Jarhead
Though technology has advanced, mankind
remains the same. Corporations and governments will always need
soldier to protect their interest, and fight their senseless wars.
That is the life of a jarhead, they could be a member of a national
military on detached service, or a private military contractor acting
as a hired gun for the Company. Specially trained in all manner of
combat, anywhere, anytime, against any foe, the Company says 'jump'
and the jarhead asks 'whats the pay?'
level xp HD AoT BHB ST
1 0 1+1 +0 15
2 2000 2 +1 14
3 4000 3 +1 +2 13
4 8000 4 +2 12
5 12000 5 +3 11
6 32000 6 +1 +4 10
7 64000 7 +4 9
8 128000 8 +5 8
9 256000 9 +1 +6 7
10 512000 10 +6 6
Saving Throws: Going
through a rigorous amount of training jarheads receive a +2 bonus to
saving throws against physical exhaustion and poisons/toxins.
Skill Training: Jarheads
gains a +1 bonus on Action Checks involving strategy, tactics, and
military knowledge.
Grit
If a Jarhead is reduced to zero or
fewer Hit Points by an attack, the jarhead may make a Saving throw.
If they succeed, the character is not rendered incapacitated by the
damage, and may fight on and act as normal. If the Jarhead takes
damage again while still below zero Hit Points, they must make
another Saving Throw. Once combat ends, they will suffer the effects
of damage as normal.
Suppressing Fire: at
fourth level, the Jarhead gains a number of free attacks equal to
their level against enemies with 1HD.
Squad Leader:
At eighth level, having proven herself on the field the jarhead has
been granted command of a small squad of five level one jarheads. At
tenth level they are granted a second squad of five level one
jarheads, and a level 3 jarhead to act as sergeant of the squads.