These are basically character classes, I will provide a description of the class, their specialty weapon(s), and Nanoprograms. Programs marked with a * can only be run on that profession's Nanocore.
Adventurer: The Jack of All Trades, master of none, or maybe master of all. Adventurers can do a bit of everything, but they specialize in mobility and survival. Adventurers dual wield either swords or pistols, but cannot specialize in both. Adventurers are the only profession other than Doctors to have a wide array of heals. If they have a weakness, it is a lack of maintenance and crafting skills.
Example Nanoprograms: Healing, both single target and group, Speed increases, Shielding, including damage reflecting shields and standard protection, Polymorphs* The Adventurer signature skill. Low level Adventurers may turn into leets, which are like rats, and may go up into a small bird, a falcon like Raptor, a large predatory cat, wolf, and finally, a Pit Lizard, which is like a Dragon.
Agent: The Agent is a master of subterfuge and stealth. With their complex programs and high caliber sniper rifles, they can disable and eliminate single targets with extreme efficiency. Agents are fragile, and not effective at combating multiple targets.
Example Nanoprograms: Agents possess stealth cloaks of various strength, viruses, both organic and virtual, an increase in power to their next shot, and their signature skill, the ability to temporarily hack their own Nanocore to simulate another profession. The profession disguise varies in effectiveness, even a skilled Agent could only simulate more basic programs of other professions.
Bureaucrat: The Bureaucrat is, contrary to it's name, a skilled leader. 'Crats lack in weapon skills, but are very good with Nanotechnology, primarily of the mind. Bureaucrats also possess personal assistant droids, they are combat capable, but not particularly effective. 'Crats instead tend to manipulate the mind of foes, calming, causing to sleep, and otherwise. They may also increase the learning capability of their teammates. 'Crats can only use pistols.
Example Nanoprograms: Command weak willed beings, create assistant droid, causing paralysis, calm lesser minds, Rod of Learning*, increase teammates effectiveness.
Doctor: No team is complete without a healer, and the Doctor is the best of the best. That isn't to say they are pure healers, they possess some offensive programs, but these purely affect organic beings, to deal with mechanical foes, all they have is a pistol
Example Nanoprograms: Doctors have no signature programs, everything they do can be done by other professions to some extent, the Doctor is just the best at them. Healing, heals over time, increases to physical performance, all of it is the Doctor's domain.
Enforcer: Enforcers are the pure tanks, wearing heavy armor, using a small amount of protective nanotechnology, and usually carrying large, two handed weapons. Enforcers rely on good healers and damage dealers to back them up.
Example Nanoprograms: Enforcers can create some shields, but their specialty program is a page from the 'Crat's book, a mind control that increases aggression of foes solely towards the Enforcer, giving them the best tanking capability.
Engineer: The Engineer is a master of mechanics, their signature skill is their powerful Combat Droid. An Engineer's mechanical pet does most of the fighting, with the Engineer staying back taking potshots with their personally crafted pistol. Engineer's are skilled at crafting mechanics, and may do such things as create stationary defense systems or repair's on their teams gear. Like some other professions, they can create defensive shields as well.
Example Programs: Engineers' Combat Droids* are their signature technique, they also have armor boosting shields and are overall good with mechanics.
Fixer: If Engineers are the stationary mechanical experts, Fixers are the hyperactive cyber warfare experts. Fixers are all about speed, movement, thought, everything. This is exemplified by their combat choice, dual submachine guns. Fixer's are also masters of “The Grid.” The cyber network that covers most of Rubi-Ka, ordinary fixers can access it from specific terminals and transport themselves or a group to any other terminal, but the most advanced fixers may hack in from anywhere.
Example Programs: Fixers have incredible movement and reflex enhancing programs. Between their hyperspeed, mastery of The Grid,* and penchant for flashy moves with submachine guns, they bring to mind The Matrix. Fixer's may have good weapon skills, but they do not possess any Nanotech for enhancement of their weapons directly.
Keeper: Somewhere between the Bureaucrat, Enforcer, and Adventurer. The Keeper brings to mind Paladins of fantasy, leading their team into battle with heavy armor and wielding large greatswords, while their Nanoprograms enhance the entire team at once. They are the other ideal leader class, and function overall like a more team playing Adventurer.
Example Programs: Keepers are defined by their Auras*. Auras are passive Nanoprograms the Keeper runs on his own Deck but affects the entire team, the passive Auras range from medical, to increased Nanopool regeneration. Offensive Auras also exist but are less effective than the defensive ones. Keepers do not possess any sort of personal shielding programs, but do have weapon enhancement.
Martial Artist: The purest brawler. Martial Artists bring extreme physical enhancement and intense personal training to the battlefield, with reflexes like a Fixer and intense punches, they excel at dealing out close ranged damage while avoiding it themselves. As their only weapon is themselves, Martial Artists have a larger overall budget for new Nanoprograms or implants.
Example Programs: Elemental punches*, personal healing (though not group,) reflex enhancement.
Meta Physicist: The Meta Physicist is one of the premier Nanotech wizards, and wizard is definitely the appropriate word, as not even they fully understand the powers they may draw on at times. Meta Physicists summon demons from unknown dimensions through Nanotechnology, and bind them to their will. Individually, the demons are not especially strong, but the Meta Physicist is unique in that their Nanocore is specifically designed to handle multiple. Copies cannot be summoned, so a Meta Physicist typically summons their own personal team, with one healing focused demon, one damage dealer, and one to disrupt the enemy forces. Meta Physicists wield either defensive shields to protect themselves or bows to stay back and snipe the foe.
Example Programs: Meta Physicists are typically masters of their entourage of pets, but their mastery of Nanotech extends to casting as well, direct attacks on the mind are favored, making them effective damage dealers on their own provided they have Nanopool to draw from.
Nano-Technician: The Nano-Technician is the purest master of directly offensive Nanoprograms. Individually frail, they rely on doing intense area of effect damage and usually save their pistol as a last resort.
Example Programs: Nearly any type of directly damaging program can be performed by the Nano-Technician, but their specialty are the nuke programs*. Large, area of effect attacks capable of doing intense damage and are nearly impossible to avoid, collateral damage is a danger.
Shade: The Agent may be famed as an Assassin, but that's because people don't often want to talk about the Shades. Shades strike from the shadows with poisoned daggers, an unprepared target often falling instantly. Shades high mobility and extreme damage output makes them slightly stronger in a multi target situation, though they still specialize in taking out one foe at a time.
Example Programs: While Keepers have a team bolstering Aura, Shades possess the opposite. An invisible short ranged field of Nanites surrounds them, striking in unison with the Shade's blade and not only heavily injuring the foe, but also stealing life from it and restoring the Shade.
Soldier: Hand them a firearm, and they can use it. Soldiers are the masters of the Assault Rifle in particular, but if it shoots, it's an option. Soldiers aren't especially skilled with Nanotech, but what they do have should not be discounted. Similar to how the Doctor is a master of healing, the Soldier is a master of shielding. Their powerful reflective shields make them incredibly hard to kill, and their weapon skills should never be discounted either.
Example Programs: Extreme shielding, of both armor boosting and reflective varieties, usually only given to one team member at a time due to the high cost. They also bolster their own weapon skills at times.
Trader: Traders are of course the masters of negotiation, crafting, and general economy. They don't just deal though, as Traders are masters of the shotgun, and their Nanotech, fitting their theme of exchange, robs skills and life from opponents and gives it to either the Trader or one of their allies. Traders are also tied with Engineers as the best craftsmen of items.
Example Programs: Single target theft of skills or resources*, Traders may also grant their own skills to their allies for a short time.*