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Crimefighter Class (for White Box Swords & Wizardry RPG)

This class could be used in any setting, from medieval to modern. The character is
essentially a vigilante working outside of the law to clean up the streets or take revenge
on criminals who think they are untouchable.
Crimefighter Advancement
Level XP HD(d6) To hit bonus Def Bonus ST
1 0 1 +0 +0 16
2 2000 2 +0 +1 15
3 4050 3 +0 +1 14
4 8500 3+1 +1 +2 13
5 17000 4 +1 +2 12
6 34000 5 +2 +3 11
7 68000 6 +2 +3 10
8 130000 6+1 +3 +4 9
9 260000 7 +4 +4 8
10 520000 8 +5 +5 7

Crimefighter Class Abilities


Weapons: The Crimefighter can use any weapons in his battle against corruption.
Saving Throw: Crimefighters receive a +2 bonus on saving throws vs. Perception.

Danger Sense (INT): The Crimefighter is attuned to the flow of a situation and can sense
small details like the silence of crickets, the snap of a twig or the slight shift of shadows
that indicate the presence of danger. They must make a Perception saving throw to see if
they notice the danger.

Stunts (DEX): Crimefighters are constantly jumping from rooftop to rooftop or running
up walls. Stunts allow the character to perform acrobatic acts that would be impossible
for most people. +2 Bonus with Dex Saving Throws related to extreme stunts.

“I am the night” (DEX): There’s hiding in shadows and then there is disappearing into
the darkness. “I am the night” allows the Crimefighter to essentially move silently and
hide effectively in darkness. The benefits disappear if combat is inititated. A surprise
attack from the shadows adds a +2 bonus to the attack.

Intimidate (CHA): Crimefighters can effectively scare off opponents before a fight even
begins with a combination of scowling and body language. Opponents must make a
Charisma Saving Throw or run off. Intimidate can also be used to extract information
from contacts. The GM may opt to add a -1 or -2 penalty to Opponent Saving Throws for
particularly intimidating situations, actions, dialogue, etc.

Utility Belt (WIS): Crimefighters often have just the thing that they need when they need
it. Once per game a Crimefighter may make a Wisdom saving throw to have a piece of
equipment necessary to perform a task (key, hacksaw, shark repellent, etc.)
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