Common classes between fantasy and steampunk

If you had to devise a system that could cover both steampunk and fantasy settings with one basic sort of class/profession pool, how would you achieve that?

Say you need to select character archetypes in order to devise professions or paths. The basic fantasy archetypes are Fighter, Rogue and Mage; yet I believe a fourth archetype might be necessary (such as Scholar).

With 3 archetypes you would have 7 profession paths i.e. the initial 3, combinations, and neutral professions. That is to say a Fighter would not go down a Religious path. Though if that is our starting point, where would a Healer classify?

Additionally, if we are to include Steampunk progressions in our system, the fourth archetype would likely be engineering, no?

Discussions are much appreciated.

Steampunk is an aesthetic, not a genre. The core D&D classes can translate into it perfectly, because they are by design generic and easily-homebrewed lorewise.

The core classes from basically any fantasy game translate easily into steampunk. Because again, steampunk has no real setting rules.

Look at how arcanum did it. It's steampunk in a fantasy setting and the more stuff you learn about magic/science, the further you dip into that aspect and can fuck over the other side (strong magic users for example are not allowed anywhere close to a train engine and have to ride in the back as to not accidently warp some law of nature around and science users are bad at recieving magical buffs and healing).

That is the sort of differentiation rules I'm looking for.

If character progression is based on leveling up and gaining professions, you'd need to separate them based on the class archetype. I suppose in that case we're looking at the standard three, and Engineering.

In my homebrew(really shallow right now) i'm building there are 10 base classes with mutiple possible builds

>Warrior
Wears any type of armor and uses any type of melee weapon. Uses military strategy. Can be a swashbuckler, knight, berserker, samurai or a space juggernaut or whatever

>Wizard
No sense of right and wrong(pretty much all wizards, shamans, druids, witches)

>Psychic
Like wizard but squishier and uses mind trickery like illusions, puppeteering(like flying swords or actual puppets) and telekinesis

>Rogue
Speedy, stealthy, thievery, poisoning and even fucking ninjutsu

>Engineer
Does machines(turrets, drones, robots, mechs, vehicles, cannons and tanks)

>Fighter
Because I don't like calling all martial artists monks and vice versa. No armor and a small arsenal(staves and glauntets). Ki blasts and meditation(for buffs and self healing)

>Alchemist
Medicine based healer, heals and buffs allys while debuffing enemies(can be a medic, plague doctor or straight up alchemist)

>Cleric
Faith based, can be a smiter(like a paladin) or a healer(like a cleric in most games)

>Ranger
Uses (cross)bows, firearms or laser weapons and has terrain recognition and survivalist skills, also traps and grenades

>Trickster
Social, mimery and luck based skills(bards, gamblers, jokers and blue mages)

Just throwing it out here if anyone's interested

Thanks friend!

fighter, specialist and mage. If anything, break the specialist between engineer/doctor and thief

So instead of having four archetypes, you just break down the Specialist one? That could work nicely.

>science users are bad at recieving magical buffs and healing
That never made sense to me. Sure, a magic user warps reality around him, so science and technology gets screwy. But what does someone educated in laws of nature do to fuck over magic? The scale goes from "no magic" to "full magic", so the screwiness should be onesided.

I mean, as for the buffs, I suppose a science user should be able to -get- buffed but would be really bad at performing spells.
Healing would depend on whether it's magical or simply applied medicine. I much prefer the latter approach.

could tie magical buffs / heals to "Humanity" that goes down the more the scientist cyborgs themself as they probably will

Standard 3 archetypes, each with various subclasses that emphasize a certain aspect of the associated archetype. Each archetype also has tech and magic trees that you invest in individually as you gain power- investing in the trees might augment or alter your current abilities are give you new ones altogether.

>steampunk
>genre

Go full Flight of the Dragons and logicians / scientists ha e a hard time believing in hocus pocus magic bs so it acts differently around them.

Being strong with technology and using a lot of it reinforces the laws of nature around the character, nullifying the reality warping of magic.

I did the religion quest as a techy once in arcanum and avoiding spoilers let's just say I resisted the overgods blessing in a way that severely screwed the character. Again, the overgods magic couldn't touch me.

>reinforces the laws of nature around the character
That doesn't make any sense. You don't "wield" the "power of science".

>standard three archetypes

Four. There are four archetypes.

Warrior, Rogue, Magician, Priest.

Priests are just another flavor of Magicians.

>Brute Force
>Trickery and Guile
>Supernatural Powers

>But what does someone educated in laws of nature do to fuck over magic? The scale goes from "no magic" to "full magic", so the screwiness should be onesided.

they might not be "doing" anything, it might just be that magic is reacting to their presence.

I'm not really sure of what I'm doing, but my setting is basically steampunk fantasy; and this is my whole ruleset:

Magic circumvents laws of nature, it's not natural itself