Classes are not apart of the normal Mutant Future rules (unless you are playing with Mutants & Mazes conversion rules), but some players like to add more character options. By default, characters advance like D&D Fighters. Adding classes can be as easy as altering the normal advancement rules.
Fantasy Classes[]
This is a quick and dirty way of adding classes:
• Choose your race as normal. If the Mutant Lord wishes, players may choose the fantasy races from D&D or Labyrinth Lord (like dwarfs, elves, & halflings).
• Choose a class at first level — Fighter, Magic-User, Cleric, or Thief (and sub-classes, if used).
• Roll hit points as normal (one die per CON). At first level, no other die is rolled at this point.
• Each extra level grants a small number of bonus hit points until 9th level: 1d6 for Fighters, 1d4 for Clerics, and 1d2 for Magic-Users and Thieves (their are no HP adjustment based on CON). After 9th level, Fighters gain 1 extra points per level. (Such progression is lower then then the normal fantasy rules, but this is to counter the massive build-up of HP as the character gains levels — seeing how characters in Mutant Future starts of with a large number HP)
• Use the respective to-hit and saving throws tables instead of the normal Mutant Future tables.
• Characters gain all the benefits (spells, thieves' abilities, proficiencies, and such) entitled by their respective class at each level.
Sci-fi Classes[]
Enforcer (Solider)
(as Fighter)
Scout (Scoundrel)
(as Thief)
Diplomat (Face)
These individuals are good at talking and making deals.
Requirements: CHA 9 Prime Requisite: CHA Hit Dice: 1d4 Maximum Level: none
Pilot (Rocket Jock)
These are spaceship and fighter pilots.
Requirements: DEX 9 Prime Requisite: DEX Hit Dice: 1d6 Maximum Level: none
Esper (Mentalist)
These are mutants who have developed their metal mutations. As they gain level, their minds get stronger and may even develop new powers.
Requirements: WIL 9, at least 1 beneficial metal mutation that requires a mental attack roll. Prime Requisite: WIL Hit Dice: 1d6 Maximum Level: none
Examiner (Tech)
Examiners are skilled at figuring out artifacts.
Requirements: DEX 9 Prime Requisite: DEX Hit Dice: 1d6 Maximum Level: none
Scholar (Sage, Scientist)
These type of characters are highly knowledgeable in a wide range of academic studies. At each level, they gain a Field of Study akin to a Sage from AD&D. A Scholar gets a Major Field with 2 (adjusted by INT) Specialized Areas in their Major Field, and 1 (adjusted by INT) Minor Field.
Requirements: INT 9 Prime Requisite: INT Hit Dice: 1d4 Maximum Level: none
External Links[]
- Terminal Space features sci-fi themed classes.
- Stars Without Number also features sci-fi themed classes, and it includes a supporting post-apocalypses sub-setting called Other Dust.