. Roll: 4, Ally’s Lowest Stat+3

Beaker Bash: The Scientist breaks a beaker of chemicals on an enemy that lowers the enemy stats. Roll: 12, Enemy (Special)Attack-5, Special Defense-3, Agility-2

Static Burst: The Scientist builds up static electricity and then uses it to short out robotic entities. Roll: 14

Bookmark: The Scientist bookmarks an ally's stats to prevent their stats from being lowered.* Roll: 11

Doctor
A class that wields no weapons in battle; the Doctor administers healing medicines and supplies to allies to keep them alive. Doctors have good Special Attack and average Agility, but their other stats are all low. Doctors possess skills that support the party.

Miracle Cure: Cures an ally of all status ailments by using a special but rare medicine. Roll: 14

Fever Break: When an ally has attacked over the last three turns, they begin to heat up, and the Doctor breaks their fever and allows them to deal bonus damage on the next attack. Roll: 8

Healing Station: The Doctor sets down a small station that dispenses medicine to nearby allies, healing them at the start of each phase. Roll: 6

Health Insurance: The Doctor insures an ally’s health, and if the ally runs out of health, they will be able to act for one more turn before being incapacitated. Roll: 9

Fitness Plan: The Doctor boosts an ally’s Agility with a special prescription. Roll: 7, Agility+3

Immunity Shot: The Doctor administers a shot to an ally that gives the ally temporary immunity to damage for one turn. Roll: 12

Alien Soldier
A class that is of an odd shape and form and hails from a distant planet, the Alien Soldier wields a laser blaster. The Alien Soldier has good Special Attack and Special Defense, average Attack, and low Defense and Agility. Aliens have abilities that hinder enemies and increase their own abilities.

Deadeye: The Soldier draws their pistol and fires shots at every enemy in their line of sight. Roll: 12

Shot First: The Soldier gets a quick shot in at the beginning of the player phase before taking their actual turn. Roll: 7

Alien Tongues: The Alien Soldier can speak and read alien languages fluently. Passive

Air Strike: The Alien Soldier calls in an air strike, and a satellite in orbit around the planet bombards the targets with a space laser. Roll: 15

Home Turf: The Alien Soldier gains an increase in stats when fighting in climates similar to their home planet. Passive, (Special)Attack+4, Defense+5, Agility+4

Gravity Grenade: The Alien Soldier hurls out a special grenade that when detonated deploys an energy field that suspends enemies in the air and immobilizes them. Roll: 13

Cyborg
A class that is outfitted with cybernetic enhancements to their body, possesses an energy cannon and a missile launcher. Cyborgs have high defense and special attack, with average attack, special defense, and agility. Cyborgs possess skills that hinder enemies.

Homing Missiles: The Cyborg fires multiple missiles that home in on targets. Roll: 11

Charge Shot: The Cyborg charges up and then fires a powerful projectile from their energy cannon. Roll: 15

Super Armor: The Cyborg will ignore any enemy Skills or counterattacks during their next attack and will also be immune to debuffing during the next enemy phase.* Roll: 8

Energy Reserves: The Cyborg draws on energy from their reserves to gain an increase in Special Defense and Agility. Roll: 8, Special Defense+4, Agility+3

Stubbornness: The Cyborg's stubbornness prevents their Defense and Special Defense from being lowered by any more than one point.* Passive

Variable Weapons System: The Cyborg copies an enemy’s Skill and can keep that skill until they want to copy a new one. Passive

Sentinel
A class that has roamed the cosmos for millennia, an ancient and powerful creature that wields an energy mace in battle. Sentinels have high Special Attack, good Defense, average Attack and Special Defense, and low Agility. Sentinels have skills that support the party and hinder enemies.

Galaxy Breaker: The Sentinel unleashes their special attack, a powerful smashing maneuver with their energy mace that is capable of breaking galaxies. Roll: 18

Summon Elemental: Summons a Space Elemental which can be assigned to hover above the user or an ally; the Elemental will support the target by periodically healing them, granting them defense against certain attacks, or using an attack on enemies.* Roll: 14

Illusory Vibration: The Sentinel spreads out their molecules to cause enemy attacks to pass right through them. Roll: 12

Scourge of Darkness: The Sentinel inflicts random status ailments on all enemies using dark matter within their weapon. Roll: 13

Ancient Beacon: The Sentinel sets down a beacon that will heal allies that stand by it, but the Sentinel cannot attack until they take the beacon down. Roll: 7

Astound: The Sentinel shows an enemy the wonders of the endless and incomprehensible cosmos, stunning the target with such overwhelming knowledge, beauty and terror that they are unable to attack or move for two turns. Roll: 6

CEO
A class that runs a successful business, CEOs have a retinue of staff that will follow their every command, though the CEO themselves have no means of offense. The CEO has low Attack and Special Defense, and average Agility and Defense. CEOs possess skills that increase their own abilities and support the party.

Business Deal: The CEO strikes a deal with other people in order to get things in return; in battle, the CEO can offer the enemy to come to their side. Roll: 10

Body Shield: The CEOs body guards appear and will take any and all attacks directed at the CEO for a turn. Roll: 6

Travel in Style: The CEO call in a hover-limo that they and their allies can use to get from one place to another quickly. Roll: 3

Hand and Foot: The CEO calls in his retinue of servants and employees to wait on them hand and foot, raising the CEO’s stats and healing them. Roll: 7, (Special)Defense+4, Agility+3

Mass Attack: The CEO orders his entire staff to arrive and charge head-on into enemy lines and attack them en masse. Roll: 11

Bluffer: The CEO, as a skilled businessman, can call an enemy's bluff in combat to make them uncertain of their next move, suffering a decrease in Agility.* Roll: 13, Enemy Agility-4

Engineer
A class that wields a wrench and welding torch in battle; Engineers have good Defense and Attack and average Agility and Special Defense. Engineers possess skills that hinder enemies and support the party.

Sonic Grenade: The Engineer hurls out a sonic grenade that explodes on impact, releasing an extremely loud sound that deafens and stuns enemies hit by it. Roll: 10

Tinkering: The Engineer tinkers with some machinery to create a helpful device.* Roll: 13

Repair: The Engineer repairs a broken object using their tools. Roll: 3

Hard Hat: The Engineer dons a hard hat that protects them from being hit with a critical hit for four turns. Passive

Fix Up: The Engineer upgrades an ally’s weapon to increase their Special Attack. Roll: 5

Cement Mixer: The Engineer lays down cement that lowers the Agility of multiple enemies. Roll: 12, Agility-5

Pyrotechnician
A class that specializes in making and using explosives; Pyrotechnicians have good Attack and Agility, average Defense, and low Special Defense. Pyrotechnicians possess skills that hinder enemies.

Time Bomb: The Pyrotechnician arms a time bomb that will explode after two turns; deals lots of damage but can be thrown back by enemies before it explodes. Roll: 10

Hotwire: The Pyrotechnician hotwires a vehicle and can rig it to be used by themselves or allies or can rig it to explode if they choose. Roll: 12

Cluster Bomb: The Pyrotechnician launches a bomb that hits multiple enemies and hits multiple times over two turns. Roll: 13

Noxious Bomb: The Pyrotechnician tosses a bomb that releases a noxious gas that makes enemies more likely to miss; if ignited, the gas will explode and damage the enemies. Roll: 9

Fireworks Display: The Pyrotechnician can put on a fireworks show to entertain or distract targets. Roll: 6

Big Bang: The Pyrotechnician sets off a gigantic bomb that damages all enemies but also deals some damage to the user. Roll: 10

Time Traveller
A class that has walked through the vast realm of time, possibly having even crossed different timelines; Time Travellers wield a ray gun and a pocket watch in battle. They have good Special Attack and Agility, and average Attack, Defense, and Special Defense. Time Travellers possess skills that support the party and increase their own abilities.

Tempting Fate: The Time Traveller can try something crazy and then try it again; allows the player to reroll their die for success rolls, but if the second roll is worse than the previous roll then they must accept it. Passive

Time Out: The Time Traveller freezes time for the enemies, skipping the next enemy phase. Roll: 11

Of the Essence: The Time Traveller uses their time powers to make an enemy age backwards into infancy or forwards into old, frail age. Roll: 12

Time Scramble: The Time Traveller dodges the next attack directed at them at the last second, placing a time curse on the enemy that makes them move very slowly and unable to attack on the next turn.* Roll: 15, Enemy Agility-6

Chronic Damage: The Time Traveller’s attacks will damage enemies over time for the next two turns. Roll: 8

Time Warp: The Time Traveller removes an enemy from battle by sending them to a different timeline. Roll: 16

Agent
A class that is trained in stealth and hand-to-hand combat, Agents have average Attack, good Agility, and their other stats are poor. Agents possess skills that increase their own abilities and hinder enemies.

Paralyzer: The Agent uses a special paralyzer pistol that briefly stuns an enemy for one turn. Roll: 8

Stealth: The Agent can move unseen by the untrained eye.* Roll: 3

Grappling Hook: The Agent uses a heavy-duty grappling hook to scale buildings, get to a higher location, or swing across gaps or obstructions. Roll: 3

Back-Up: The Agent calls in for backup, and their agency air-drops in a droid to assist them in battle. Roll: 10

Infiltration: The Agent is able to infiltrate even the most impregnable of fortresses or buildings.* Passive

Limb Snap: The Agent breaks an enemy’s limb to prevent them from properly wielding a weapon, decreasing the enemy’s Attack and Defense. Roll: 9, Enemy Attack-4, Defense-4

Hacker
A class that uses a hacking device to hack into computers or other systems or programs; Hackers have average stats overall with good Special Defense. Hackers possess skills that hinder enemies and increase their own abilities.

Code Cracker: The Hacker can overwrite or disable any security program. Passive

Reprogram: The Hacker can reprogram a robotic enemy to fight on the party’s side. Roll: 15

Computer Virus: The Hacker sends out a digital virus that will damage robotic enemies over time. Roll: 13

Firewall: The Hacker creates a magnetic force field around the party, shielding each member of the party from Special Attacks for two turns. Roll: 11

Blackout: The Hacker shuts down all of the lights and electrical appliances in the vicinity except for any of their allies’ weapons. Roll: 14

Surveillance: The Hacker can hack into surveillance systems to spy on people or gather information. Roll: 2

Mech Warrior
A class that pilots a mech, a robotic exoskeleton with heavy armor and weapons; the Mech Warrior has high Defense and good Attack, average Special Attack and Special Defense, and low Agility. The Mech Warrior is equipped with a laser cannon, energy blade, and dual missile launchers. The Mech Warrior possesses skills that hinder enemies.

Homing Missiles: The Mech Warrior fires multiple missiles that home in on targets. Roll: 11

Targeting System: The Mech Warrior uses their targeting system to increase their accuracy. Roll: 8, Success Roll+4

Supernova Laser: The Mech Warrior supercharges their laser cannon and then fires a gigantic laser beam from their cannon that hits multiple enemies. Roll: 16

Roll Out: The Mech Warrior transforms their mech into a vehicle allowing them to traverse all manners of terrain and also increasing their agility. Roll: 6, Agility+4

Mech Mine: The Mech Warrior deploys a landmine that will detonate and explode when an enemy walks over it. Roll: 10

Overdrive: After the fifth turn of a battle, the Mech Warrior activates overdrive, increasing their stats. Passive, (Special)Attack+4, (Special)Defense+3, Agility+5

Pilot
A class that is skilled and trained in piloting spacecraft; Pilots have good Agility but their other stats are all quite low. Pilots possess skills that support the party and hinder enemies.

Commandeer: The Pilot commandeers a vessel for their own use. Roll: 4

Air Strike: The Pilot calls in an airstrike, and a satellite in orbit around the planet bombards the targets with a space laser. Roll: 15

Barrel Roll: The Pilot uses a special maneuver to reflect enemy projectile attacks back at them. Roll: 9

Parachute: The Pilot uses a parachute to save an ally from falling in battle, and revives the ally to continue fighting. Roll: 12

Afterburners: The Pilot increases the Agility of an ally. Roll: 5, Agility+4

Polyglot: The Pilot is well-travelled and can speak many languages. Passive

Mutant
A class that underwent a great deal of experiments and trauma that caused them to mutate into a grotesque creature capable of manipulating the radiation in their body. Mutants have high Attack, good Special Attack, poor Defense and Special Defense, and low Agility. They possess skills that increase their own stats and hinder enemies.

Power Lift: The Mutant is incredibly strong and uses this immense strength to lift a heavy object. Passive

Toxicity: The Mutant has a 25% chance of inflicting an enemy with the Poisoned status ailment when attacking. Passive

Nucleokinesis: The Mutant can manipulate nearby nuclear waste or radiation to move around, which can be used to attack enemies but could also have other applications as well. Roll: 3

Blind Rage: The Mutant goes into a blind rage, increasing their Agility and Attack, but lowering their accuracy a bit. Roll: 9, Attack+6, Agility+6, Success Roll-4

Monstrous Roar: The Mutant lets out a terrifying roar that scares people, and in battle will cause an enemy to flee. Roll: 7

Radioactive Poisoning: The Mutant spreads radiation to an enemy target to lower their stats. Roll: 10, Enemy Attack-5, (Special)Defense-4

Psychic
A class that can utilize their psychic and telekinetic powers to manipulate the environment around them with their minds. Psychics have good Special Attack and Special Defense, with average Agility and low Defense and Attack. Psychics possess skills that hinder enemies and support the party.

Mind Control: The Psychic gains control of an enemy’s mind and can then make the enemy do whatever they want them to. Roll: 10

Telekinesis: The Psychic can move objects of varying sizes with their mind, and can even use this to move people or unlock things. Passive

Vision: The Psychic sees a vision of the future and warns allies of incoming danger.* Roll: 11

Mind Scramble: The Psychic uses their telepathy to confuse an enemy, lowering the enemy’s accuracy significantly. Roll: 8, Enemy Succes Roll-5

Teleport: The Psychic is able to teleport themselves, allies, enemies, or objects around to different locations. Roll: 4

Mind Lock: The Psychic forces an enemy target into a mind lock, preventing the enemy from moving or attacking, paralyzing them, for some time; can also be used to force NPCs into a certain state of mind. Roll: 10

Meditation: The Psychic meditates to bolster their stats, increasing their Special Attack, Defense, and Agility and curing them of status ailments. Roll: 7, Special Attack+3, Defense+4, Agility+3

Cyber Ninja
A class that combines the old martial arts with modern technology, Cyber Ninjas are known for being swift, stealthy, and deadly with their katana and ninja stars. Cyber Ninjas have high Agility, good Attack and Special Attack, but low Defense and Special Defense. Cyber Ninjas possess skills that hinder enemies and support the party.

Stealth: The Cyber Ninja can move unseen by the untrained eye thanks to the stealth mode in their suit.* Roll: 3

Lethal Blow: The Cyber Ninja attempts to deliver a lethal attack to a single target.* Roll: 17

Flash Bomb: The Cyber Ninja throws down a bomb that releases a bright flash of light that will blind an enemy.* Roll: 10

Honorable Death: When nearing death, the Cyber Ninja has the option to smite themselves down in exchange for giving an ally a full heal.* Passive

Cyber Shuriken: The Cyber Ninja hurls out electrically charged shuriken that will paralyze two enemies. Roll: 12

Anti-Gravity Suit: The Cyber Ninja can use antigravity technology to let them defy gravity and walk on walls and ceilings.* Roll: 4

Shield Gunner
A class that wields a laser gun with a large reinforced shield mounted around it, Shield Gunners have high Defense and Special Defense, average Special Attack, and low Attack and Agility. Shield Gunners possess skills that support the party.

Force Field: The Shield Gunner erects energy barriers around all nearby allies that increases their Defense and Magic Defense.* Roll: 8, (Special)Defense+4

Counter Shock: The Shield Gunner charges their shield with electricity, and if an enemy attacks them, the attack will be blocked and the enemy will be electrocuted. Roll: 10

Immovable: The Shield Gunner braces themselves and will be immovable by enemies or hazards, and will also not have their stats lowered by enemy skills for a time. Roll: 8

Bullet Storm: The Shield Gunner unleashes a barrage of blasts from their cannon at a single enemy to damage the enemy greatly. Roll: 13

Dual Guardsman: The Shield Gunner blocks an enemy attack directed at one of their allies; if successful, the Shield Gunner and the ally they guarded both level up before the end of the battle.* Roll: 10

Unbreakable: The Shield Gunner will guard an ally for the entirety of the next enemy phase from any enemy attacks. Roll: 6

Avenger
A class that trains and fights for the sole purpose of enacting justice upon evil; Avengers wield an energy axe in battle and have good Special Attack and Defense; their Special Defense, Agility, and Attack are otherwise average.

Undying Vigil: The Avenger cannot be blinded, dazed, put to sleep, or forced to flee the battle.* Passive

Avenge: If an ally falls in battle, the Avenger can unleash this all-out attack to greatly damage an enemy. Passive

Duel Caller: The Avenger confidently calls for a duel with the strongest enemy of an enemy horde/team, causing the strongest enemy to focus their attacks on the Avenger.* Roll: 8

Bolster: The Avenger shouts a battle cry that maxes out the Attack/Magic Attack and Defense/Magic Defense of up to two allies.* Roll: 15, (Magic)Attack = 20, (Magic)Defense = 20

Intimidation: The Avenger is able to use their fierce appearance, aggressive nature, and impressive battle prowess to intimidate people into doing something.* Roll: 7

Buster: The Avenger smashes clean through the enemy defenses, lowering the defense of two enemies.* Roll: 10, Enemy Defense-9

General
A class that has served years as a tactician and leader of armies, Generals fight with their shoulder-mounted rocket launchers, dealing explosive damage to enemy ranks. Generals have good Attack, Special Defense, and Defense, but poor Agility. Generals possess skills that hinder enemies and support the party.

Army Drills: The General conducts army drills on his allies to increase their battle performance, raising their Attack and Defense. Roll: 7, Attack+3, Defense+3

No Eyeballing: The General inflicts the Blind status on all enemies. Roll: 11

Earsplitter: The General yells insults at the enemy so loudly that they are unable to move or act, essentially paralyzing them. Roll: 10

Portable Library: The General is able to pull up information on any enemy in order to help allies make more educated decisions.* Passive

Experience Bolster: The General shares his experience with the party, and after a battle each party members will increase 2 levels instead of 1. Passive

Blast Zone: The General fires a multitude of rockets at an enemy; each rocket does a high amount of damage but has a slightly lessened accuracy. Can hit up to ten times, and each individual hit must be rolled for, and must roll higher than a 14 in order to actually hit; however, the Attack roll is set to a 6x multiplier by default. Passive

Musician
A class that plays an instrument, and can play songs for allies to support them and increase their battle performance. Musicians have average Special Defense and Defense, and low Agility and Attack. Musicians possess skills that support the party.

Cantina Tune: The Musician plays a jaunty tune that causes the enemy to uncontrollably dance. Roll: 9

Accelerando: The Musician plays their songs faster, making the song take effect more quickly but not lasting quite as long. Roll: 8

Octave Onslaught: The Musician rapid-fire blasts energy musical notes from their instrument at targets.* Roll: 13

Sheet Music Shield: The Musician erects a barrier of sheet music that blocks against enemy special attacks.* Roll: 11, Player Magic Defense+5, Allies Magic Defense+5

Maestro: The Musician can reverse the effects of enemy songs.* Roll: 10

Remix: The Musician remixes one of their own songs, and the effect of the song is the scrambling of an enemy's stats. Roll: 10

Scavenger
A class that scavenges scrapyards and robotic graveyards to acquire machinery and technology that they can then use to construct objects or sell for money; Scavengers wield a laser pistol in battle and have good Special Attack and Defense, average Special Defense and Attack, and poor Agility. Scavengers possess skills that increase their own stats and hinder enemies.

Scavenge: The Scavenger loots the parts of a defeated robotic enemy to create an explosive device for future use. Passive

Kickstart: The Scavengers have a magic touch when it comes to machinery, and can kickstart a broken machine to work again like it’s nothing. Passive

Vehicle Construct: The Scavenger builds a vehicle that can carry up to two people, as long as they have five pieces of machinery or technology in their inventory. Passive

Physical Therapy: The Scavenger hits an ally to break them out of the effects of a status ailment, curing them of the status ailment but dealing 20 damage in the process. Roll: 4

Engine Revver: The Scavenger boosts their own Agility with some engine parts. Roll: 6, Agility+3

Unconventional Upgrade: The Scavenger duct-tapes one of their mechanical objects to an ally’s weapon, which somehow boosts the Attack and Special Attack of the ally. Roll: 10, (Special)Attack+5

Celestial
A class that is an alien creature born from a star; Celestials are warm, life-giving creatures that utilize energy to heal allies or punish enemies. Celestials have good Special Defense, average Special Attack and Agility, and low Attack and Defense. Celestials possess skills that support the party and hinder enemies.

Radiance: The Celestial glows with a radiant light that illuminates dark places and cures allies of the Blind status ailment. Roll: 7

Nebula Strike: The Celestial unleashes a powerful energy attack on up to three enemies in the form of stardust. Roll: 12

Constellation Chain: The Celestial releases energy bonds from themselves that link onto two allies, and will share stat boosts that the Celestial or those allies get with the others affected by the energy bonds. Roll: 8

Starborn: The Celestial revives a fallen ally with celestial energy, and grants them a slight boost in Defense and Special Defense as well. Roll: 13, (Special)Defense+4

Universal Center: The Celestial draws the attention of all enemies onto them, forcing enemies to attack them and only them for the next two turns. Roll: 5

Gamma Burst: The Celestial blasts a powerful beam of gamma radiation at a single enemy, disintegrating them and killing them instantly. Roll: 16

Psion
A class that is skilled in commanding energy and the elements, also has a glaive and chain for physical combat. Psions have good Special Attack and average Attack, good Special Defense, average Defense, and average Agility. Psions possess Skills that support the party and hinder enemies.

PSI Magnet: The Psion erects a barrier of energy that absorbs enemy energy-based attacks and then heals the Psion.* Roll: 6

Magicant: The Psion reaches into another dimension and summons a Flying Sentinel.* Roll: 10

Mental Might: The Psion pulls some energy from their mind and throws it at an enemy.* Roll: 8

To The Moon: The Psion grabs an enemy and then uses their powers to hurl the enemy extremely far away, removing them from the battle.* Roll: 15

Starstorm: The Psion calls down a storm of energy meteors that damage all enemies on the field.* Roll: 14

Charge Magic: The Psion can choose to charge up their energy for a turn instead of attacking, and will increase their damage output the next time they attack with their energy. Passive, Attack Roll+1 each use

Sentry
A class that includes rookie soldiers that wield energy lances; their stats are overall average, but they have good Agility. Sentires possess skills that hinder enemies.

Seal Defense: The Sentry seals their Defense stat, preventing it from being lowered by enemies.* Roll: 7

Impale Rush: The Sentry surges forth stabbing forwards with their lance at incredible speeds.* Roll: 14

Quixotic: The Sentry decreases the skill roll requirement for one ally but also for one enemy.* Roll: 8, Skill Roll-5, Enemy Skill Roll-5

Underdog: The Sentry gains an increase in Agility and Defense if the enemy's Attack is higher than theirs by at least 4.* Passive, Agility+4, Defense+4

Aptitude: The Sentry gains an increase in stats when they level up.* Passive, Attack+3, (Magic)Defense+4, Agility+2

Winding Blow: The Sentry delivers a blow that leaves the target winded, lowering their Defense. Roll: 11, Enemy Defense-4

Star Lord
A class that dual-wields shock blasters, guns that fire electricity; Star Lords are vigilantes of the highest order that will fight for whatever they deem right. Star Lords have good Special Attack and Agility, average Attack and Defense, and low Special Defense. Star Lords possess skills that hinder enemies.

Bullet Frenzy: The Star Lord dashes forth and fires their shock blasters in all directions, hitting all enemies at once. Roll: 12

Short Circuit: The Star Lord disables an enemy’s weapon by overloading it with electricity, preventing that enemy from attacking for two turns. Roll: 7

Counter Shot: The Star Lord deflects an enemy’s attack and then delivers a counterattack. Roll: 11

Ultrashock: The Star Lord blasts a single enemy with so much voltage that the enemy becomes paralyzed. Roll: 10

Bolt Guard: The Star Lord sets down a device that erects an electrical energy field that blocks enemy attacks. Roll: 8

Star Crusher: The Star Lord’s patented offensive maneuver, the Star Lord leaps up into the air, charges their guns, and then slams down into the ground, sending out a shockwave that stuns up to three enemies. Roll: 14

Tinkerer
A class that tinkers with machinery in a workshop, Tinkerers create devices that can prove to be very useful. Tinkerers wield a mallet in battle and have poor Attack and Agility, but good Defense and Special Defense.

Tinkering: The Tinkerer tinkers with some machinery to create a helpful device.* Roll: 13

Repair: The Tinkerer repairs a broken object using their tools. Roll: 3

Robot Assistant: The Tinkerer constructs a robotic assistant to help the party in battle by attacking. Roll: 6

Robo-Butler: The Tinkerer builds a robotic butler that serves food to party members at the start of each turn from the silver tray they hold. Roll: 5

Lockpick: The Tinkerer is skilled when it comes to working with machinery, codes, or small objects like lock pins, and is able to pick locks on most doors. Roll: 2

Armorcraft: The Tinkerer crafts a piece of armor that is given to an ally, increasing the ally’s Defense. Roll: 6, Defense+3

Jeweler
A class that works with and sells jewels and jewelry, Jewelers are a merchant class. Jewelers are unarmed, and so have low Attack and Defense, but they do possess average Agility and good Special Defense. Jewelers have skills that support the party.

Golden Opportunity: The Jeweler will find 100 gold at the end of each battle. Passive

Crystal Refraction: The Jeweler gives a gem to an ally that will refract enemy special attacks, causing them to deal no damage, for up to three turns. Roll: 6

Rare Trade: The Jeweler produces and trades a gem in order to get items at shops without needing to spend gold. Roll: 13

Bedazzle: The Jeweler shows a beautiful gem to an enemy, and the enemy is so mesmerized by it that they become petrified. Roll: 10

Bribe: The Jeweler can bribe people into doing certain things or giving up information.* Roll: 4

Suiting Gems: The Jeweler gives a wearable jewelry with special properties to an ally, boosting their Special Attack and Attack; increases by more if the ally is female. Roll: 9, (Special)Attack+4, +6 if female

Sniper
A class that wields a laser sniper rifle, Snipers are best from a range; they have good Agility, high Special Attack, poor Attack, and average Special Defense and Defense. Snipers possess skills that increase their own abilities and hinder enemies.

Sniper Scope: The Sniper peers through their sniper scope to see great distances. Roll: 4

Headshot: The Sniper fires a shot directly at an enemy’s head to deal high damage. Roll: 12

Calm Shot: If the Sniper has lost more than half of their health, they calm their minds before firing to ensure that no shot goes wasted. Passive

Piercer Shot: The Sniper fires a powerful shot that pierces through up to three targets, and pierces the defenses of the first target, lowering their Defense. Roll: 14

Camouflage: The Sniper equips camouflage clothing that hides them from enemy sight. Roll: 5

Frost Mine: The Sniper sets down a mine that detonates when an enemy walks over it, and releases a gas that freezes the enemy instantly. Roll: 8

Parasite
A class that comprises of small, parasitic creatures that enslave the minds of other creatures by mounting atop their heads; Parasites have low Attack, Defense, and Special Defense, and good Agility. Parasites possess skills that support the party and hinder enemies.

Enslave: The Parasite hops atop an enemy’s head and takes over their mind to control that enemy; inherits that enemy’s stats, gains use of any weapons they possess, and is able to use one of their skills of the Parasite’s choice; will not work if the enemy wears a helmet of some kind, or on bosses. Passive

Skill Slot: An empty skill slot that gets filled when the Parasite enslaves an enemy.

Berserker Venom: The Parasite bites an enemy to inject a venom that causes them to attack other enemies. Roll: 9

Infectious Bite: The Parasite bites an enemy to inject poison into their blood. Roll: 6

Single-Minded: The Parasite is immune to the effects of other parasites or mind control methods. Passive

Mind Over Matter: The Parasite powers right through any status ailments they currently suffer, curing themselves of them. Roll: 13

Drone
A class of small, aerial robots armed with chain guns; Drones have good Agility and Attack and average Defense and Special Defense. Drones possess skills that hinder enemies and support the party.

X-Ray Scanner: The Drone uses an x-ray scanner to see through walls, doors, and floors. Roll: 3

Air Raid: The Drone deploys bombs as it flies over a group of enemies, and the bombs explode on impact, dealing damage to up to four enemies. Roll: 9

Height Advantage: The Drone gets an increase in Attack when fighting other flying enemies. Passive, Attack+3

Orb Form: The Drone lands on the ground and transforms into an orb that can roll around; cannot attack in this form, but gets increased Agility. Passive, Agility+5

Tracking: The Drone uses their scanners to be able to locate other people.* Roll: 3

Hologram: The Drone projects forth a hologram that can be used as bait, a decoy, or to send messages. Roll: 6

Robot Master
A class of powerful robots armed with a plethora of weapons; Robot Masters have good Special Attack and Special Defense, average Attack and Defense, and low Agility. Robot Masters possess skills that hinder enemies.

Revolving Barrier: The Robot Master erects a barrier around them comprised of four pieces that protects them from enemy physical attacks; at the end of each turn, a piece of the barrier will be launched at an enemy to damage them. Roll: 13

Variable Weapons System: The Robot Master copies an enemy’s Skill and can keep that skill until they want to copy a new one. Passive

Upgrade: The Robot Master downloads an upgrade for themselves to boost their Agility. Roll: 7, Agility+5

Recharge: The Robot Master draws on their energy reserves to heal themselves and remove one status ailment. Roll: 9

Robot Crusher: The Robot Master unleashes a powerful attack that deals double damage to enemy robots. Roll: 10

All-Terrain: The Robot Master is able to tread on any terrain, even hazardous terrain, without taking damage. Passive

Mercenary
A class that wields a laser blaster; Mercenaries have overall balanced stats, being equipped for nearly any problem but not exceeding in any department either. Mercenaries have Skills that can bolster their stats temporarily; Mercenaries enjoy fighting in exchange for pay but will gladly fight for their own reasons as well.

Monetary Motivation: When promised money in exchange for a deed, the Mercenary gains an increase in stats.* Passive, Attack+6, Defense+4, Agility+5

Double Agent: The Mercenary can convince an enemy leader to hire their services in order to get behind enemy lines.* Roll: 11

Dead or Alive: The Mercenary blasts a single enemy target with a laser beam; if the target is still alive after being hit with the attack, the Mercenary will receive an increase in Special Attack; if the enemy is killed by the attack, the Mercenary receives 250 gold. Roll: 6, Special Attack+4

Freeze Ray: The Mercenary blasts an enemy with a freeze ray, rendering them frozen. Roll: 9

Recoil Reduction: The Mercenary reduces the recoil on their weapon to make them less open to attack after attacking, essentially raising their Defense a bit. Roll: 8, Defense+4

Agitate: The Mercenary agitates an enemy by insulting them or making rude gestures at them; the targeted enemy gains an increase in Attack but also suffers a decrease in Defense and a lower chance of hitting.* Roll: 6, Enemy Attack+4, Defense-6, Success Roll-4

Spacie
A class of adventurers-for-hire that arm themselves with laser blasters and are skilled in hand-to-hand combat. Spacies have high Agility, good Attack and Special Defense, average Defense, and poor Special Attack. Spacies possess skills that hinder enemies and support the party.

Reflector: The Spacie activates a device that reflects enemy ranged attacks back at them. Roll: 5

Illusion Dash: The Spacie moves so quickly that it creates two illusions of themselves, lowering the accuracy of enemy attacks. Roll: 7, Enemy Success Roll-4

Flip Kick: A flipping kick attack so powerful that it launches an enemy hit by it right out of the battle. Roll: 15

Afterburners: The Spacie increases the Agility of an ally. Roll: 5, Agility+4

Fire Blaze: The Spacie engulfs themselves in flame and then slams into an enemy. Roll: 12

Tank Call: The Spacie calls in and climb inside of a tank that fires lasers from it. Roll: 11

Stalker
A class of stealthy warriors that dual-wield energy blades; Stalkers have good Agility and Special Attack, but all of their other stats are low. Stalkers possess skills that increase their own abilities and hinder enemies.

Stealth: The Stalker can move unseen by the untrained eye thanks to the stealth mode in their suit.* Roll: 3

Sneak Attack: The Stalker vanishes and then reappears behind an enemy on the next turn and executes a sneak attack on them. Roll: 12

Poison Strike: The Stalker stabs an enemy with a poisonous spike, inflicting them with poison. Roll: 8

Skill Hack: The Stalker plants a device on an enemy target that prevents them from using their skills for three turns. Roll: 10

Blasterfaire: The Stalker does bonus damage to enemies that wield blasters or guns of some kind. Passive

Parry Stance: The Stalker takes on a parrying stance for the first three turns of a battle, and will increase their defensive stats as a result. Passive, (Special)Defense+4

Warper
A class that wields a metal staff and is able to warp and bend space; Warpers have good Agility and Attack, average Special Defense, and poor Defense. Warpers possess skills that hinder enemies and support the party.

Teleport: The Warper is able to teleport themselves, allies, enemies, or objects around to different locations, so long as they have enough magic to do so.* Roll: 4

Reality Check: The Warper causes the enemy to be more likely to miss attacks by warping their perception of reality.* Roll: 10, Enemy Success Roll-6

Summon Healer: Summons a healer that will heal allies each turn until the healer is killed or the battle ends. Roll: 4

Summon Special Ally: Summons a special ally that the user met earlier in the adventure; effects vary, special ally can only stay for one turn. Roll: 14

Warping Pickpocket: The Warper teleports an item from the enemy’s inventory into theirs. Roll: 2

Black Hole: The Warper opens up a portal to a black hole that sucks two enemies away and removes them from combat. Roll: 15

Dancer
A Support class that can use special dances to invigorate allies and increase their stats; Dancers have high Agility but low Defense; they have average Attack but low Magic Defense, and wield a laser pistol in battle. Dancers can use Skills to support allies and increase their own stats.

Special Dance: The Dancer uses a special dance that allows an ally to make a second action during player phase before enemy phase begins.* Roll: 9

Graceful Dance: A graceful dance that grants a boost in Defense and Special Defense to one ally.* Roll: 13, (Special)Defense+8

Dance Show: The Dancer dances for a crowd or audience to gain items or gold.* Roll: 8

Ribbon Dance: The Dancer performs a dance that gives boosted Agility to two allies.* Roll: 12, Agility+4

Blissful Dance: The Dancer performs a blithe dance to remove status ailments from allies.* Roll: 14

Light Feet: The Dancer is light on their feet and so will not stumble or fall, and cannot have their Agility lowered by enemy skills.* Passive

Gambler
A class that uses cards and gold to get information from people; Gamblers wield an energy blade in combat; their Attack and Special Attack is average but their Defense and Magic Defense is lacking, with them having high Agility. Gamblers have Skills that hinder enemies and support allies.

Bribe: The Gambler can bribe people into doing certain things or giving up information.* Roll: 4

Coin Flip: The Gambler flips a coin; if they get the side they called, they will know luck is on their side and unleash a devastating attack; if not, they will have a decrease in Defense.* Roll: 10, Defense-2 if failed

Bluffer: The Gambler can call an enemy's bluff in combat to make them uncertain of their next move, suffering a decrease in Agility.* Roll: 13, Enemy Agility-4

Trap Card: The Gambler lays down a trap card on the battlefield that activates when an enemy steps on it, immobilizing that enemy.* Roll: 11

Gambit: The Gambler takes a gambit and goes in for an all-out attack; if the attack fails, the Gambler will take heavy recoil damage, but allies will receive stat boosts.* Roll: 13, (Magic)Attack+6, (Magic)Defense+4, Agility+2

Loaded Dice: The Gambler switches the Gamemaster's dice for loaded ones that make them roll higher numbers for one turn.* Roll: 12, Success Rolls+9, Attack Rolls+4

Apprentice
A class that uses an energy blade and a laser blaster; their stats are overall low, though they possess good Attack and Magic Attack. An Apprentice can learn the Skills of any other class, so long as they have fought alongside an ally that is of that class for a given amount of time.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Overlord
A class that wields a scepter, Overlords are the rulers of vast empires across the universe, and often times conquer and rule with an iron fist. Overlords have high Attack and Special Attack, poor Agility, and low Defense and Special Defense. Overlords possess skills that hinder enemies.

Overtake: The Overlord overtakes a single enemy and exiles them from the battlefield.* Roll: 16

Summon Subjects: The Overlord summons subjects from their empires, and the subjects, though reluctant, will help the Overlord fight in combat. Roll: 4

Overtaxing: The Overlord raises taxes in his empire and receives 500 gems instantly as a result. Roll: 8

Embargo: The Overlord places an embargo on an enemy, and that enemy will be unable to receive healing from themselves or their allies for the rest of the battle. Roll: 9

Support Rebellion: The Overlord can steal a single enemy’s summons to use on their side. Roll: 16

Regality: The Overlord’s regal and intimidating presence creates an atmosphere that makes NPCs uneasy, and the Overlord can coerce them into doing something or giving up information. Roll: 3

Interpreter
A class that is fluent in nearly all languages, Interpreters are capable of speaking to people that use different languages and negotiating with them; Interpreters are unarmed and so they have extremely low Attack and Defense stats, but they have good Agility and Special Defense. Interpretors have Skills that can hinder enemies and support allies.

Linguist: The Interpreter can learn nearly any alien language.* Passive

Negotiate: If the enemy seems reasonable, the Interpreter can attempt to diplomatically negotiate with them to end the battle peacefully.* Roll: 6

Broker: The Interpreter can broker a peace treaty between themselves and enemies, ending a battle peacefully, but only if the enemies are intelligent beings that are not evilly aligned.* Roll: 12

Translate: The Interpreter translates documents written in other languages.* Roll: 2

Orator: The Interpreter is well-practiced in giving speeches, and gives a speech to uplift morale.* Roll: 4, Attack+1, Defense+2, Agility+2

Voice Carrier: The Interpreter's voice can carry over extremely great distances, perfect for sending messages to people far away.* Passive

Grenadier
A class that has learned how to handle and use explosives and their explosive volatility. Grenadiers use bombs in battle; they have very high Attack but low Defense, Agility, and Special Defense. They have Skills that can hinder enemies.

EMP Bombs: The Grenadier throws a bomb that disables robots and robotic weaponry such as exosuits; inflicts Paralysis on Mech Warriors, Robot Masters, Drones, and Cyborgs. Roll: 3

Minefield: The Grenadier lays down mines that will explode when an enemy moves over them.* Roll: 13

Firepower: The Grenadier frightens the enemy with a loud and bright explosion.* Roll: 11

Cartoony Fuse: The Grenadier lays out a long fuse and then runs back and presses down on an explosive plunger to detonate the explosion. Roll: 10

Implosion: The Grenadier tosses a bomb that causes an implosion, pulling in nearby enemies and damaging them. Roll: 9

Rocketman: The Grenadier sets off a small rocket that they are tethered to, the rocket pulling them up into the air to get to higher ground or to get an eye in the sky. Roll: 4

Juggernaut
A class armed with a plasma hammer, Juggernauts are living, breathing fortresses, having high Defense and Special Defense; however they are incredibly slow and have average Attack. Juggernauts have Skills that support the party and hinder enemies.

Tickled: The next attack to hit the Juggernaut will deal no damage at all and the Juggernaut will receive a small increase in Agility.* Roll: 16, Agility+2

Ox Stance: The Juggernaut firmly plants themselves in place; they are unable to move while using this Skill but all of the damage that hits them will be reflected back at the attacker.* Roll: 14

Adamant: The Juggernaut heals back half the damage they took during combat once combat ends.* Passive

Bull Charge: The Juggernaut charges forth at an enemy, ignoring any status ailments they are currently undergoing.* Roll: 14

Super Armor: The Juggernaut will ignore any enemy Skills or counterattacks during their next attack and will also be immune to debuffing during the next enemy phase.* Roll: 8

Power Lift: The Juggernaut is able to lift very heavy objects.* Passive

Djuron
An alien race class that is half-animal and half-human, has overall average stats. Djuron can use Skills that hinder enemies and support allies.

Animal Instinct: The Djuron can use instincts depending on the type of animal they are. Passive

Fight or Flight: If the Djuron is a predatorial animal, then allies get a boost in Attack and Special Attack; if an animal that is widely seen as prey, allies get a boost in Agility. Passive, (Special)Attack+5, Agility+4

Survival of the Fittest: The Djuron increases Defense and Special Defense of the party member with the most stamina.* Roll: 12

Natural Habitat: The Djuron has increased success rate when in a biome that their animal form is indigenous to. Passive, Success Roll+3

Common Ground: The Djuron is able to understand and communicate with other animalistic alien races. Passive

Beast Mode: The Djuron changes its physical form to become more animal than human, and as a result they gain an increase in Attack and Agility. Roll: 5, Attack+3, Agility+3

Aura Mage
A class that manipulates aura to bolster the fighting spirits of allies and attack enemies; Aura Mages have good Special Attack and Special Defense, average Agility, and low Attack and Defense. Aura Mages possess skills that support the party and hinder enemies.

Aural Imbue: The Aura Mage imbues an ally with strong aura that bolsters their battle performance. Roll: 6, (Special)Attack+4, Defense+3

Enervate: The Aura Mage drains aura from enemies to weaken them. Roll: 8, Enemy (Special)Attack-5, Agility-3

Aural Lotus: The Aura Mage creates a lotus flower out of aura that will heal each party member for as many turns as party members there are. Roll: 6

Sleep Force: The Aura Mage stares deep into an enemy’s eyes and lulls them to sleep. Roll: 7

Spirit Storm: The Aura Mage conjures a hurricane of aural energies that damages up to three enemies. Roll: 13

Aura Purge: The Aura Mage uses a special kind of aura to negate the effects of enemy passive skills and prevent enemy passive skills from activating. Roll: 12

Space Wraith
A class of mysterious beings that some people think don’t exist, Space Wraiths are quiet and cold and are said to walk through the vacuum of space without consequence, delivering death to those whose times have come. Space Wraiths wield plasma scythes and have high Attack, good Agility and Special Defense, average Special Attack, and poor Defense. Space Wraiths possess skills that hinder enemies.

Space Walker: The Space Wraith is able to ‘walk’ through space, being able to survive the vacuum of outer space. Passive

Reap and Sow: The Space Wraith gains an increase in Special Attack and Defense if an ally falls in battle. Passive, Special Attack+3, Defense+5

Deadly Stroll: The Space Wraith strides forth among enemy ranks and executes a whirling scythe attack that damages up to three enemies and instantly kills one of them. Roll: 16

Time Hasn’t Come: The Space Wraith prevents one ally from falling when they are hit with an attack that would otherwise be lethal. Roll: 4

Shade Phase: The Space Wraith becomes intangible, and can pass through walls or objects and automatically evade enemy attacks for one turn when used in combat. Roll: 9

Phantom Strike: The Space Wraith executes an attack that sets an enemy’s health to 1 but causes the Space Wraith to take 50 damage as a result. Roll: 13

Dimension Hopper
A class armed with a portal gun, Dimension Hoppers are able to leap through different dimensions and parallel universes. Dimensions Hoppers have poor Attack and Special Attack, good Agility and Special Defense, and low Defense. They possess skills that support the party.

Parallel Selves: If an ally falls in battle, the Dimension Hopper can go to a parallel universe and bring back a parallel version of the fallen ally, essentially reviving them. Roll: 13

Dimensional Doggy-Bag: The Dimension Hopper goes into another dimension and comes back with a healing item for them or an ally to use. Roll: 5

Dimensional Rift: The Dimension Hopper overloads their portal device and then throws it at an enemy to cause a portal-splosion that pulls the enemy in and removes them from battle. Roll: 16

Portal Travel: The Dimension Hopper opens up two portals that can be used to travel distances, get past obstacles or obstructions, etc. Roll: 3

Magicant: The Dimension Hopper reaches into another dimension and summons a Flying Sentinel.* Roll: 10

Otherworldly Object: The Dimension Hopper goes into another dimension and then returns with a helpful or useful item. Passive

Darkstar
A class that is an alien creature born from a star; unlike their life-giving Celestial brothers, Darkstars are cold, life-draining creatures that steal energy from enemies to heal themselves and punish their foes. Darkstars have good Special Defense, average Special Attack and Agility, and low Attack and Defense. Darkstars possess skills that increase their own abilities and hinder enemies.

Endothermic Drain: The Darkstar suck light energy in, throwing the surrounding area into darkness and inflicting enemies with the Blind status ailment. Roll: 10

Nosferstartu: The Darkstar drains life force from an enemy and heals themselves. Roll: 11

Enervate: The Darkstar drains energy from enemies to weaken them. Roll: 8, Enemy (Special)Attack-5, Agility-3

Dark Vision: The Dark Star is immune to the Blind status ailment and can see great distances in darkness and dark places.* Passive

Fimbulvetr: The Darkstar drains heat energy from an enemy to inflict them with the Frozen status ailment. Roll: 13

Vulnerate: The Darkstar draws in energy around them to nullify an enemy’s Defense and Special Defense for one turn. Roll: 14

Stargazer
A class of astronomers that study and gaze at the stars, Stargazers are excellent navigators. They are unarmed, and so have low Attack and Defense, but they have average Agility and Special Defense. Stargazers possess skills that support the party.

Astrolabe: The Stargazer uses their astrolabe to plot a course, and as a result all allies gain an increase in Agility. Roll: 6, Agility+4

Pathfinder: The Stargazer can detect when shortcuts are near through some sort of sixth sense.* Passive

Megascope: The Stargazer produces reports sent to them by space satellite telescopes, allowing them to see things incredibly far away or see a landscape from a bird’s-eye-view. Roll: 3

Command Visor: The Stargazer summons a starship to their exact location, which can support the party with artillery fire or be used to fly to different locations. Roll: 6

Mental Map: The Stargazer can retrace the party’s steps, and reverses debuffs placed on an ally’s stats. Roll: 4

Stargazing: The Stargazer lies down on the ground with their allies and looks up at the stars, enjoying the view; the period of calm and relaxation heals allies. Roll: 7

Superhero
A class of beings with extraordinary powers, Superheroes use these powers to protect the innocent and enact justice upon the wicked; Superheroes fight with their fists and laser vision. Superheroes have good Agility, Attack, and Special Attack, with average Defense but abysmally low Special Defense (some might even call their Special Defense their “kryptonite”). Superheroes possess skills that hinder enemies and support the party.

Super Strength: The Superhero uses their incredible strength to smash through thick barriers, lift heavy objects, or perform other feats of strength. Roll: 8

Super Flight: The Superhero soars up into the sky, and can carry a single ally with them as they fly over obstacles or up to higher ground. Passive

Invisibility: The Superhero becomes invisible to enemy eyes, and can use this to hide, ambush, or infiltrate with ease. Roll: 6

Climate Change: The Superhero changes the weather and temperature surrounding the area to fit the party’s needs. Roll: 10

Sonic Screech: The Superhero shouts so loudly that it projects sound waves from them that inflict two enemies with Daze. Roll: 9

Hyper Metabolism: The Superhero’s enhanced metabolism causes their body to filter out sicknesses faster than most, and so status ailments will only last half as long for the Superhero. Passive

Miner
A class that makes their living mining asteroids for precious gems, Miners are armed with a cutting laser and a jet pack. Miners have good Special Attack, Attack, and Agility, poor Defense and Special Defense. Miners possess skills that hinder enemies and support the party.

Jet Pack: The Miner uses their jetpack to ascend into the air, and can use this to attack enemies from above or reach high points. Passive

Mining: The Miner's mining expertise allows them to mine for ores or treasure in some locations.* Passive

Meteor Slicer: The Miner destroys incoming meteors by blasting clean through them with their cutting laser. Roll: 8

Crafting Table: The Miner combines two objects to make a single tool that can be useful to the party. Roll: 3

Canary Song: The Miner whistles a tune that raises their Defense. Roll: 6, Defense+5

Gravity Orb: The Miner breaks open a gravity orb that causes gravity in the area to swap in the desired direction. Roll: 7

Weapons Dealer
A merchant class that travels the galaxy, providing aid to those in need of weaponry. Weapons Dealers fight with a variety of weapons, have good Attack and Special Attack, average Defense and Agility, and low Special Defense. Weapons Dealers possess skills that hinder enemies and support the party.

Energy Boost: The Weapons Dealer charges up an energy-based weapon of one of their allies, increasing their Special Attack. Roll: 7, Special Attack+3

Freeze Ray: The Weapons Dealer blasts an enemy with a freeze ray, rendering them frozen. Roll: 9

Helping Hand: The Weapons Dealer provides an unarmed ally with a basic ray gun that they can use in battle. Roll: 8

Tranquilizer: The Weapons Dealer shoots a tranquilizer dart at an enemy, inflicting them with Sleep. Roll: 7

Living Manual: The Weapons Dealer teaches an ally how to use a weapon they otherwise wouldn’t be able to operate. Roll: 4

Discount: The Weapons Dealer uses their permit to gain 20% discounts on all items in stores. Passive

Nanotechnician
A class that is able to create tiny robots, Nanotechnicians wield only a screwdriver in battle; they have average Attack and Agility, but low Defense and Special Defense. Nanotechnicians possess skills that support the party.

Tracking Device: The Nanotechnician plants a tracking device on a target, allowing the party to see their location at all times. Roll: 7

Tiny Spy: The Nanotechnician builds a tiny robot with a camera in it that can then be sent into areas that are otherwise inaccessible to the party so that they can spy and get a lay of the land. Roll: 5

Techno-Beetles: The Nanotechnician releases a swarm of Techno-Beetles that fly around a target and annoy them or distract them. Roll: 4

Shrink Ray: The Nanotechnician blasts a target with a shrink ray to make them miniscule; when used on an enemy, that enemy is unable to do damage. Roll: 12

Stat Pill: The Nanotechnician creates a pill that can be taken by an ally, and will increase a stat of their choice. Roll: 6, Any One Stat+3

Fine-Tune: The Nanotechnician fine-tunes the mechanics in an ally that is a robot, and the ally gains an increase in Attack and Agility as a result. Roll: 10, Attack+4, Agility+4

Alien Brain
A class of alien superbeings that became so intelligent that they no longer needed the rest of their bodies to function; they have high Special Attack, good Agility and Special Defense, and low Attack and Defense. Alien Brains possess skills that support the party and hinder enemies.

Vision: The Alien Brain sees a vision of the future and warns allies of incoming danger.* Roll: 11

Knowledge is Power: The Alien Brain is aware of a higher being that dictates their success, and manipulates this to increase their likelihood of success. Roll: 10, Success Roll+4

Silencer: The Alien Brain sends brain waves at an enemy that makes the enemy forget how to breathe, killing them. Roll: 17

Memory Steal: The Alien Brain steals the memories and knowledge from a target; the Alien Brain gains this information while the target forgets it. Roll: 12

Apoplexia Surge: The Alien Brain gifts the functions of their apoplexia to an ally, and the ally gains a surge of Attack and Agility but suffers a decrease in Defense. Roll: 8, Attack+5, Agility+5, Defense-4

Mind Games: The Alien Brain changes the chemistry of an enemy’s brain so that they go berserk. Roll: 11

Alien Monarch
A class of alien superiors that rule their respective planets; Alien Monarchs have good Defense, average Attack, Special Attack and Agility, and low Special Defense. Alien Monarchs fight with tentacles and are able to influence other aliens to do their bidding. They possess skills that support the party and hinder enemies.

Alien Tongues: The Alien Monarch can speak and read alien languages fluently. Passive

Home Turf: The Alien Monarch gains an increase in stats when fighting in climates similar to their home planet. Passive, (Special)Attack+4, Defense+5, Agility+4

Pecking Order: The Alien Monarch is able to order other aliens to obey their commands. Passive

Royal Edict: The Alien Monarch creates a new law right on the spot that increases the Defense of allies. Roll: 10, Defense+5

Bodyguards: The Alien Monarch summons two Alien Soldiers to temporarily fight for the party. Roll: 13

Dodged a Bullet: The Alien Monarch shields themselves from a lethal blow for one turn. Roll: 11

Pogo Warrior
An honorable class that fights on a technologically-advanced pogo stick. Pogo Warriors have good Agility and Attack, average Defense and Special Defense. Pogo Warriors possess skills that hinder enemies and defy the laws of physics.

Pogo Bounce: The Pogo Warrior uses their pogo stick to reach extreme heights. Passive

'*Is Actually a Jackhammer*': The Pogo Warrior bounces onto an enemy’s head, but then it turns out their pogo stick was swapped out with a jackhammer that deals damage to the enemy. Roll: 8

Product Placement: The Pogo Warrior uses a branded pogo stick from an intergalactic toy company and receives 200 gems as a reward. Roll: 6

Black Hole: The Pogo Warrior creates friction which draws in the presence of a black hole, and sucks up all remaining enemies. Roll: 18

Boing-Boing: The Pogo Warrior bounces so fast that it increases the success rates of allies. Roll: 8, Success Roll+3

Self-Awareness: The Pogo Warrior’s pogo stick becomes sentient and can either perform tasks or fight for the Pogo Warrior for the rest of a battle. Roll: 12