Wednesday, July 17, 2013

New X-plorers Class: Starbarian!

"Suddenly have a craving for an Oreo and birdseed blizzard..."
Are you a muscle-bound brute who's recently become custodian of a far away and savage planet? Congratulations, you're a Starbarian!* You've just joined the ranks of battle-savvy, star warriors that excel at warmongering planetside in light attire. As such, clean our your closet, because you can only wear one piece of armor (anything higher than leather). Common choices include a harness, helm, sleeve of steel (mail or jointed plate), or shield.

Prerequisite Attributes
Strength/Physique of 13 or higher OR Dexterity/Agility of 13 or higher is required for this class.

The robo death squad was unsure if it was Helga's *Galactic Guts* or flair for feathered headgear that roused them to battle.
Starbarian Skills
Just because you're a ragin' brute, doesn't mean you can't handle yourself around technology! Maybe you're a lost traveler from another star, stranded on a strange and savage planet. Never fear, Starbarians can start with any two of the following skills and benefit from the modifiers listed below:

LevelPilot Ancient TechSurvivalWeapons SpecialistBeast WhispererStealth
1 Tendertoes+1+2+1d4+1+2
2 Furfang+1+1d4+1d4+1+2+1d4
3 Bonescratcher+2+1d4+d4+2+3+1d4
4 Battleaxe+3+1d4+1+1d4+3+1d4+1d4+1
5 Warrior at Arms+1d4+1+1d6+1d6+1d4+1+1d6
6 Doom Dealer+1d6+1d6+1d6+1+1d4+2+1d6
7 Moon Mauler+1d6+1+1d6+1+1d6+2+1d6+1d+1
8 Vanquisher of the Void+1d6+2+1d6+1+1d6+3+1d6+1+1d6+1
9 Guardian of the Galaxy+2d6+2d6+2d6+1d6+2+2d6
10 Champion of the Cosmos+2d6+1+2d6+1+2d6+1+1d8+2d6+1

After reaching Level 5, Starbarians may add additional skill sets, starting first with the ones listed here and then at their GM's discretion.

Skill Descriptions

"I can't believe he wanted extra for the windsheild!"
Pilot Ancient Tech - Drive one type of land, sea, or air vehicle with extra proficiency. Technology is typically of an abandoned nature and therefore difficult to fix. Starbarian will need to take vehicle to a local technician (i.e., wizard) for repairs or modifications.

Survival - For this class, Survial covers running, free-hand climbing, swimming, leaping, and enduring extreme climates. At level 10, Starbarian earns the title "Planetstrider".

Weapons Specialist - Starbarian gains bonus in any of the following weapon categories. At level 5, Starbarian can wield any melee-weapon type of her or his choosing, with each hand and suffer no penalty in combat. Weapon choice should indicate signature weapon for that warrior. Acceptable weapons include:
  • Club (bone)
  • Scythe (bone)
  • Mace (metal)
  • Axe (stone)
  • Axe (metal)
  • Sword (bone)
  • Sword (metal)
  • Spear (stone)
  • Spear (metal)
Warrior may substitute the double-wielding ability for the one following ranged weapons, which will come with a quiver or bandolier of extra ammo. Bandolier holds twice the ammo listed below:
  • Sling (12 stones)
  • Crossbow (10 bolts)
  • Longbow (10 arrows)
  • Conventional handgun, non-automatic (6 rounds)
  • Raygun (6 blasts)
  • Laser rifle (6 blasts)
"Father, Igoo made a mesa went he went #2."
Beast Whisperer - Communicate orders to native animal life. At Level 5, Starbarian can take a familiar. If character forgoes familar at level 5, she/he can take a faithful mount at level 7. At level 10, Starbarian gains telepathic connection with that familiar or mount, regardless of Wisdom or Presence attribute score--and the title of "Beastshiner." This skill also helps in communicating with beast-like races of humanoids.
Stealth - Skill allows Starbarian to duck detection per the bonuses listed. At level 6, character gains an extra attack at the beginning of combat where initiative is won. At level 10, the title of "Ghostslither" is conferred with much respect of his or her foes.

Special Abilities
In addition to the skills listed above, those with ability of 14 on a given attribute may choose one of the following special abilities for that score. These additional abilities probably manifested through a spiritual connection to the planet--and only work while on that world. All special abilities may be used once per game session.
  • Strength/Physique - Supernova: Starbarian flies into battle rage, which adds an extra attack for 1d6+1 rounds during combat.
  • Intelligence - Starspeake: Starbarian speaks in tongues an ancient magic that grants them supreme focus (+3) in any single task for 3 rounds.
  • Wisdom/Presence - PsyEyes: Starbarian can see through any familiar or friendly character's eyes for 1d4 rounds.
  • Charisma/Presence - Galactic Guts: Whether facing foes or rallying allies, Starbarian gains a +3 to intimidation of enemies or inspiring morale in comrades for 3 rounds.
  • Dexterity/Agility - Quickening: Double movement for 1d4 rounds without penalty.
  • Constitution/Physique - Bones of Stone/Blood of Shade: Survival OR Stealth skill goes through the roof for 1d4 rounds by doubling bonus.

Need some inspiration?
Here was mine: Zandor of the Herculoids, He-Man, John Carter of Mars, Tarzan, Blackstar, Beastmaster, Warlord, Gor, and yes, Thundarr.


NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games. Attribute equivalencies for D&D also given.

*STARBARIAN may be replaced with FARBARIAN, WARRIOR OF THE WARP or WARPBARIAN or something else entirely, upon publication. I've permission from X-plorers publisher, Brave Halfling to use the game's rules and stats and intend to publish a supplement, using the class name and description above. Okay to use in your personal gaming, but not to be published without my express consent. :)