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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