Classes Background

CLASSES

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.

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Soldier silhouette

SOLDIER

Trained Combat Specialist

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.

SPECIAL CLASS TRAITS

  • Soldiers are the only class capable of shooting firearms.
  • Soldiers have notably high STR, DEX, and WP.

YOU'LL PLAY THIS CLASS IF YOU...

  • Want to feel like the team's anchor during horde encounters and firefights.
  • Enjoy the thrill of wielding powerful weapons and dealing consistent high damage.

CORE STATS

STR 12 | DEX 13 | IQ 11 | HP 11 | WP 13 | PER 11

SUBCLASSES

There are three soldier subclasses; each with a different approach to survival and combat.

  • Veteran: You don't flinch under fire; the pressure even calms you. Gain a +2 bonus when resisting fear, stress, or panic in combat or survival checks. Gain +1 to atk when cornered or outnumbered.
  • Bouncer: Whether it's your size, a missing eye, your scars, or simply the way you carry yourself, you look like someone no one wants to mess with. Gain +2 bonus when threatening, interrogating, or holding a line.
  • Pointman: You instinctively place yourself between danger and those you need to protect. Once per round, you may redirect engagement toward yourself instead of an ally. You gain +2 to dodge during this turn.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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

Hunter silhouette

HUNTER

Experienced Survivalist

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.

SPECIAL CLASS TRAITS

  • Hunters are the only class capable of shooting bows.
  • Hunters have notably high STR, DEX, and PER.

YOU'LL PLAY THIS CLASS IF YOU...

  • Can handle being a major contributor in finding and bringing back food to sustain your group.

CORE STATS

STR 12 | DEX 13 | IQ 11 | HP 11 | WP 11 | PER 13

SUBCLASSES

There are three hunter subclasses; each with a different approach to survival and combat.

  • Tracker: Your character is naturally good at following even the faintest traces. Gain a +2 bonus when following footprints, blood trails, or displaced terrain.
  • Silent Approach: You've learned to keep your attacks silent. Gain a +2 bonus when attacking from hiding.
  • Hypervigilant: You're intuitive, picking up on subtle presences, sensations, and feelings before others do. Gain a +2 to perception when rolling to detect hidden threats.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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

Historian silhouette

HISTORIAN

Cultural Educator

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.

SPECIAL CLASS TRAITS

  • Historians are the only class capable of DECIPHERING.
  • Historians have notably high IQ, WP, and PER.

YOU'LL PLAY THIS CLASS IF YOU...

  • Love playing characters who seek meaning and connection in a broken world.
  • Prefer social encounters, diplomacy, or persuasion over direct confrontation.
  • Want to uncover lost knowledge, folklore, or history in the world of Post Human.

CORE STATS

STR 9 | DEX 10 | IQ 13 | HP 10 | WP 13 | PER 13

SUBCLASSES

There are three historian subclasses; each with a different approach to understanding the world.

  • Occult Expert: You recognize symbols, myths, and ancient warnings. Gain +2 to insight in strange texts, rituals, and artifacts.
  • Orator: You've studied culture and people and are naturally charismatic. Gain +2 bonus to inspiring, persuading, and defusing in social situations.
  • Collector: You remember places, names, and forgotten stories. Gain a +2 bonus when identifying ruins, landmarks, and old-world media.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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

Mechanic silhouette

MECHANIC

Resourceful Tinkerer

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.

SPECIAL CLASS TRAITS

  • Mechanics are the only class capable of REPAIRING.
  • Mechanics have notably high IQ and PER.

YOU'LL PLAY THIS CLASS IF YOU...

  • Enjoy problem-solving, jerry-rigging, and getting creative with limited resources.
  • Want to play a character everyone turns to when things fall apart.

CORE STATS

STR 11 | DEX 11 | IQ 13 | HP 11 | WP 11 | PER 13

SUBCLASSES

There are three mechanic subclasses; each with a different working expertise.

  • Saboteur: Where some excel at fixing things, you're adept at taking them apart. You gain a +2 bonus when disabling traps or jamming working machinery and systems.
  • Grease Monkey: You can fix almost any engine or vehicle with enough scrap and skill. Gain a +2 bonus when repairing or hot wiring vehicles, generators, and anything else that runs on gas.
  • Electrician: You're an expert with wires, circuits, and power systems. Gain a +2 bonus when working with lights, radios, batteries, or electronics.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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

Steward silhouette

STEWARD

Community Provider

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.

SPECIAL CLASS TRAITS

  • Stewards are the only class capable of FORAGING.
  • Stewards have a notably level stat-arrangement in IQ, HP, WP, and PER.

YOU'LL PLAY THIS CLASS IF YOU...

  • Like being a connector; supporting hunters and the rest of the community through found food.
  • Want a character knowledgeable of the natural world.

CORE STATS

STR 10 | DEX 11 | IQ 12 | HP 12 | WP 12 | PER 12

SUBCLASSES

There are three steward subclasses; each with a different niche in natural knowledge.

  • Apothecary: You excel at identifying toxins, sickness, rot, and medicinal plants. Gain a +2 to rolls involving disease, poison, infection, rot, and biological contamination. You also gain a +25% chance on foraging when searching for natural remedies that can stabilize or treat injuries.
  • Caretaker: You keep people fed, grounded, and positive when survival feels bleak. Gain bonuses related to morale, stress, and keeping the group cohesive and working together. Gain a 25% bonus when finding food while foraging.
  • Naturalist: Animals, animals, animals! Terrain, terrain, terrain! You grew up tending to livestock, and as a result, you understand animals on instinct. Gain a +2 bonus when calming, handling, or predicting animal behavior. Gain a 25% increase to bug-related foraging.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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

Medic silhouette

MEDIC

Field Healer

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.

SPECIAL CLASS TRAITS

  • Medics are the only class capable of performing FIRST AID and conducting MEDICAL CHECKS.
  • Medics have notably high IQ and WP.

YOU'LL PLAY THIS CLASS IF YOU...

  • Enjoy having a character whose focus is on aiding, mending, and looking after others in the group.
  • Can handle the pressure of having other player character's lives in your OC's hands. This class will be called for first aid checks during tense moments.

CORE STATS

STR 10 | DEX 11 | IQ 13 | HP 11 | WP 13 | PER 12

SUBCLASSES

There are three medic subclasses; each with a different specialty in medicine.

  • Empath: You have a natural affinity for people's feelings, and can roll IQ to determine someone's energy, loyalties, truthfulness, health, and more. Be warned, however - a failed roll can lead to getting the wrong information.
  • Single-Minded: You don't break focus. Gain a +2 bonus when performing first aid under pressure, distraction, or pain.
  • Field Surgeon: You're trained to handle major procedures even in the worst conditions. You receive a +2 bonus to advanced medical procedures, such as setting bones, amputations, and transfusions.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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

Scavenger silhouette

SCAVENGER

Resourceful Salvager

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.

SPECIAL CLASS TRAITS

  • Scavengers are the only class capable of SCAVENGING.
  • Scavengers have a notably high DEX and PER.

CORE STATS

STR 10 | DEX 13 | IQ 12 | HP 11 | WP 11 | PER 13

SUBCLASSES

  • Stalker: You move like a shadow. Gain a +2 bonus when sneaking or avoiding detection.
  • Escape Artist: You can squeeze into tight spots... and also get out of tough binds. Gain a +2 bonus when moving through narrow spaces or escaping restraints.
  • Cat Eyed: Your vision adjusts quickly in the dark and lets you see better in low-light environments than most. You receive no penalties for vision in dim scenes.

WEAPONS AND EQUIPMENT

CLASS WEAPONS

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

CLASS ARMOR

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