I’m continuing to post the classes I’m using for my Star Wars game that uses the Black Hack rules. The classes I’m using are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit. Thus far, I’ve posted the Bionic Soldier, Mercenary, and Scoundrel, Assassin and Scout classes, and the Tech Specialist.
Today I’m putting up the Diplomat and Pilot classes.
DIPLOMAT
While Guns-for-Hire use blaster rifles and explosives to argue their point, it is with quick wit and a sharp tongue that a Diplomat uses to beat his foe into submission. Diplomats come from different walks of life, but all have answered the call of politics. While some Diplomats enter the political theater to amass power and prestige, others believe that what they do helps the peoples of the galaxy. Regardless of the motivation, a Diplomat is keenly aware their words (and their vote) can help a world’s economy to soar, or it can help topple it, bringing the world to ruin.
Starting HP: 1d6 + 4HP
Per Level/Resting: 1d6
Weapons & Armor: Light armor, knives, blade, electro-knives, electro-blades, blaster, pistol, and carbine.
Attack Damage: 1d6/1d4 Unarmed or Improvising
SPECIAL FEATURES
CHARISMATIC: Diplomats know how to use their words to influence conversations. A Diplomat makes all CHR tests to influence, charm, schmooze people, or for deception with disguises with Advantage
IRON WILL: Survival in the political theater takes a keen and cool mind. Diplomats are not ones to falter under pressures. Diplomats make all tests against effects to influence them or cloud their minds with Advantage.
RALLY: The Diplomat uses their natural leadership and charisma to bolster their allies (and troops). Once per hour a Diplomat can deliver an impassioned speech, give a good slap across the face of a target, etc. All allies in a 15’ radius that are under a mind-altering effect such as fear, being charmed, etc. can make a second test. Likewise, all hirelings that have failed their morale test are able to make a second roll.
CONNECTED: Diplomats build a large web of contacts and connections that they use to obtain secrets, goods, and collect of favors. A Diplomat start with an additional level 2 contact in addition to normal rules.
LEVELING UP
Roll to see if attributes increase, roll twice for INT and CHR.
STARTING EQUIPMENT
WEAPONS: Blaster pistol and vibro-knife
ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)
ADDITIONAL: Ammo for blaster pistol, communicator, official government documents, and Medstim (1 Hit Dice of HP restored).
PILOT
Nearly anyone can fly a starship and point it in the right direction, but its pilots who make it seem like second nature. These hotshot flying aces are able to maneuvers their ships through some of the most dangerous situations and pull off evasive maneuvers so quickly it defies explanation. A Pilot’s quick thinking and quick hands keep them out an enemy’s crosshairs and from getting spaced.
Starting HP: 1d6+4
Hit Points Per Level/Resting: 1d6 HP/lvl
Weapon and Armor: Light armor and their weapons are limited to clubs, knives, electro-knives, blaster pistols, and carbines.
Weapon Damage: 1d6/1d4 Unarmed or Improvised
SPECIAL FEATURES
SPACE ACE: While others may be able to fly a starship, it is second nature to a pilot. All tests for performing tricky maneuvers in a starship (in or out of combat) are made with Advantage. Aside: More on this later.
QUICK PLOTTING: A pilot is well versed in star charts, and the dangers throughout the galaxy. When plotting a course to their destination, a Pilot reduces the time it takes to by half.
FINAGLE: A Pilot knows how to get more juice out of a starship. Once per combat (or situation) they can get more power out of a ship’s system. A Pilot chooses which of the following they are going to enhance: 1) Targeting; 2) Shields; 3) Movement; 4) Armor; 5) Weapon Damage; 6) Life Support. When the decision is made the Pilot rolls 1d6, this is how much the system is increased for. This effect lasts for 2d3 rounds before returning to normal. More on Starships on page XX.
Leveling Up:
Roll all Attributes to see if they increase, roll twice for DEX or INT
STARTING EQUIPMENT
WEAPONS: Blaster pistol and vibro-knife
ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)
ADDITIONAL: Ammo for blaster pistol, communicator, smokebomb (usage die d4), breath mask, oxygen tank (1d6 Usage Die) and Medstim (1 Hit Dice of HP restored).
