Sewerpunk - Classes (d20)

d20 Class Skills Items Other

1

Plumber

Skills: Plumbing, Business, Climbing, Machinery.

Items: Wrench, Plunger, Drain Snake, Waterproof Boots and Gloves.

Other: Choose a slogan for your plumbing business. You have an excuse to trespass if there is any plumbing in the area that needs worked on. You can enter a pipe, hole, nook, etc, and emerge from somewhere else nearby at the beginning of your next turn.

2

Martial Artist

Skills: Unarmed Fighting or Exotic Weapon, Style Familiarity.

Items: Exotic Weapon.

Other: Name your martial arts style and choose three perks for it. You gain one of those perks now. You have the option to take another as your perk when you level up.

3

Mafioso

Skills: Brute Force, Intimidation, Bribery, Underworld Politics.

Items: Handgun, Suit, Garrote.

Other: Choose a criminal faction to join, and a rival criminal faction.

4

Scientist

Skills: Research, Chemistry, Electronics, Technobabble.

Items: Portable Chemistry Set.

Other: Choose two additional science skills (computers, medicine, psychology, geology, etc).

5

Daredevil

Skills: Acrobatics, Endurance, Performance, Fire Handling, Driving.

Items: Crash Helmet, Flashy Outfit.

Other: You get a bonus to initiative. Whenever you succeed at a roll to avoid a hazard, gain a random minor boon.

6

Scavenger

Skills: Scrounging, Hiding, Theft, Crafting, First Aid.

Items: Backpack, Long Pole, Flashlight.

Other: You have an underground hovel where you can hide out. It's hidden and secure and  stocked with basic supplies.

7

Skate Punk

Skills: Skating, Vandalism, Taunting, Bludgeoning Weapons.

Items: Skateboard or Roller Blades, Sports Equipment, Chewing Gum, Boombox or Headphones.

Other: Your melee attacks do additional damage to enemies you are flanking.

8

Journalist

Skills: Investigation, Questioning, Sneaking, Politics.

Items: Recording Device, Camera, Press Pass.

Other: Once between each session, you get a useful rumor or lead from one of your contacts.

9

Skipper

Skills: Boating, Fishing, Navigation, Mechanical Repairs, Sea Shanties, Aquatic Monster Lore.

Items: Motorboat, Rain Coat, Rain Hat, Fishing Gear, Harpoon, Mechanic's Toolbox.

Other: You had an encounter with a monster or strange phenomenon that you barely survived. You get an additional bonus to investigate, track, or avoid it. Don't forget to name your boat!

10

Occultist

Skills: Supernatural Lore, Languages, Religion, History.

Items: Book of Supernatural Phenomena, Protective Medallion.

Other: You can commune with supernatural entities (spirits, demons, energy creatures, eldritch gods, etc) if you can touch an item or location that's linked to them.

11

Vermin Lord

Skills: Animal Handling, Scrounging.

Items: Pet.

Other: Choose a type of small, common animal that you have a rapport with (rats, pigeons, raccoons, snakes, etc). Animals of that type are friendly toward you by default. Once per location, you can summon d6 of them. Your pet is the same type of animal, but is loyal and can understand you.

12

Cheerleader

Skills: Fitness, Acrobatics, Cheering, Performance, Leadership.

Items: Pom-Poms or Megaphone.

Other: Once per encounter, you can use your turn to cheer for an ally and give them a small bonus to any roll.

13

Werewolf

Skills: Tracking by Scent, Sneaking, Deception.

Items: None.

Other: Transform into a monster when you are exposed to blood (even your own) or the light of a full moon. While in monster form, you must stalk and/or attack any NPCs you can sense. Return to human form when incapacitated or there are no valid victims left to attack.

14

Burglar

Skills: Theft, Lockpicking, Sneaking, Casing.

Items: Lockpicks, Grappling Hook, Catsuit.

Other: Once per session, may take creative license to say that a nearby item described by the GM is missing because you already stole it.

15

Psychic

Skills: Telepathy, ESP, Telekinesis.

Items: None.

Other: Telepathy = Read or send thoughts. ESP = Sense nearby living things and supernatural forces. Telekinesis = Move or manipulate small objects remotely with your mind.

16

Salesman

Skills: Business, Charm, Deception.

Items: Suitcase Full of Merchandise.

Other: Choose a type of merchandise to sell. You can always get more during resupply, but you must either pay for it yourself or contract with the manufacturer. You can sell anything to anyone, even if they wouldn't normally be interested, and you may reroll their first offer.

17

Pyro

Skills: Fire Handling, Explosives, Machinery.

Items: Cigarettes, Lighter, Molotov Cocktail.

Other: You are resistant to damage from fire and explosions. Whenever you start a fire, you get a surge of adrenaline that grants you a small bonus to any roll during your next turn.

18

Tunneler

Skills: Demolition, Construction, Mining, Explosives, Navigation.

Items: Digging Tool, Stick of Dynamite, Hard Hat with Lamp.

Other: Once per location, on a d6 roll of 3-6, you can find (or make) a convenient escape route.

19

Tech Wiz

Skills: Computers, Electronics, Machinery.

Items: Laptop Computer, Electronics Toolbox, Robot or Drone.

Other: Choose two features for your drone or robot— flying, camera, smokescreen, taser, large size, or claw arms.

20

Hunter

Skills: Shooting, Tracking, Hiding, Survival.

Items: Rifle or Shotgun, Pith Helmet or Deerstalker or Boonie Hat.

Other: Choose a faction, type of animal, or other type of creature to hunt. You get a bonus to track and attack targets of that type. Once you have killed or captured one of them, you may choose a new type to hunt before the next session.