Action!/Class/General

=General Classes= General Classes do not cost points, but are inherently balanced (and if you believe that, I have some land in Florida to sell you). You may acquire several Classes. The inherent bonuses of the Classes are not cumulative with other Classes', the penalties are.
 * You may only add a -1 modifier to an Attribute with a value of 1 or higher.
 * You may only add -1 SkillMax to a Skill with a value of 10 or higher.

The Professional
Choose one Skill. +1 SkillMax and a free +d10 for all rolls and Defenses with that Skill. This character has Luck set 0 and may not raise it, and may only receive 1 additional die to that Skill.

The Expert
Choose two: Choose one:
 * +1 SkillMax to one Skill.
 * +1 modifier to one Attribute.
 * -1 modifier to Body Attributes
 * -1 modifier to Mind Attributes
 * -1 modifier to Spirit Attributes

The Grunt
+1 modifier to all Body Attributes. -1 modifier to all Mind or Spirit Attributes. This may be taken twice.

The Intellectual
+1 modifier to all Mind Attributes. -1 modifier to all Body or Soul Attributes. This may be taken twice.

The Sophisticated
+1 modifier to all Spirit Attributes. -1 modifier to all Body or Mind Attributes. This may be taken twice.

The Mystic
+1 modifier to Soul Attributes. -1 modifier to all Body, Mind or Spirit Attributes. This may be taken twice.

The Free Agent
Choose item two times: or
 * +1 SkillMax to 3 Skills
 * +1 modifier to 3 Attributes
 * +1 modifier to 3 Attributes
 * +1 modifier to 3 Attributes

Choose item two times: or
 * -1 SkillMax to 4 Skills
 * -1 modifier to 4 Attributes
 * -1 modifier to 4 Attributes
 * -1 modifier to 4 Attributes

=Specific Classes= These classes are combinations of point buys, SkillMax alterations and Attribute modifications, most often for specific campaigns.

Cleric
Healing 30

Action: Sorcery+Power/0. Heal SP.

Action, Power: Divine+Power/0. Heal SP, 1/5 Wounds. Bandages all Wounds.

Action, 10 sequences: Divine+Power/0, Heal SP, 1/5 Wounds. Bandages all Wounds.

Action, Power: Divine+Power/Disease Diff to heal disease.

Divine 13

Specialist (Occult):Divine

Power 10

Dwarf
+3 Toughness Focus:+5 Damage, +5 Armor with Weapons and Armor 1 Sequence.

+3 Focus

-2 Move

Elf
+3 Move

+3 Agility

Sorcery 13

Blast

Any Fu or Sorcery schtick

-1 Toughness

Focus: +5 Damage with Weapons and Blast 1 Sequence.

Rogue
Focus, Attack: +4 Damage, -1/5 EV impairment 1 sequence.

3 x +1 Skill AV modifier.

3 x +5 Skill EV modifier.

Warrior
Passive:Damage +2 with Weapons.

Passive:Armor +2 with Armor.

+2 Focus.

+2 Toughness.

Wizard
Wizard 13.

Occult specialist (Wizard).

Action specialist (Dodge).

Blast.

1 other Sorcery schtick.

Power 10.