White Star - Character Class - Combat Medic.pdf

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PDF SUPPLEMENT
medic
character class
II
combat
J
AMES
M. S
PAHN
medic
character class
WRITTEN BY
ARTWORK
JAMES M. SPAHN
JAMES SHIELDS
(JESHIELDS)
MACIEJ ZAGORSKI
(THE FORGE STUDIOS)
combat
EDITING, LAYOUT, AND TITLE DESIGN
JASON PAUL M
C
CARTAN
Copyright 2015 Barrel Rider Games.
White Star
and
White Star: White Box Science
Fiction Roleplaying
are trademarks of Barrel Rider Games and James. M. Spahn.
Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J.
Finch. Barrel Rider Games is not affiliated with Matthew J. Finch or Mythmere Games™.
This product is compatible with the rules of Swords & Wizardry: WhiteBox.
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combat medic
COMBAT MEDIC
Whether they’re called corpsmen,
“whiskeys” or simply just “Doc,” a
Combat Medic
often means the
difference between life and death
on the battlefield. Battle-hardened
and skilled in the art of war as
well as healing, the
Combat Medic
serves
as a lifeline to soldiers and mercenaries
when the bloodshed begins. Their skills earn
them a place of honor and respect among
their comrades and as their understanding of
medical technology grows, they become more than armed first aid kits
with many becoming skilled field surgeons able to even perform complex
cybernetic surgery.
Combat Medics
fight in the front lines of battle next to their heavily
armed allies, offering support and aid by patching wounds and treating
laser burns. They are highly valued by anyone who chooses to face the
dangers that lay hidden on the edge of the galaxy.
LEVEL
1
2
3
4
5
6
7
8
9
10
XP
0
2,000
4,000
8,000
16,000
32,000
64,000
128,000
256,000
512,000
HD
1
2
3
3+1
4
5
6
6+1
7
8
BHB
+0
+0
+1
+1
+2
+3
+3
+4
+4
+5
ST
15
14
13
12
11
10
9
8
7
6
character class
TABLE 1: Combat Medic Advancement
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combat medic
character class
HOUSE RULE: HEALING POISONS AND DISEASE
With the
Referee’s
permission a
Combat Medic
can attempt to use a Med Kit to cure a
character from a debilitating condition, such as being poisoned or suffering
from a disease. The
Combat Medic
must spend one
round
and expend
a Med Kit to do so. Using a Med Kit in this fashion restores no
Hit Points,
but does entitle the target of this ability a new
Saving Throw
to resist or
overcome the negative condition with a +2 bonus.
COMBAT MEDIC CLASS FEATURES
WEAPON/ARMOR RESTRICTIONS:
Combat Medics
may wield any
weapon in combat. They can wear Light or Medium Armor and make use
of both Physical and Energy shields.
MED KIT SPECIALIST:
When a
Combat Medic
binds wounds
(see
White Star: White Box Science Fiction Roleplaying
page 47)
he heals an additional number of extra
Hit Points
equal to his Level.
This bonus applies whether using a Med Kit or not. A
Combat Medic
may bind wounds at any time, though they must still wait until combat is
over if they wish to use a Med Kit. They may only bind wounds once per
character during a battle.
SAVING THROW:
Combat Medics
receive a +2 bonus to all
Saving Throws
to resist the effects of
environmental hazards
and
death.
XP BONUS FOR WISDOM:
Combat Medics
with a
Wisdom
of 13 or
14 receive a 5%
Experience Bonus,
and those with 15 or higher get 10%.
BACK FROM THE BRINK (3rd):
Upon reaching 3rd Level the
Combat Medic
(or
Medical Robots
of 2nd Level) is able to revive a
character who has been reduced to zero (0)
Hit Points
within 1d6-3
rounds
(minimum 1
round).
By using a Trauma Pack and a Med Kit together, the
Combat Medic
is brings the character to one (1)
Hit Point,
although they
will remain unconscious for 1d6 hours, during which time no other mundane
healing will be effective. Once the healed character wakes up, they must
make a
Saving Throw,
which if successful results in no permanent injury
from their brush with death. See
Table 2: Permanent Injury Results
below
to determine the effects of permanent injury from a failure. In some cases,
these injuries can be compensated for with cybernetic enhancements.
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ROLL
(1d6)
PERMANENT INJURY
Lose an eye
Permanent Limp
Mangled Arm
Shell Shocked
Mangled or
Lost Hand
EFFECT
-2 on all ranged
To-Hit
rolls
-3 to Movement
-2 on all
To-Hit
rolls made with a two-handed
weapon
Reduce
Wisdom
by 1 point
Character cannot use two-handed weapons
Character becomes paralyzed with fear when
entering battle and must make a
Saving
Throw
during the first
round
of combat or
spend the first 1d6
rounds
cowering in fear,
unable to attack or act other than moving.
combat medic
character class
1
2
3
4
5
6
Combat Paralysis
TABLE 2: Permanent Injury Results
CYBERNETIC SURGEON (7th):
Beginning at 7th Level, the
Combat Medic’s
(or
Medical Robot
of 4th Level) knowledge of medicine
is extensive enough to go beyond the battlefield. They are capable of
performing cybernetic surgery on other characters, providing they have
the proper resources. They may only use this ability a maximum of three
(3) times on another character that can use cybernetics. Any cybernetic
augmentations they apply to another character do not count against that
character’s normal limit of maximum number of implants, if the
Limiting
Cybernetics House Rule
is used.
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