| Level |
KXP |
Spells
|
TH |
| 1 | 0 | (none) | +0 |
| 2 | 2.5 | (none) | +1 |
| 3 | 5 | (none) | +2 |
| 4 | 10 | (none) | +3 |
| 5 | 20 | (none) | +4 |
| 6 | 40 | (none) | +5 |
| 7 | 80 | (none) | +6 |
| 8 | 160 | (none) | +7 |
| 9 | 320 | (none) | +8 |
| 10 | 500 | (none) | +9 |
| 11 | 750 | (none) | +10 |
| 12 | 1000 | (none) | +11 |
| 13 | 1250 | (none) | +12 |
| 14 | 1500 | (none) | +13 |
| 15 | 1750 | (none) | +14 |
| 16 | 2000 | (none) | +15 |
| 17 | 2250 | (none) | +16 |
| 18 | 2500 | (none) | +17 |
| 19 | 2750 | (none) | +18 |
| 20 | 3000 | (none) | +19 |
| 21 | 3250 | (none) | +20 |
| 22 | 3500 | (none) | +21 |
| 23 | 3750 | (none) | +22 |
| 24 | 4000 | (none) | +23 |
| 25 | 4250 | (none) | +24 |
| 26 | 4500 | (none) | +25 |
| 27 | 4750 | (none) | +26 |
| 28 | 5000 | (none) | +27 |
| 29 | 5250 | (none) | +28 |
| 30 | 5500 | (none) | +29 |
| 31 | 5750 | (none) | +30 |
| 32 | 6000 | (none) | +31 |
| 33 | 6250 | (none) | +32 |
| 34 | 6500 | (none) | +33 |
| 35 | 6750 | (none) | +34 |
| 36 | 7000 | (none) | +35 |
|
| Requisites: | Str 18, Dex 16, Con 14 |
| Alignment: | any |
| HD/level: | 1d10 |
| Weapon 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, divide dmg among 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) |
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