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Kevlabs one shot rules & classes

Rules changes

-DM tracks luck (hp) for players, players wont know how much health theyre at, will only
have descriptions

-When a player runs out of luck they do not go unconscious, they go unconscious the next
time they are attacked (Final stand kinda thing) or HARDCORE MODE; INSTANT DEATH

-Single death save instead of regular 3

-If a player dies, they will be replaced by a different member of staff (taken from cryosleep)
either take a free class, or keep same class.

-Hit points are only regained through medical attention (Bandages = d4+4) (Stim = d6=6)
(First aid kit = d8+8) (Medpack D12+12)

Classes

Marine (1 of these at a time) PICK 3 OF THE FOLLOWING //Luck = 3d10+10.// Ac = 15 w/o armour.

‘Marines are no strangers to combat zones, that’s where you feel at home the most..’ Main stat
strength

Reckless attack

You can throw aside all concern for defence to attack with fierce desperation. When you make your
first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on Melee
Weapon attack rolls Using strength during this turn, but attack rolls against you have advantage
until your next turn.

Survival instinct

You gain an uncanny sense of when things nearby aren’t as they should be, Giving you an edge when
you react to danger. You have advantage on initiative rolls and dex saving throws against effects that
you can see. To gain this benefit, you cannot be blinded, charmed, deafened or incapacitated.

SUCKER PUNCH

When you make an attack roll against a creature that hasn’t taken a turn in combat yet, you may
choose to treat that attack as a critical hit, once you use this feature, you cannot use it again until
you finish a short or long rest.

Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your reaction to
make a melee weapon attack against that creature

TOOTH AND NAIL

You can attack twice instead of once, whenever you take the attack action on your turn

WONT STAY DOWN


If you would be left for dead by an attack while your luck has run out, you can make a dc10 con save.
If you succeed you are not left for dead. Each time you use this feature after the first, the dc
increases by 5. When a short rest is completed the dc resets to 10

Engineer (up to 2 engineers) Pick 3 of the following// Luck = 3d8+8,// ac=12 w/o armour//

Engineers have spent most of their life tinkering and designing for kevlabs. You are way out of
your depth here… Main stat Intelligence!!

Gifted and talented

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with
toolkits. Your proficiency bonus is doubled for any ability check you make that uses either of the
chosen proficiency.

Quick thinking

Your quick thinking allows you to act fast. You can take a bonus action on each of your turns in
combat. This action can be used only to take the dash, disengage or hide action.

Studious

You’re good at coming up with solutions under pressure. When you or another creature you can see
within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your
intelligence modifier to the roll. You can use this feature a number of times equal to your
intelligence modifier. You regain all expended uses when finishing a short rest.

Puzzle solver

You can use a bonus action to make a wisdom (percept) check to spot a hidden creature or object to
make an int (invest) check to uncover or decipher clues.

Tinkerer

You know how to fix or engineer mechanical and electrical devices. To use this ability you must have
a toolkit in hand and be within 5 feet of a found mechanical or electrical device. After spending one
minute (10 rounds) you can give the device one of the following properties of your choice.

-THE DEVICE SHEDS BRIGHT LIGHT IN A 5 FOOT RADIUS AND DIM LIGHT FOR AN
ADDITIONAL 5 FEET – Requires Kevlabs bright and light torch device
-WHENEVER ACTIVATED BY A CREATURE THE DEVICE PLAYS A RECORDED MESSAGE THAT
CAN BE HEARD UP TO 30 FEET AWAY (NO MORE THAN 30 SECONDS) – Requires a kevlabs
state of the art Kevman musical tape recorder.
-THE DEVICE CONTINOUSLY EMITS YOUR CHOICE OF AN ODOR, FLASHING LIGHT OR A
NONVERBAL SOUND PERCEIVABLE UP TO 30 FEET AWAY- Depending on what you use,
requires either a Deodorant can, kevlabs torch device, or tape recorder respectively
MEDIC!!!!!! (1 medics at once) Pick 3 of the following features// Luck = 3d8+10// ac=12 w/o
armour//

Medics are no stranger to a battlefield, however they like to keep their hands clean, preferring to
tend to the wounded and avoid combat as much as possible. That however doesn’t mean you cant
kick ass when you need to. Main stat Wisdom

A re-roll a day keeps the doctor away

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die
and must use the new roll.

SELF DEFENCE

When a creature you can see moves within 5 feet of you, you can use your reaction to make one
melee attack against the creature, additionally you may roll 1d6 and add the result to the attack roll
and if the attack hits, to the weapons damage roll. Once you use this feature, you cant use it again
until you finish 2 short rests.

Psychology module…

You took a psychology module once and now you can inspire others. To do so, you use a bonus
action on your turn to choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one inspiration die, a d6. Once within the next ten minutes, the creature
can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must
decide before the dm says whether the rolls succeeds or fails. Once the inspiration die is rolled, it is
lost. A creature can have only one inspiration die at a time. You can use this feature a number of
times equal to your charisma mod. You regain any expended uses when you finish a short rest.

MEDIC!!!!!!!

You have spent quite some time as a medic and have learned to quickly bandage people up well.
Unlike the other classes, when healing you can double the dice, twice per day on any creature
healed by you, including yourself. By taking this feature you also start the campaign, with 3 stims
and 1 first aid kit.

Anatomy 101

Twice per short rest you can choose two creatures of your choice and spend 1 minute (ten rounds)
analysing their wounds, by doing this you find out one of 3 things. This process is sped up to 1 round
when conducted inside of the medlab.

-The creatures current luck meter (players current hp)

-any diseases, or infections (lasting effects)

-Find one of the creatures weaknesses or resistances. (THIS CAN BE USED AS A BONUS ACTION IN
COMBAT)
COMPANY PREP (2 company agents onboard at all times, if one is unfilled dm will replace)// 3d6+6
Luck// Ac = 14 w/o armour.

You were probably born into this role… but that’s okay because you own it, your clothes are more
expensive than everyone elses, and also you’re way better looking than everyone else probably…

Main stat Charisma

Whatever….

You have advantage on saving throws against being Frightened, stunned, or petrified.

Catch me if you can!

Other creatures have disadvantage on opportunity attack rolls against you, and you can use the dash
action as a bonus action on your turn.

Self defence

When a creature you can see moves within 5 feet of you, you can use your reaction to make one
melee attack against the creature. Additionally, you may roll 1d6 and add the result to the attack roll
and, if the attack hits, to the weapons damage roll. Once used cannot be used again until short rest.

HEY YOU!

As a bonus action on your turn, you can attempt to goad one creature within 30 feet of you into
attacking you. The target must make a wisdom save (DC = 10 + PROFICIENCY BONUS + CHARISMA
MOD). On a failed save, the target has disadvantage on all attack rolls against targets other than you
until the end of your next turn. The creature is immune if it cannot hear you. Once you use this
feature, you cannot use it again until you finish a short rest.

Vicious stockery.

You unleash a string of insults at a creature you can see within range. If the target can hear you, it
must succeed on a wisdom saving throw (DC = 8 + PROFICIENCY BONUS + CHARISMA MOD) Or take
4d4 psychic damage, and have disadvantage on the next attack roll it makes before the end of your
next turn. You can use this feature a number of times equal to your charisma mod and regain all uses
when you finish 2 short rests.
The pilot / saint / final girl (1 player) //luck 3d8 + 8// ac = 15 w/o armour or (favoured by fate)

You’ve spent your entire life training for this journey. And you wont let it be taken away by
anyone, not corporate preps, not Aidan industries, and certainly not some dumb alien.

Main stat Dexterity

Favoured by fate

While you are wearing no armour or helmet your ac equals 10+ dex mod + wisdom mod

Somethings not right here….

You have developed a talent for picking out lies. Whenever you make a wisdom (insight) check to
determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Gentle hands

You took a first aid class….once. As an action you can use any cloth, (dishcloth, tshirt etc etc.) to
make 2 bandages. This feature can also end the stunned condition on a targeted creature, you can
do this twice per short rest.

Will to live.

You can use your action to end one effect on yourself that is causing you to be frightened, stunned
or petrified.

Hard to kill.

When you take damage you can use your reaction to halve the damage. You can do this a number of
times equal to your proficiency modifier, and regain all uses when finished 2 short rests.

Fight back

You can deal an extra 3d6 damage to one creature you hit with an attack, if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the
attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated and you
have disadvantage on the attack roll.

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