covering the years 1901AD - 1950AD

Adventurers are always on the move in an endless quest for danger and excitement. They are typically typically well traveled and often have a useful skill, such as piloting a plane, which makes them an asset to any expedition. They are experienced at getting into and out of tight spots and can fight when the situation calls for it. Adventurers are fiercely independent and tend to do things for their own reasons.

01-25 Metahuman
  01-33 Diviner
  34-66 Fakir
  67-00 Medium
26-50 Mysticis Disciplinis
  01-10 Diabolist
  11-22 Enchanter
  23-33 Mage
  34-44 Missionary
  45-54 Occultist
  55-66 Sage
  67-77 Stage Magician
  78-89 Wizard
  90-00 Wu-Jen
51-75 Superscience
01-00 Gifted Scientist
76-00 Trained
01-06 Ace Aviator
  07-12 Archaeologist
13-18 Bounty Hunter
19-24 Entrepreneur
25-30 G-man
31-37 Grease Monkey
38-44 Gumshoe Detective
45-51 Martial Artist
  52-58 Masked Adventurer
  59-65 Mercenary
  66-72 Mobster
  73-79 Noble Savage
80-86 Reporter
  87-93 Scoundrel
  94-00 Spy


 

Classes