Description: Tough and disciplined, Soldiers are trained to survive in combat-heavy situations.
Special Ability: Battle Ready – Whenever you roll a 3, reduce any costs by -1
Soldier
Starting Stats:
Radioactive: 4
Supplies: 4
Combat: 10
Social: 4
Exposure: 5
Currency: 3
Description: Skilled with machines and salvage, Mechanics can fix, build, and improvise from scraps.
Special Ability: Jury Rig – when a 3 or 5 is rolled, may use 1 Supply towards any associated costs.
Mechanic
Starting Stats:
Radioactive: 3
Supplies: 5
Combat: 4
Social: 4
Exposure: 4
Currency: 10
Description: Strange abilities and mutations give Mutants unpredictable advantages—and disadvantages.
Special Ability: Mutation – Never pay any radioactive costs. When Radioactive is gained, convert them to Supplies.
Mutant
Starting Stats:
Radioactive:0
Supplies: 4
Combat: 11
Social: 1
Exposure: 6
Currency: 3
Description: Cunning and persuasive, Merchants excel at trading and acquiring valuable items.
Special Ability: Bargain – You may trade 1 Supply for 2 Currency any time a Socialize page is revealed.
Merchant
Starting Stats:
Radioactive:2
Supplies: 3
Combat: 2
Social: 8
Exposure: 5
Currency: 10
Description: Scavengers thrive on picking through the ruins. They always seem to come away with something valuable.
Special Ability: Scavange - At any time, this class may spend 2 Currency for 1 of anycost.
Scavenger
Starting Stats:
Radioactive: 4
Supplies: 6
Combat: 3
Social: 3
Exposure: 7
Currency: 7
Description: Hunters know how to live off the land and defend themselves.
Special Ability: Tracking - On Encounter Pages, choose the result instead of rolling.
Hunter
Starting Stats:
Radioactive: 3
Supplies: 7
Combat: 8
Social: 2
Exposure: 6
Currency: 4