NiNe Classes (Survivors):
Leader (1): Lead of the group, a jack of all trades. They are generally good at everything, but not as much as a specialist.
Strategist (1): Next in command if leader disappears.
Brainiac (1): The genius. Can build, hack, and program nearly all technology.
Weapons Master (1): Can make, disassemble, and use practically any weapon, but is especially good at melee weapons.
Engineers (2): Can fix and build nearly any machine or vehicle with the right parts.
Demolition (1): Builds and uses a variety of explosive weapons from rockets to hand grenades.
Marksman (1): Best shot. Can use practically any long range weapon from bow to sniper rifle. Excellent at tracking and trapping.
Hand to Hand Specialist (1): Every type of martial arts.
Followers (No limit): Can learn up to 3 classes including one type of martial arts. If a specialist dies, a follower may take their place.
Misfit Classes (Government)
Leader (1): Lead of the group, a jack of all trades. They are generally good at everything, but not as much as a specialist.
Strategist (1): Next in command if leader disappears.
Brainiac (2): The genius. Can build, hack, and program nearly all technology.
Weapons Master (2): Can make, disassemble, and use practically any weapon, but is especially good at melee weapons.
Engineers (6): Can fix and build nearly any machine or vehicle with the right parts.
Demolition (2): Builds and uses a variety of explosive weapons from rockets to hand grenades.
Marksman (1): Best shot. Can use practically any long range weapon from bow to sniper rifle. Not good at tracking.
Hand to Hand Specialist (1): Every type of martial arts.
Survivalist (3): Minor knowledge of ranged and melee weapons. Excellent tracking and trapping skills.
Followers (No limit): Can learn up to 3 classes including one type of martial arts. If a specialist dies, a follower may take their place.