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Support Professions

Support Professions

AX.C.07.04

The following Professions represent support-oriented archetypes focused on sustaining, enabling and directing allies. Each entry is a complete, playable Profession built using the framework in AX.C.07.01.

Healer / Medic / Doctor

A specialist in restoring function to damaged allies under pressure. This Profession keeps the party operational across encounters through rapid triage, field treatment, and at its peak, extraordinary recovery that pulls allies back from the edge of incapacitation.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: No, medical expertise is skill-based. Professions in Genre Catalogs that access healing through Odd Talents (Faith, Syonics, etc.) should be built as distinct entries using Power Access.

Progression Track

Field Patch | Recovery | Stage 1 | Minor Action | Self or one ally, Touch range | Short Rest

During or immediately after a Short Rest, you or one ally within Touch range recovers an additional 1D6 Health beyond the normal Short Rest recovery. No kit or equipment required; this represents professional first-aid knowledge applied rapidly.

Limit: Once per Short Rest.

Coordinate | Team | Stage 2 | Free Action | One ally, Near range | Scene

Once per scene, before an ally within Near range makes a roll, declare Coordinate. That ally gains +2D on that roll. Must be declared before dice are rolled, cannot be applied retroactively. For the Healer, this most commonly applies to a stabilization save, a Fortitude check, or a physical recovery roll, but it applies to any roll the Healer judges as critical.

Limit: Once per scene.

Rally | Recovery | Stage 3 | Primary Action | All allies, Near range | Full Rest

As a Primary Action, all allies within Near range who can see or hear you recover 1D6 Health and may immediately clear one Minor Condition (their choice). This effect requires no roll, it always succeeds. Allies at 0 Health are not affected, they are unconscious and cannot respond to a Rally.

Limit: Once per Full Rest.

Leader / Commander / Officer

A force multiplier who improves allied performance through authority, coordination, and strategic insight. This Profession excels in complex encounters where directing allies effectively matters more than personal combat output.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: No

Progression Track

Network Contact | Organizational | Stage 1 | Free Action | One contact | Session

You have a reliable, named contact within your organization or professional sphere. Once per session, you may reach out to them for one of the following: a piece of specific information they would plausibly have access to, a low-level logistical favor (safe passage, a borrowed item, a covered entry), or confirmation of a rumor. The contact has their own interests and limits; they will not take serious personal risk. The contact is defined at Stage 1 unlock and is a persistent NPC.

Limit: Once per session.

Coordinate | Team | Stage 2 | Free Action | One ally, Near range | Scene

Once per scene, before an ally within Near range makes a roll, declare Coordinate. That ally gains +2D on that roll. Must be declared before dice are rolled, cannot be applied retroactively.

Limit: Once per scene.

Battlefield Directive | Organizational | Stage 3 | Free Action | All allies, Near range | Full Rest

As a Free Action, issue a tactical directive to all allies within Near range who can hear you. Choose one of the following effects, all allies receive the chosen benefit until the start of your next Turn:

  • Press: +1D on all attack rolls
  • Hold: +1 Defense
  • Scatter: Each ally may immediately move up to Close range in any direction as a Free Action, ignoring Opportunity Attacks for this movement only

Limit: Once per Full Rest.

Genre Note: Military command, criminal syndicate order, corporate directive, ship-wide broadcast, any authoritative instruction that reshapes ally positioning or output.

Engineer / Mechanic / Technician

A problem-solver who applies technical expertise to keep allies equipped, modify the environment, and create tactical advantages through improvisation and craftsmanship under pressure.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: No

Progression Track

Specialist | Expertise | Stage 1 | Passive | Self | Always active

Choose one Talent at the time this perk is unlocked, Craft or Technical is standard for this Profession. When using that Talent in a context directly related to your Profession (repair, fabrication, system bypass, improvised construction), treat dice showing 4, 5, or 6 as successes rather than 5–6 only. This does not affect the Wild Die.

Genre Note: A Fantasy Artificer's Specialist applies to arcane item construction. A Sci-Fi Engineer's Specialist applies to starship systems and robotics repair.

Field Modification | Tactical | Stage 2 | Primary Action | One ally or one piece of equipment, Touch range | Long Rest

Spend your Primary Action to rapidly modify a piece of equipment, your own or an ally's within Touch range. Choose one of the following effects, applied immediately and lasting until the end of the scene:

  • Enhanced: The item grants +1D to rolls made using it
  • Reinforced: The item's armor value increases by 1 (weapons become harder to damage or disarm)
  • Repaired: Restore a damaged or depleted item to functional condition (GM ruling on scope)

Limit: Once per Long Rest. Cannot be applied to the same item twice in the same scene.

Master Craft | Expertise | Stage 3 | Primary Action | One created or modified device | Full Rest

During a Short Rest or longer, construct or significantly modify a device, tool, or piece of equipment from available materials. The device provides a meaningful mechanical benefit appropriate to its construction (GM approval), examples include a portable cover structure granting +1 Defense to allies behind it, an improvised weapon with a specific damage type, or a bypass tool that reduces a Technical challenge Threshold by 2 for one use. The device is temporary, it functions for the current scene or until it is destroyed or used, then degrades.

Limit: Once per Full Rest. Requires access to materials appropriate to the construction. Genre Note: Dwarven field forge, combat medic's improvised surgery kit, hacker's custom intrusion deck, alien materials jury-rig, any rapid professional fabrication under field conditions.

Scholar / Scientist / Analyst

An information specialist who transforms knowledge into tactical and strategic advantage. This Profession excels at identifying enemy vulnerabilities, sharing critical intelligence with allies, and delivering decisive insight at the moment it matters most.

  • Dominant Attribute: Wit
  • Favored Save: Wit Save (Wit + Resolve)
  • Power Access: No, scholarly expertise is knowledge-based. Genre Catalogs may build Power Access variants (Arcane Scholar, Psionic Researcher) as distinct Profession entries.

Progression Track

Specialist | Expertise | Stage 1 | Passive | Self | Always active

Choose one Talent at the time this perk is unlocked, Lore, Tactics, or Notice is standard for this Profession. When using that Talent in a context directly related to your Profession (research, analysis, identification, investigation), treat dice showing 4, 5, or 6 as successes rather than 5–6 only. This does not affect the Wild Die.

Deep Knowledge | Expertise | Stage 2 | Free Action | Self | Scene

Once per scene, before making a Talent roll, declare Deep Knowledge. You may ask the GM one specific, direct question about the task, target, or environment relevant to the roll. The GM must answer honestly with what your character would know given their professional expertise. You then proceed with the roll normally, informed by the answer.

Limit: Once per scene.

Mastery | Expertise | Stage 3 | Free Action | Self | Full Rest

Choose one Talent at the time this perk is unlocked, may be the same as Specialist or different. Once per Full Rest, after making a roll using that Talent, you may reroll any dice in the pool that showed 1, 2, or 3. Keep the new results. The Wild Die may be rerolled this way.

Limit: Once per Full Rest.

Design Note, Scholar Expertise Stack: The Scholar's Track intentionally draws all three Stages from the Expertise category, making it the only Profession in the example library that does so. This is a deliberate exception to the no-same-category guideline because the Scholar's identity is defined entirely by depth of professional knowledge, the three perks represent a coherent progression from competence (Specialist) to insight (Deep Knowledge) to mastery (Mastery) rather than a collection of unrelated abilities. GMs building Scholar variants for specific Genre Catalogs may substitute a Tactical or Organizational perk at Stage 2 if broader capability is desired.