Thanks Alex. I guess I’ll keep it up then.
Let’s change gears and post a list of proposed available classes:
Human Classes From ACKS:
Assassin
Explorer
Fighter
Thief
Human Classes From the ACKS Companion:
Barbarian (unlocked when the PCs recruit their first barbarian henchman)
Mystic
New Human Classes:
Gunslinger - a fast, lightly armored gunfighter.
Psychic - a mage-like character with a wide array of psychic powers.
Psychic Spy - a thief who uses psychic power in place of skill.
Psychic Warrior - a fighting man with limited psychic powers.
Tinker - a mechanic and engineer capable of restoring ancient relics to working condition, or cobbling new devices together from scavenged parts.
Unlikely Hero - a character whose rise from lowly 0th levelhood is attributable entirely to his extraordinary luck.
Purebreed Classes: Purebreeds are humans who retain most the genetically engineered enhancments of their Ancient ancestors. Engineered to be smarter, healthier, longer lived, and better looking than normal humans, Purebreeds require CON, INT, and CHA 9, and gain the Divine Blessing, Divine Health, and Longevity custom powers. Increasing Purebreed Value will increase Hit Dice rating (halfway, like the Thrassian’s fighting value bonus), increase Divine Blessing to Hardy People, and maybe something else.
Purebreed Soldier - a typical Purebreed fighting man.
Purebreed Antiquarian - a Purebreed tinker.
Beastman Characters: In this context, beastmen are humanoid animals, like 90% of the humanoid monsters in Gamma World. Inherently chaotic sub-men like ACKS-standard beastmen are called mutants. I’ve got some standard beastmen I’d like to have available when the campaign starts, but I’d like to build a single custom race that could be adapted to build any kind of humanoid animal character someone might come up with. Still pondering that one.
Dogman Warrior
Catman Ranger
Batman Thief
Ubermutant Characters: As mentioned before, mutants are post apocalyptic orcs - cannibalistic creatures of chaos that lack the free will or discipline to be anything but savage raiders. That being said, there are rumors of the occasional Gamma World/Marvel style mutant with super powers arising among them. Such creatures are called ubermutants. I’m planning to build the ubermutants with extreme power, but saddle them all with an ubermutant rating of 4 and the associated level limit of 8. I’m going to limit the randomness by giving the ubermutants 1 roll on a class-specific major mutation table and 2 rolls on a generic minor mutation table with stuff like infravision, water breathing, human appearance, etc. Mutants are my lowest priority for this exercise, so don’t expect to see these classes any time soon.
Ubermutant Warrior: Major mutations - Hulking (STR 19(+4), Berserkergang, lethal fist/fist/smash attack routine), Speedster (DEX 19(+4), Animal Reflexes, increased speed), Regenerating (CON 19(+4), Savage Resilience and mortal wounds results become temporary, heal 1 hp per time increment that improves with level, Longevity), Armored (STR and CON 15, AC 5, lethal fist/fist/smash attack routine), Feral (STR and DEX 15, Animal Reflexes, Naturally Stealthy, claw/claw/bite attack routine), Venemous (Bite or Sting attack delivers save or die poison).
Ubermutant Telepath: Major Mutations - Genius (INT 19, Mind Breaker plus 4 additional psychic powers), Mind Reader (WIS 19, Mind Reader plus 4 additional psychic powers), Leader (CHA 19, Mind Bender plus 4 additional psychic powers).