Friday, September 21, 2012

Here is a character inspired by the likes of Han Solo, Flash Gordon, and Buck Rogers. I am using S&W for the system but it could be used with just about any D&D like system with minimal modification. Without further adieu I give you the-



The Spaceman-
    This class represents the brave explorers who sail their rocket ships into space and beyond. They are known for their skills, nerve, quick wits. They are a tough breed as well and not put off by adversity. They are also quick with their fists and ray guns when needed.
Level
Experience
Hit Dice
(d6)
Saving Throw
1
2000
1+1
16
2
4000
2+2
16
3
8000
3+3
15
4
16000
4+4
15
5
32000
5+5
14
6
64000
6+6
14
7
128000
7+7
13
8
250000
8+8
13
9
500000
9+9
12
10
700000
9+12*
12
11+
+200000 per level beyond 10th.
+3 per level*
Reduced by 1 every two levels.

Spacemen can wear any sort of protective gear and can wield any weapon without penalty.

Spacemen are +2 to save vs. Radiation, disease, and toxins.

Spacemen are skilled pilots and may add their level as a positive DM to any ST’s or other rolls concerning space travel, combat, ship operations, etc.

Any weapon shooting a beam of energy is +1 to hit and damage when wielded by a Spaceman.

They are also +2 to hit and damage with their fists and any time they roll with bonuses 4 or more than needed to hit their opponent their opponent must roll a ST if they fail than they must roll on the effects chart below. This ability only affects human and humanoid opponents.




Spaceman brawl effects
Die Roll
Effect
Mechanics



-1
KO plus
Same as a KO but all damage is considered deadly.



1
KO
Same as a knockdown but the opponent is knocked unconscious for 1d6 minutes. Double the damage inflicted.



2
Knockdown
Same as stun but the opponent is knocked off their feet and will require 1 round to get back on their feet once they are able to do so. This blow also inflicts an additional 1d3 damage from the fall.



3
Stun
Opponent is rattled. The opponent is unable to react the next round. Anything they were holding in their hands has been dropped and lands within 1d6-1 feet of them.



4
Stun
Opponent is rattled. The opponent is unable to react the next round. Anything they were holding in their hands has been dropped and lands within 1d6-1 feet of them.



5
Stagger
The blow sends them reeling, they stagger back 1d4 feet. If they are holding anything in their hands they must make a DEX check or drop whatever they are holding.



6
Stagger
The blow sends them reeling, they stagger back 1d4 feet. If they are holding anything in their hands they must make a DEX check or drop whatever they are holding.



7+
No Effect
An impressive hit but no extra effect beyond the damage done.



Roll 1d6 +1 to the die roll if the opponent is higher level or Hit Dice than the Spaceman hitting them. -1 from the die roll if the Spaceman has more levels than the opponent has levels or Hit Dice.

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