The Super Soldier Class for Barbarians of the Ruined Earth

With Barbarians of the Ruined Earth out (you can nab the Standard Edition cover here and the Special Edition cover here) I’ve started sharing bits and pieces of the next full supplement as I complete sections.

What originally started as an idea of a poster map of the United States with a few fun tables or whatever has quickly melded with a full supplement I had rattling around in my brain.

The book will have several new classes, races, house rules, monsters, and will have 8 territories, each ruled by one of the Great Sorcerers I mentioned in Barbarians. I’ll have charts and tables for each similar to how I did in Hubris: A World of Visceral Adventure but not as wordy (instead of a d100, I’m doing a d10 for each).

The New Classes are:

Spellsword- uses minor illusions and magics and wields a blade (link)

Terramancer- inspired by Pirates of Dark Water geomancers (or whatever they’re called, I can’t remember).

Super Solider- Inspired by Captain America and GI Joe.

The New Races are:

Armadite (link)

Aqualorians- inspired by the Amazons in Thundarr the Barbarian.


Super Soldiers are humans that either volunteered or were forced to take part in experiments designed to push the boundaries of human potential.  During the experiments they were subjected to copious amounts of drugs and chemicals designed to heighten their endurance, physical prowess, and senses.  The process was extremely painful and irreversible.  Many Super Soldiers fought in wars for their nations before the Great Calamity.  Many, however, never saw the battlefield, instead put into cryogenic stasis, waiting to be thawed when the time was right.  For a few very lucky, they have been discovered, and are now awake; some soldiers of fortune or warlords while others fight for the downtrodden, oppressed, or the weak. 

“I was subjected to countless tests; poked and prodded relentlessly.  All done in the name of science and turning me into the ultimate soldier for my country.  The experiments were a success, yet I was put on ice and left forgotten.  Now I’m thawed, pissed, and ready for action.”

Starting HP: 1d10+4

Hit Points Per Level/Resting: 1d10 HP/lvl

Weapon and Armor: Any and All

Weapon Damage: 1d8/1d6 Improvised


Action Packed: The Super Soldier has been trained to fight.  They can make two attacks per round.  They gain a third attack at 5th level. 

Take the Punches: Super Soldiers have been designed to take a beating.  Once per day a Super Soldier can recover can roll 2d6 and regain that much HP.

Hand-to-Hand Combatant: A Super Soldier knows how to use their fist and are never considered unarmed.  If the Super Soldier is fighting hand-to-hand and critically succeeds in dodging the melee attack of a target, they can roll a single attack.  If the attack lands it deals Class damage and disarms the opponent (unless disarming is not possible). 

Pushing the Limits: A curious side effect of the experiments performed on the Super Soldier allows them to push their body beyond its normal limits, further enhancing their abilities, but not without great personal risk. 

Each time the Super Solider pushes past their normal limits they must succeed a CON save.  Failure means the Super Soldier suffers fatigue (Disadvantage on all rolls for hour after the chosen effect ends).  If the Super Soldier rolls a 18-19 on their save, they gain one random mutation (follow the Mutation rules outlined in Barbarians, pp 70-76).  If the Super Soldier critically fails on the save, they suffer the mutation effects and permanently loses 1 point of CON.

Unless stated in the description each effect lasts for a number of rounds equal to Super Soldier level +1.

A Super Soldier can have more than one effect active at a time (max of three different effects), but the Con test is made with Disadvantage for each additional effect.  A Soldier can push their limits three times per day.

Heightened Immunity: The Super Soldier gains Advantage on tests against Poisons and Diseases. 

Heightened Combat Prowess: The Super Soldier’s ability to fight in hand-to-hand combat turns deadly.  Their damage is increased to 1d10 and increases the range of critically succeeding to 1-2. 

Heighted Reflexes: The Super Soldier’s reflexes become enhanced, granting Advantage on DEX tests to avoid damage from explosions or traps. 

Fear Suppression: The Super Soldier is immune to fear effects.  If they are suffering fear effects when they activate this ability, they cease immediately. 

Pain Suppression: The Super Soldier’s skin thickens functioning like a shield, absorbing the damage of a single attack (player’s choice) before returning to normal. 

Super Constitution: The Super Soldier gains 2d6 temporary HP.  This pool of extra hit points cannot be healed and are consumed from damage first before the PC’s actual HP. 

Super-fast: The Super Soldier gains a burst of speed.  They can move Not-so-Nearby on their movement instead of the normal Nearby.  When running they receive Advantage to any Dexterity for jumping.

Super Strength: The Super Soldier gains Advantage on feats of strength for lifting stuff, climbing, breaking things, flexing muscles, etc. (not attack rolls).

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR and CON


WEAPONS: Handgun, grenade, combat knife, and spring Billy Club

ARMOR: Medium Kevlar vest (2 RP)

ADDITIONAL ITEMS: Ammo for ranged weapon if taken (1d10), rations (d6), waterskin (d6), bedroll, flashlight (1d6 Usage Die for battery), and healing salve (1 HD of HP restored).

*All starting weapons are made of metal for the Super Soldier

INTERESTING TRINKET (roll 1d6): 1) Your spouse’s wedding ring; 2) A scrap book of family pictures; 3) A collection of dog tags of fallen comrades; 4) A walkie talkie; 5) A sniper rifle; 6) A flashbang grenade. 

LIFE EVENT (roll 1d8): 1) You single-handedly wiped out a drug cartel; 2) Your squad mates were killed by an elite outfit of enemy troops; 3) You were held prisoner for years.  Your country thought you dead; 4) You watched your best friend be murdered in front of you as a teenager; 5) You were taken from your family at a young age.  You never saw them again; 6) You had dreams about the Great Calamity before it occurred; 7) You survived on a raft lost at sea for weeks before being found; 8) You served your government with distinction and were awarded a high honor.

Author: Mike Evans

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

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