Troopers

Armored infantry.  Troopers gain 1d6 Hit Points per level.  They get the normal penalty for wearing heavy armor, but the penalty does not apply to checks to activate the armor’s powers.  Trooper’s armor is equivalent to Full Plate, but a Trooper may opt for lighter armor; if so the decision can only be changed when the Trooper levels up.

Level Attack/Deed Die Critical Power Action Dice Ref Fort Will
1 +1/d3 1d10/III I 1d20 +1 +1 0
2 +1/d4 1d12/III I 1d20 +1 +1 0
3 +2/d5 1d14/III I 1d20 +1 +2 +1
4 +2/d6 1d16/IV II 1d20 +2 +2 +1
5 +3/d7 1d20/IV II 1d20+1d14 +2 +3 +1
6 +3/d8 1d24/V II 1d20+1d16 +2 +4 +2
7 +4/d10 1d30/V III 1d20+1d20 +3 +4 +2
8 +4/d10+1 1d30/V III 1d20+1d20 +3 +5 +2
9 +5/d10+2 2d20/V III 1d20+1d20 +3 +5 +3
10 +5/d10+3 2d20/V IV 1d20+1d20+1d14 +4 +6 +3

 

Attack/Deed Die

Troopers get a fixed attack bonus per level, much like Elves; instead of Mighty Deeds of Arms, they get Mighty Deeds of Armor.  Their “Deed” die applies to their AC (rolled once per round, not per time they get attacked), any checks they make that have an armor penalty such as climbing or swimming, and damage taken (rolled once per round). Damage reduction from the deed die is treated as temporary HP that expire at the end of the round: they don’t heal existing damage but any new damage comes off them first.  Similar to the Warrior’s Mighty Deed of Arms, the Trooper can describe some mighty defensive deed undertaken (e.g. block a shot against an ally, stand firm against a charge, etc.) getting  a successful mighty deed on a 3+ on the die, with higher results indicating more and more spectacular deeds.

Critical

Shows the progression of critical die and table to roll on when the Trooper scores a critical hit.  Troopers only score criticals on a natural 20.

Powers

Troopers begin the game with a suit of hi-tech armor that can be equipped with various extra capabilities; as they level they can add more functions to their suit.  They are capable of keeping their suit in good repair, but not producing new suits fitted and enchanted for other characters; if they should ever lose their suit they need to either purchase a new one or rebuild it for the same price and time that it would take to create as many common magic items as the suit has powers.

Each level Troopers choose one power from the types that are available at that level (e.g. at level 1, only power type I is available, at level 4 both type I and II are available). Troopers may completely change the powers of their suit for free when they level, otherwise swapping out one power for another costs the same time and money as creating a common magic item and while this is being done the suit it not available for wear. In any case a suit may not be equipped with more powers than the Trooper’s level.  The Trooper may have several suits, specialized for different needs, but each one after the first costs as much as however many common magic items as it has powers.

To activate a power requires a check on 1d20 + Attack Bonus + Luck Bonus; on a 1 the suit runs out of juice and potentially malfunctions. The powers are no longer available for the rest of the day: the suit’s power plant will recharge them by the next day. The DC of the power is 10 + 2 x the Power Type; success means the power activates without any problems, failure means the power activates but the malfunction range increases by 1.

Malfunctions

Roll the Deed die to see if a malfunction occurs. On a roll of 1 on the Deed die you had a malfunction and roll 1d8 on the following chart:

  1. Wires Crossed! Instead of the power you were trying to activate a different random power the suit has activates.
  2. How Do You Stop This Crazy Thing? You are compelled to move a full move every round, rolling every round until once again scoring a malfunction.  You may change directions as many times as desired in a round, but each change requires a DC 10 Agil check.
  3. That Noise? That’s An Expensive Noise.  Power requires costly repairs before it can be used again (roughly equivalent to a character’s starting gold, adjusted for the campaign’s economy…it should be enough cash to be painful to part with but not require a great quest to replace).
  4. Whoops!  Power does the opposite of what it’s supposed to.
  5. Why Do We Even Have That Lever? Ejected from the suit; it’s undamaged but you have to suit up again.
  6. Hold My Beer.  User error causes dangerous malfunction, doing 1d3 x Power Type damage.
  7. Out of Warranty.  Malfunction range is permanently 1d3 higher for that power only, until repaired (you can fix 1 point per full day in the shop). This result is cumulative if rolled more than once.
  8. Activate Stealth Mode! Klaxons sound and lights flash, attracting attention to you.

All Trooper powers are self-only, unless they are attacks.

Power Type I

  • Infravision
  • Jump
  • Continual Light
  • Spare the Dying (automatic when Trooper’s HP drop to 0)
  • Flamer (as Burning Hands)

Power Type II

  • Haste
  • Life Support (as Water Breathing)
  • Levitate
  • Strength Boost (+1d4 ST)

Power Type III

  • Cure Light
  • Fly
  • Resist Elements
  • Stealth Mode (as Invisibility)

Power Type IV

  • Shoulder Missile (as Fireball)

Weapon Training

Troopers are trained with pistols, rifles, heavy weapons, grenades crossbows, chain-swords, unarmed combat, billy club/mace.  In low-tech campaigns they may also be trained in long-swords, short-swords, and daggers.

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