Human Classes

As part of its approval process, EnyoGeni selects its test subjects from a variety of applicant pools. Some are drawn as referrals straight from the military or private security companies. Others are from civilian walks of life.

Test Subject

You’d held a regular boring job until you got caught up in a sweep of layoffs during the global recession, and were strapped for cash. EnyoGeni’s research program seemed promising, so you signed up. You’re not terribly experienced with firearms but you sure do know how to whack someone over the head!

Equipment: A test subject starts with a large melee weapon.
Costume ideas: Anything your character would usually wear on their days off or part of their everyday vocation.

Grunt

You had spent your career playing with firearms and explosives, some assignments were glamorous and others not. Somehow your superiors saw fit to draft you into EnyoGeni’s research program; accustomed to following orders, you went along with it.

Equipment: Grunts start with a Specialist weapon (i.e. Nerf Recon, Nerf Raider, Nerf Deploy, Nerf Vulcan, Nerf Longshot or Nerf Longstrike). They may have two Sidearms instead (Nerf Maverick or Nerf Nitefinder) if they prefer. They also have a small melee weapon as a backup.
Armour: Grunts wear light armour and are generally tougher than your average citizen. They have four health levels instead of the usual three.
Headshot: Grunts have the Headshot ability which allows to call out “Headshot!” five times in total during the game. Refer to the Headshot rules.
Costume ideas: Easy version: black or camouflaged clothing and boots. Hard version: armoured vest, military kit, gasmask and your own specially modified Nerf assault rifle.

Medic

You’re a research doctor, or one of the medical staff who monitor and give aid to EnyoGeni’s many experimental subjects. You were transferred into this research program from one of the low security level clearance facilities as part of routine employee rotations. Attempts to find out more about your new position were met with red tape and words such as ‘need-to-know basis’ and ‘promotion’. Against your better judgement you went along with the transfer anyway.

You’re not especially handy with a gun, but you’re trained in first aid and medicine – you can patch up injuries and keep others going long enough to complete your objective.

Equipment: Medics start with a sidearm (Nerf Maverick or Nerf Nitefinder), a small melee weapon and three Med-strips. These Med-strips can be used to heal other players as detailed in the Human Rules section.
Medically trained: If a mission calls for medical expertise to solve a problem, medics can solve puzzles or perform actions that other characters cannot – administer an antiviral agent, for example.
Healer: Medics can heal other characters. Refer to the healing rules.
Costume: Lab coats are a perennial favourite. Medical scrubs are reasonably cheap to acquire. If you can, bring along a first-aid kit.

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