22 February 2016

Class revamp: Jarhead

Yeah it's been a while since I've posted, And in the mean time I've discovered White Box games like White Star and White Lies. Needless to say they are a bit simpler then Machinations of the Space Princess, so here is my attempt at bringing a class inline with White Box rules.





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.