Prospector d10, full attack progression, 4 skill points, feats, weapon specialisation and sneak attack, good fort and ref, proficient with simple and martial weapons, light, medium and heavy armour
Class skills are: acrobatics, appraise, climb, disable device, escape artist, heal, intimidate, knowledge (local), perception, sense motive, sleight of hand, stealth, survival and swim
LV1 sneak attack +1d6, grit or rage
LV2 feat (fighter feat, for all on this list), weapon/armour specialisation
LV3 sneak attack +1d6, nimble +1
LV4 feat, weapon/armour specialisation
LV5 sneak attack +1d6, deed/rogue talent/rage power
LV6 feat, weapon/armour specialisation
LV7 sneak attack +1d6, nimble +2
LV8 feat, weapon/armour specialisation
LV9 sneak attack +1d6, deed/rogue talent/rage power
LV10 feat, weapon/armour specialisation
LV11sneak attack +1d6, nimble +3
LV12 feat, weapon/armour specialisation
LV13 sneak attack +1d6, deed/rogue talent/rage power
LV14 feat, weapon/armour specialisation
LV15 sneak attack +1d6, nimble +4
LV16 feat, weapon/armour specialisation
LV17 sneak attack +1d6, deed/rogue talent/rage power
LV18 feat, weapon/armour specialisation
LV19 sneak attack +1d6, nimble +5
LV20 feat, weapon/armour specialisation
Technology Master d8, ¾ attack progression, 4 skill points, techno-powers, good fort and will, proficient with simple weapons and 1 exotic weapon of your choice, light, medium and heavy armour
Class skills: craft, disable device, diplomacy, heal, linguistics, knowledge (all), profession, science,
LV1 bomb 1d6, mutagen, eidolon, life link, jack of all trades, weird science
LV2 discovery, bond senses, trapsense
LV3 bomb 2d6, elbow grease +2
LV4 discovery, shield ally
LV5 bomb 3d6, salvage
LV6 discovery, maker’s call
LV7 bomb 4d6, elbow grease +4
LV8 discovery, transposition
LV9 bomb 5d6, metamagic science
LV10 discovery, aspect
LV11 bomb 6d6, elbow grease +6
LV12 discovery, greater shield ally
LV13 bomb 7d6 improved metamagic science
LV14 discovery, life bond
LV15 bomb 8d6, improved jack of all trades
LV16 discovery, merge forms
LV17 bomb 9d6, elbow grease +8
LV18 discovery, greater aspect
LV19 bomb 10d6, exemplar
LV20 discovery, twin eidolon
Survivor d12, ½ attack progression, 8 skill points, specialisations, all good progression on all saves, proficient with simple and martial weapons, light and medium armour
Class skills: appraise, bluff, craft, diplomacy, disable device, disguise, escape artist, handle animal, heal, knowledge (nature), knowledge (local), perception, sense motive, survival
LV1 1st favoured enemy, manoeuvre training, flurry of manoeuvers, track
LV2 evasion, wild empathy, slow fall 20ft, fuse style
LV3 1st favoured terrain, fast movement +10ft, manoeuver defence, trapfinding
LV4 uncanny dodge, monster lore, +1 AC, trap sense +1
LV5 2nd favoured enemy, high jump, reliable manoeuver
LV6 stalwart, stern gaze, fast movement +20ft, trap sense +2
LV7 2nd favoured terrain, slow fall 30ft, meditative manoeuver
LV8 improved uncanny dodge, cunning initiative, +1 AC, trap sense +3
LV9 3rd favoured enemy, fast movement +30ft, fuse style 3
LV10 lore master 1/day, teamwork feat, trap sense +4
LV11 3rd favoured terrain, slow fall 40ft, sweeping maneuver
LV12 improved evasion, teamwork feat, +1AC, fast movement +40ft,
LV13 4th favoured enemy, slow fall 50ft, trap sense +5
LV14 lore master 2/day, teamwork feat, trap sense +6
LV15 4th favoured terrain, fast movement +50ft, tongue of the sun and moon, fuse style 4
LV16 improved stalwart, teamwork feat, +1AC, trap sense +7
LV17 5th favoured enemy, slow fall 60ft, whirlwind manoeuver
LV18 lore master 3/day, teamwork feat, fast movement +60ft,
LV19 5th favoured terrain, slow fall 70ft, trap sense +8
LV20 perfect style, +1AC, slow fall 80ft, fast movement +70ft
Note that favoured enemy now also gives a +2 to diplomacy and intimidation checks
Rule changes:
Heal skill now heals 1d6 points of damage for every 5 on the total of the skill check rounded down, so a skill check of 27 would heal 5d6 points of damage. On the roll of a 1 on a heal skill check the patient suffers a permanent alignment such as blindness, or a permanent -2 on a stat up to the GM.
There is no spellcraft skill or use magic device, but instead there is a science skill which is needed to repair robots, identify chemicals, equipment and to operate computers.
Knowledge (Arcane) does not exist, knowledge (religion) and knowledge (nobility) are now part of knowledge (local)
Light guns count as simple weapons. Guns, rifles, shotguns and explosives count as martial weapons. Energy guns, rocket launchers, flamethrowers and plasma guns are exotic weapons.
Power armour counts as heavy armour for proficiency.
Prices of items stay the same, magic items are still available but only items that give a simple numerical value bonus, like +1 swords or +1d6 fire damage, or belt of +2 strength or cloak +1 to saves and items that heal or remove conditions or give immunities. No other magical items are available. All magic items represent a gadget or some other piece of technology and will be reskinned as such.
There are no undead, outsiders or magical beasts. There are also no other humanoids other than humans, mutants and ghouls.
Races available are human, mutant and ghoul
Mutant:
+4str, +2dex, +2con, -4int, -2wis, -4cha
Medium, speed 30ft
+2 natural armour, darkvision 60ft, ferocity, intimidating (+2 intimidate), sneaky (+4 stealth), light sensitivity
Ghoul
+2con, +2wis, -2cha
Medium, speed 30ft
Darkvision 60ft, light sensitivity
Radiation depended: Ghouls are immune to radiation damage and heal 1hp for every 5 points of radiation damage they should have suffered
Disfigured: Ghouls gain a +2 bonus to intimidate but suffer a -2 penalty to diplomacy checks
Memory of the Time Before: Ghouls gain a +2 bonus to 1 craft, profession or knowledge skill of their choice, and that skill always counts as a class skill for them