In a world where survival depends on what you can offer others, who you were matters less than who you choose to become. In the mountain town of Rosslake, every survivor contributes to the community in a variety of ways.
In Post Human, we discuss these contributions through the lens of professions, or "classes".
Character Classes define the skills, traits, and responsibilities your character brings to the greater Rosslake group. They also define things such as stats, available equipment, and special abilities.
There are seven classes: soldier, hunter, historian, mechanic, steward, medic, scavenger . Each class has three subclasses.
A subclass represents your character's specialty; something that sets them apart. Whether you're a mechanic who has mastered disarming traps or a medic trained in field surgery, your subclass grants you a unique bonus to the work that you do best.
It's important to note; your choice shapes not only your character's personal identity, but how others depend on you. Important tasks, such as repairing, deciphering, use of firearms and more, are locked by class.
You are trained and built for danger. With guns, blades, and bare fists, allies trust you to take point, and enemies learn to fear you.
In Rosslake, Soldiers are more than fighters. They are the steady hands that everyone counts on when the sirens blare or the woods go quiet. Most are found guarding the wall or shore year round, though some work heavy labor at the Mill during more peaceful seasons.
Many call them protectors, trusted with the defense of the community. Others consider them remnants of a dead world's wars; feared for what they remind people of. But when things go bad, people look to the ones who still know how to aim a gun, call orders, and stand their ground.
In play, soldiers specialize in combat, protection, and maintaining discipline while under pressure.
STR 12 | DEX 13 | IQ 11 | HP 11 | WP 13 | PER 11
There are three soldier subclasses; each with a different approach to survival and combat.
Soldiers are given their pick of efficient and lethal weaponry. They may start off with two weapons; we encourage you to pick one mid/long-range and one melee.
You can expect them to carry handguns, rifles, military-grade knives, bats, spears, machetes, axes, and more. Weapons should be efficient and lethal.
Soldiers are one of the two highest damage-dealing classes in the game.
DMG Dice: 2d6+1
Soldiers, due to their tactical roles, are encouraged to wear reinforced jackets, ankle-protecting hard-boots, tactical pads, and even scavenged plates for hard protection.
Tier 3 Combatwear, DR 4
Both explorer and survivor, you are Rosslake's eyes and ears beyond the tree-line. When something's out there, you're the first to know.
Hunters serve as the quiet backbone of survival at Rosslake. In a community wedged between two mountain ranges, hunters are the ones who bring back meat for the hungry and salvage furs when the cold creeps in.
Thought of as indispensable providers to the point of myth, they take turns departing from the hunting cabin to the north, and are often gone for days at a time. Because of their role in the community and time spent away, villagers generally trust them, in spite of their reputation for being a solitary sort.
There's always that pause when a hunter stares too long into the distance, like they're listening to something the rest of Rosslake can't hear.
In play, hunters specialize in tracking and perceiving threats, ambush tactics, and hunting for food.
STR 12 | DEX 13 | IQ 11 | HP 11 | WP 11 | PER 13
There are three hunter subclasses; each with a different approach to survival and combat.
Hunters are given their pick of efficient and lethal primitive weaponry. They may start off with two weapons; we encourage you to pick one mid/long-range and one melee.
You can expect them to carry crossbows, long and short bows, slings, military-grade knives, hunting knives, machetes, bats, axes, and more. Weapons should be efficient and lethal, but primitive in nature (non-ballistic). They may not use firearms.
Hunters are one of the two highest damage-dealing classes in the game.
DMG Dice: 2d6+1
Hunters wear practical clothing suited for long periods outdoors, including reinforced jackets, hard-wearing boots, layered clothing, gloves, and weather-resistant gear.
Tier 3 Combatwear, DR 4
You are a keeper of memory and culture. Speaking meaning into a bleak world isn't easy, but you remind us of what humanity can be when we need it most.
Historians are the archivists of Rosslake. Often teachers, storytellers, and cultural caretakers; they refuse to let humanity's legacy vanish underneath rot.
In the settlement of Rosslake, they're often seen as mentors and moral anchors; people who teach, comfort, and guide. While some might write them off as too optimistic, sentimental, and eccentric for a decaying world, others enjoy how historians remind the town that survival without meaning isn't living at all.
Regardless, few can deny the quiet power of a well-told story or an inspiring word when dark times threaten to swallow a person whole.
In play, historians work in uncovering forgotten knowledge, interpreting relics and records, and inspiring others through words and story.
STR 9 | DEX 10 | IQ 13 | HP 10 | WP 13 | PER 13
There are three historian subclasses; each with a different approach to understanding the world.
Historians are a civilian class. They may start off with one melee weapon.
You can expect them to carry improvised and scrappy weaponry, such as objects found in their environment, frying pans, shivs, small knives, scalpels, and hand-axes.
Historians deal the typical damage expected of a civilian.
DMG Dice: 1d6
Historians wear everyday clothing with minimal protection; sturdy work shirts, layered scarves and wraps, street clothing, the occasional leather jacket, and soft-soled shoes or boots.
Tier 1 Commonwear, DR 0
You keep the world turning on rusted gears. When everything breaks (and it will), you're the one who figures out how to get it running again.
In times where the lights go out, or the water stops running, everyone in Rosslake looks for a mechanic. They're the engineers who keep generators humming, trucks rolling, and the dam hydraulics turning.
Whether rewiring old circuit boards on VCRs for community movie nights or cracking open engines for parts, mechanics make sure the town doesn't come grinding to a halt.
In Rosslake, a good mechanic earns respect the hard way; by always showing up when things stop working.
In play, mechanics specialize in repairing, maintaining, and improving tech.
STR 11 | DEX 11 | IQ 13 | HP 11 | WP 11 | PER 13
There are three mechanic subclasses; each with a different working expertise.
Mechanics are often found with multi-purpose tools that can become weapons in the right hands. They may start off with one melee weapon.
You can expect them to have crowbars, wrenches, hammers/mallets, bolt cutters, and other midweight tools. Items that require a power source, such as blowtorches, electric drills, and chainsaws are not allowed as starting weapons.
Mechanics deal a bit more damage, due to their mid-weight weaponry and strength.
DMG Dice: 1d8+2
Mechanics wear functional clothing designed for labor or outdoor activity that offers modest protection. Clothing should be durable and practical; examples include reinforced gloves and boots, hard hats, padded jackets and vests, leather patrols, goggles, and other items worn over streetwear.
Tier 2 Workwear, DR 2
You turn whatever scraps you find into a meal that keeps the group alive - and together.
Stewards bridge the gap between nature's abundance and the table. While hunters bring back fresh game, stewards keep the rest of the table full with greens, herbs, tinctures, and salvaged goods.
Their knowledge of the natural world and sustenance tells them what nourishes, what heals, and what kills.
In Rosslake, stewards tend to the grow-houses year-round, care for animals at the barn, and keep kitchens running even when supplies are thin.
Deciding what's safe to eat, what can be preserved, and when food needs a bit of flourish to keep morale up makes them indispensable. They are valued not just for their ability to cook something edible - but for the stability and comfort they bring to a harsh world.
In play, stewards are responsible for locating food, potable water, and edible materials in their environment.
STR 10 | DEX 11 | IQ 12 | HP 12 | WP 12 | PER 12
There are three steward subclasses; each with a different niche in natural knowledge.
Stewards are a civilian class. They may start off with one melee weapon.
You can expect them to carry improvised and scrappy weaponry, such as objects found in their environment, frying pans, bone shivs, small knives, scalpels, and small hand-axes.
Stewards deal the typical damage expected of a civilian.
DMG Dice: 1d6
Stewards wear functional, comfortable clothing designed for outdoor activity and wear and tear in the elements. Their clothing should offer modest protection from hazards. Examples include reinforced gloves and boots, tool belts and leather aprons, and padded jackets and jeans.
Tier 2 Workwear, DR 2
Your hands are never clean for very long. In a world of violence and infection, you patch together what you can with dwindling supplies and salvaged tools.
Medics are the healers, field doctors, and caretakers of Rosslake. Some were surgeons, nurses or EMTs before the fall. Others learned the craft from salvaged manuals, mentors, or through trial and error out of necessity.
In a world that is tearing itself apart, having someone on your side that can stitch the living back together is the stark difference between life and death.
In Rosslake, medics can be found making the rounds through homes during seasonal flu outbreaks, nursing survivors back to health at the clinic, or taking care of the occasional injury anywhere they may be needed in the community on a given day.
In play, medics specialize in stabilization, mending injuries, and diagnosing ailments.
STR 10 | DEX 11 | IQ 13 | HP 11 | WP 13 | PER 12
There are three medic subclasses; each with a different specialty in medicine.
Medics are a civilian class. They may start off with one melee weapon.
You can expect them to carry improvised and scrappy weaponry, such as objects found in their environment, frying pans, shivs, small knives, scalpels, and hand-axes.
Medics deal the typical damage expected of a civilian.
DMG Dice: 1d6
Medics wear everyday clothing with minimal protection; sturdy work shirts, layered scarves and wraps, street clothing, the occasional leather jacket, and soft-soled shoes or boots.
Tier 1 Commonwear, DR 0
Most people see junk, but you see valuables worth taking back to your community. With your keen eyes, trash becomes treasure.
In an isolated mountain town like Rosslake, scavengers keep supplies moving. Constantly searching and stripping abandoned sites bare, scavengers carry the unique talent of seeing potential in scraps and decay.
They are often praised, thought of as brave lifelines willing to venture into dangerous places for medicine, fuel, and supplies. However, some may view them as opportunists, always knowing how to profit from scarcity.
Trustworthy or not, their ability to be resourceful is worth more than the reputation they may garner.
In play, scavengers are masters at moving undetected, navigating dangerous environments, and finding value where others see nothing.
STR 10 | DEX 13 | IQ 12 | HP 11 | WP 11 | PER 13
Scavengers are a civilian class. They may start off with one melee weapon.
You can expect them to carry improvised and scrappy weaponry, such as objects found in their environment, frying pans, shivs, small knives, scalpels, and hand-axes.
Scavengers deal the typical damage expected of a civilian.
DMG Dice: 1d6
Scavengers wear functional, comfortable clothing designed for outdoor activity and wear and tear in the elements. Their clothing should offer modest protection from hazards. Examples include reinforced gloves and boots, goggles and masks, and padded jackets and jeans.
Tier 2 Workwear, DR 2