Contra Mercenary

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)