Soldier | Saboteur | Technician | Scholar | Technomage | Diplomat | Mechanism |
| +5 S | | +5 L | | +5 T | | +5 I | | +5 V +Spark (5): 10 elec. damage. | | +5 X | |
| Swordsman +20 S for melee weapons. | | Shooter +10 S for light weapons. | | Artillerist +10 S for heavy weapons. Can use heavy weapons. | | Hardening +0.2 armor. Can use heavy armor. | | Martial Arts +30 S for unarmed combat. | | Training +20 damage (final) with any weapon type. |
| | Spy Stealth (L vs I). | | Pickpocket Unnoticed pickpocketing. | | Lockpicker Unnoticed lockpicking. | | Duelist +20 hp, +40 damage (final) for one-on-one combat. | | Poisoner Stealthy poisoning. | | Sapper Setting mines. | | Terror x1.5 damage from mines and stealthy poisoning. |
| | Repairman Repairing and upgrading mechanisms. | | Hacker Hacking programs and mechanisms. | | Saboteur +15 damage (base) against mechanisms. | | Driver Controlling planetary transport. | | Athlete +1 movement range. | | Spotter Controlling turrets. |
| | Field Medic Treating wounds. | | Doctor Treating poisons and diseases. | | Trapper +15 damage (base) against non-sentient creatures. | | Historian Identifying historical artifacts, +25% of their sale value. | | Linguist Communicating with speakers of an unknown language. | | Astronomer Guaranteed protection from negative phenomena in space. | | Guide Guaranteed protection from negative phenomena on a planet. |
| | Fury +25% technomagic damage. | | Mercy +50% effectiveness of positive technomagic. | | Ram (20) 50 physical damage, target is knocked back 3 cells. | | Healing (1/1) Health restoration. | | Telekinesis (3/kg) Moving objects. | | Shield (30) For one target, health is calculated by the technomage's V. | | Mist (30) Reduces visibility to 1 in a radius of 10. | | Inspiration (10/1) Increases or decreases any parameters of the target. |
| | Writer +20 X for written communication, creating books. | | Musician Performing and creating music. | | Artist Camera equivalent, 25% perception, creating paintings. | | Liar Deception (X vs I). | | Merchant 10% profit, shop assortments expanded by 25%. | | Politician Persuasion (2 X vs X) |
| +Character health is restored only during repair. +50% chance to survive at hp=0. +Immunity to vacuum and diseases. +All actions for mechanisms and programs are applicable. | | Steel Filling Immunity to poison, x2 damage from electricity. | | Steel Fists +30 damage (base) in unarmed combat. | | Steel Brain Immunity to hypnosis, illusions, deception. | | Steel Legs +2 movement range. | | Steel Shell +0.3 armor. | | Internal Computer Camera, communicator and connection to the hypernet. | | Shocker +20 electrical damage (final). Stasis for 1 turn (10%). |
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| +10 S | | +10 L | | +10 T | | +10 I | | +10 V | | +10 X |
| Reaction +1 attack per round with the chosen weapon type (light/heavy/melee/unarmed), 1 point is spent for each type. | | Bleeding (recharge 3 turns) Target loses 5% of initial health every turn until the end of the battle. | | Critical Hit Double damage (10%). | | Maiming (recharge 10 turns) Permanently reduces a random parameter of the target by half or until corresponding aid is received. | | Pain Shock Stasis for 1 turn (15%). | | Combat Experience +20 damage (base) with any weapon type. |
| | Assassin x2 damage (final) from ambush. | | Acrobat Stealth (1.5 L vs I) | | Light Step Character does not activate enemy mines and traps. | | Steady Hand L is used instead of S for damage calculation. | | Demining Detection and removal of enemy mines with the possibility of subsequent use. |
| | Armorer Creating weapons and armor from blueprints. | | Mechanic Creating mechanisms and programs from blueprints. | | Blaster Creating mines and grenades from blueprints. | | Grenadier x2 damage with grenades. | | Pilot Controlling space transport. | | Veteran +50 hp. +0.5 armor against cold and heat. | | Implants Using implants. |
| | Surgeon Healing injuries and maims; in battle - removing negative effects. | | Biologist Extracting raw materials from plants and animals, creating poisons and medicines. | | Designer Creating blueprints, improving mechanisms and programs. | | Veterinarian Ability to have a non-sentient familiar with total parameters of 120, treating non-sentient creatures. | | Experimenter x3 melee damage (base), the same source of damage is changed to one chosen by the player. |
| | Meditation -33% energy cost. | | Willpower -33% V in the enemy target. | | Discharge (50) 100 electrical damage, stasis for 2 turns (50%). | | Illusion (20/hr) Creating images (visual, auditory, tactile, olfactory, gustatory; energy is spent separately for each type) within several km. | | Elation (80) x1.5 damage, health and turn order of the target for 3 rounds. | | Purification (50) Removing negative effects, treating poisons and diseases. | | Corruption (80) x0.5 damage, health and turn order of the target for 3 rounds. | | Gremlin (40) 50 unstoppable damage to mechanisms, armor and weapons; 25% chance instead to take the mechanism under control, effect is similar to hypnosis. |
| | Swindler Deception (1.5 X vs I). | | Parliamentarian 50% chance to avoid combat. | | Celebrity 50% chance to avoid trouble with the law. | | Lawyer 75% chance to save another from trouble with the law. | | Orator (recharge 24 hours) +15 any damage (base) and +30 health to the active group for 5 rounds. |
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| +15 S | | +15 L | | +15 T | | +15 I | | +15 V | | +15 X |
| Macedonian Shooting Ability to use two light weapons simultaneously. | | Juggernaut x3 damage (final) and armor. | | General +20 damage (final), +1 movement range and +0.2 armor to the active group. | | Quick Thinking x2 I only for turn order. |
| | Sniper x10 damage (final) with the first shot from ambush, x3 shooting range. | | Stealth Master Unnoticed kill (25%). | | Glide x2 evasion. | | Penetration Attack from ambush ignores target's armor. Normal attack ignores 50% of target's armor. |
| | Engineer Creating blueprints, handling unfamiliar technology. | | Demiurges Creating AI (recharge 48 hours), +10 X for mechanisms. | | Marathoner +4 movement range. | | Indestructible +100 hp, +0.5 armor, 25% chance to survive at hp=0. | | Cyborg +30 parameter points for free distribution, unlocks "mechanism" skill. Health is split in half into "mechanical" and "organic". |
| | Caution Immunity to ambushes, detection of traps. | | Preemption Guaranteed first turn (if several characters have this skill, their turn order is distributed randomly), x3 damage (final) on the first turn. | | Panacea 100% resurrection of organic and 50% cyborgized character if less than a day has passed since death. | | Geneticist (recharge 72 hours) Creating creatures with total parameters from 30 to 600, 0.5% chance to create a sentient creature. |
| | Unwavering +150 energy, 50% chance to survive at energy=0. | | Hypnosis (50/turn) Subjugation and control, V check every turn; outside of combat - one-time. | | Armageddon (200) 200 fire damage in a radius of 10 around the technomage. | | Wall (150) Radius 5, hp=SHIELDx3. | | Blizzard (160) 50 cold damage in a radius of 20 for 3 turns. | | Alpha-Ray (250) 500 radiation damage. | | Stasis (100) Target becomes immobile and invulnerable, V check every turn. | | Inspiration (150) +10 to all parameters of the active group for the duration of the battle. |
| | Artist +25% evasion for the active group. | | Peacemaker Stopping combat at any moment, 50% chance to leave in peace. | | Businessman 30% profit, selling items in ordinary shops. | | Companion Loyal companion of the same faction, generated by the same rules as the main character. Companions cannot choose this skill. |
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