Level
|
KXP
|
1
|
0
|
2
|
2.5
|
3
|
5
|
4
|
10
|
5
|
20
|
6
|
40
|
7
|
80
|
8
|
160
|
9
|
320
|
10
|
500
|
11
|
750
|
12
|
1000
|
13
|
1250
|
14
|
1500
|
15
|
1750
|
16
|
2000
|
17
|
2250
|
18
|
2500
|
19
|
2750
|
20
|
3000
|
21
|
3250
|
22
|
3500
|
23
|
3750
|
24
|
4000
|
25
|
4250
|
26
|
4500
|
27
|
4750
|
28
|
5000
|
29
|
5250
|
30
|
5500
|
31
|
5750
|
32
|
6000
|
33
|
6250
|
34
|
6500
|
35
|
6750
|
36
|
7000
|
|
Requisites:
|
Str 18, Dex 16, Con 14
|
Alignment:
|
any
|
HD/level:
|
1d10
|
Wpn. Prof:
|
3+level
|
To Hit Table:
|
War
|
Save Table:
|
War
|
Reference:
|
Contra Franchise
|
Groups:
|
Warrior, Technology
|
Complexity:
|
CF=2
|
When you take this class, you may change your player pick to "Set current and max hp to 1, +1deadZ, and 1deadZ, 30/reset: raise dead self". |
Whenever you die, you lose the contra weapon in your main hand. |
Level 1: 1 attack, 1/room: Get a random contra weapon that replaces one you have.
|
Level 1: Always have a Contra Weapon Rifle Gun.
|
Level 3¶: Can wield 2 guns per set of arms. Attacking with both costs a V action.
|
Level 3¶: You can keep one contra weapon gun in reserve in addition.
|
Contra Weapons:
|
1.
|
Rifle Gun (M, 4/1, 1d6, 20/x2). Infinite ammo.
|
2.
|
Rapid Fire Upgrade (double # of att of all contra guns, doesn’t stack).
|
3.
|
Machine Gun (M, 6/1, 1d8, 20/x2). Infinite ammo.
|
4.
|
Spread Gun (M, 10/1, 1d8, 20/x2, hits group). Infinite ammo.
|
5.
|
Laser Gun: (M, 1/1, 1d20, 20/x2, hits a line, pos energy dmg). Infinite ammo.
|
6.
|
Flame Thrower Gun (M, 4/1, 3d6, 20/x2, all fire dmg). Infinite ammo.
|
7.
|
Barrier (immune dmg for 5 rds, starts as soon as picked up)
|
8.
|
Flashing Falcon (slay a group, Fort save, goes off as soon as it’s picked up)
|
9.
|
Homing Gun (M, 5/1, 1d8, 20/x2, auto-hits). Infinite ammo.
|
10.
|
Flame Gun (M, 1/1, 10d8, 20/x2, autohits a line, fire dmg). Infinite ammo.
|
11.
|
Crush Gun (M, 3/1, 1d20, 20/x2). Infinite ammo.
|
12.
|
M-80000 Helio Bomb (slay a group, Fort save, can have max 2 in inventory)
|
|