May 24, 2010 12:26
SAWBONES
Sometimes you need more than a little adhesive bandage and a kiss from your mama to make your boo-boos better. Actually, pretty damn often, in this line of work. This guy may not have a fancy med school degree (and he probably doesn’t), but he does handles a bone saw better than your mama (probably). He can keep you alive when you oughtta be dead - whether you like it or not.
Class Group: Specialists
Physique
Sawboneses are either wiry, scrawny, or fat. Roll a d10 to determine which: 1-2 wiry, 3-6 scrawny, 7-10 fat.
Skills
Field medicine.
If you have appropriate materials, make a THINK check to do one of the following on yourself or someone else:
* Treat Crippling or Grievous damage.
* Amputate a limb: patient doesn’t have to ENDURE against bleeding to death unless you bust your THINK check.
* Stabilize someone who has gone critical.
You can instruct a partner how to do one of these if you’re in no shape to, but you both have to make a THINK check. If either one of you busts, it doesn’t work.
Except for stabilizing, these take an extended time, but you can do them hastily (in moderate time) at -1, or double hastily (in quick time) at -2. Stabilizing takes a quick time.
Surgery.
Using up 1 point of materials from your doctor’s kit and making a THINK check, you can practice more advanced medicine to treat Mangling, Amputating, or Severe damage on yourself or someone else. Using up 5 materials and making a THINK check, you can reattach severed limbs. You can also perform any other operations that may become necessary in the course of dungeoneering; the Ref judges the material cost.
You can instruct a partner how to do one of these if you’re in no shape to, but you both have to make a THINK check. If either one of you busts, it doesn’t work.
Surgery normally takes an extended time, but you can do it hastily (in moderate time) at -1, or carefully (in double-extended time) at +1.
Administer anesthetic.
You can administer anesthetic to your patients without a check (assuming you have anesthetic left). Performing surgery or amputation on non-anaesthetized patients is a Harrowing experience for them.
You can also deliver an involuntary spinal tap to unsuspecting enemies (i.e. enemies that you snuck up on, or hid and lay in wait for, or surprised) with a HIT check. If successful, they go down.
Administer antibiotics.
With a THINK check, you can administer antibiotics to cure infection. If you bust, it’s merely ineffective, but if you totally fuck up then the patient has an allergic reaction that works like poison. This normally takes a moderate time, but you can do it carefully (in extended time) at +1.
Transfusion.
With your transfusion kit (or appropriate improvised materials), you can save someone who has gone critical from physical injuries. You need someone to donate the blood; the donor takes a Minor wound and suffers exhaustion. If this is the first time this donor’s blood is used on this patient, you must make a THINK check; if you bust, it’s the wrong blood type and the patient dies. Otherwise, the patient is stabilized and will recover from the incapacitation (rather than having to wait for his Severe wounds to recover like usual).
Performing a transfusion takes an extended time.
Adrenaline shot.
You can administer a shot of adrenaline to a critical patient to make him immediately recover from his critical state and incapacitation.
Clear!
Immediately after someone fails to ENDURE critical condition, you can try to revive them with your portable defibrillator or another suitably large source of electric current using a THINK check. If you succeed, they are still alive for the moment, but also still in critical condition. If you bust, you can’t try again; he’s dead, Jim.
Connection for medical supplies.
You have a connection to score medical supplies on your own time. Between jobs, your surgical materials, anesthesia, antibiotics, and adrenaline refill to the starting values below for free.
Appraise medical gadgets.
With a THINK check, you can appraise the worth (in cash) of medical gadgets and apparati. If it’s oldTech, you get -2. If you succeed on a 1-4, the Ref skews the real value by up to 100%. If you succeed on a 5-10, the Ref skews the real value by up to 50%. If you succeed on an 11 or higher, the Ref tells you the exact value of the item.
This normally takes a moderate time, but you can do it carefully (in extended time) at +1.
Desensitized to blood ‘n guts.
You never suffer mental trauma from blood, gore, or mutilation. Unless a monster does it.
Hard drinker.
You can recover from mental trauma using booze without getting shitfaced.
Proficiencies
Weapons: scalpels, bone saws, surgical drills, defibrillators, and other medical implements.
Armor: none.
Holsters: 1
Traits
Combat medic: +1 to perform field medicine
Grizzled: +1 when checking to see if you hesitate, panic, or suffer an ASD from mental trauma.
Rocket surgeon: +1 to perform medicine with complicated, high-tech gadgets.
When You Crack
Let’s face it, this guy’s only a few notches short of a mad scientist as it is. When he cracks it, he sneaks off, collects all the corpses he can find, and stitches them together into a horrible Frankenstein-esque abomination that’s bound to make an appearance when you least desire it. If there aren’t any corpses (or enough of them) for his purposes, he’ll do his damnedest to make some.
Starting CRAP
* Casual clothes
* doctor’s bag (heavy), including:
o surgical materials, such as sutures, staples, iodine, saline drips, etc., x10
o anesthesia x10
o antibiotics x5
o field medicine materials, such as bandages, alcohol swabs, medical tape, etc. x25
o scalpel (edged shortest pocket)
o electric bone saw (edged short nasty battery:20)
o surgical shears
o transfusion kit
o plenty of sharps
o portable defibrillator (electric shortest battery:20)
o an adrenaline shot
o an indefinite amount of disposable surgical masks and gloves
o stethescope
Buddy Score Mods
To anyone who practices medicine and isn’t a Sawbones or Croaker, add -1. To other Sawboneses and Croakers, add +1.
SNAKE EATER
Class Group: Specialists
Physique
Snake Eaters are either beefy or wiry. It’s a 50-50 shot, so roll even/odd to determine which.
Skills
Camouflage.
With a THINK check and 1 point of materials from your camouflage kit, you can camouflage yourself or others. Being camouflaged makes you +1 to be sneaky or hidden, and allows you to hide in plain sight.
Tracking.
With a SEE check, you can find signs of people and animals having been nearby, and can follow their trail. You can even get some idea of what they were doing by asking the Ref questions: one question if you succeed on a 1-4, two on a 5-10, and three on an 11 or better.
This normally takes an extended time, but you can do it hastily (in moderate time) at -1, or carefully (in double-extended time) at +1.
Foraging and food safety.
Outdoors, you can make a SEE check to forage for food. This takes an extended time.
You can also clean and gut animals, and cook their meat for food. This takes an extended time.
When you find food in a dungeon, you can make a THINK check to find out if it’s safe to eat. This normally takes a moderate time, but you can do it carefully (in extended time) at +1 or hastily (in quick time) at -1.
Build a fire.
With something suitable for firewood and kindling, you can make a fire without matches or a lighter. This takes an extended time.
Make a torch.
With a stick, a rag, and some oil, you can make a torch. This takes a moderate time.
Maintain your guns.
Using your gun maintenance kit, you can keep guns in shape and remove all Wear from them. Spend 1 material from your kit per Wear box unchecked. This takes an extended time.
Get your bearings.
While outdoors, make a THINK check to get your bearings. On a success, you can peek at the Ref’s map for a number of seconds equal to your margin.
Silent movement.
You normally make no noise when you move. If you’re armored, burdened, or running like hell, you can still be silent if you make a MOVE check. If more than one of those applies, you get -1 for each one after the first (so, if you’re armored and burdened and running like hell, you’ll be checking MOVE -2).
Weatherhead.
Make a THINK check to predict upcoming weather. On a success, ask the Ref questions about the weather and receive accurate answers: one question if you succeed on a 1-4, two on a 5-10, and three on an 11 or better.
Hardened by the elements.
You are immune to any detrimental effects of rain, fog, cold, and heat.
Field medicine.
If you have appropriate materials, make a THINK check to do one of the following on yourself or someone else:
* Treat Crippling or Grievous damage.
* Amputate a limb: patient doesn’t have to ENDURE against bleeding to death unless you bust your THINK check.
* Stabilize someone who has gone critical.
You can instruct a partner how to do one of these if you’re in no shape to, but you both have to make a THINK check. If either one of you busts, it doesn’t work.
Except for stabilizing, these take an extended time, but you can do them hastily (in moderate time) at -1, or double hastily (in quick time) at -2. Stabilizing takes a quick time.
Draw poison.
With a THINK check, you can draw poison from a wound. If you’re the one who’s poisoned, you’ll need to instruct someone else how to do it: both of you have to make a THINK check, and if either busts, it doesn’t work.
Set a snare.
With appropriate materials and a THINK check, you can set a snare trap that might immobilize the first thing that walks into it. Its RELIABLE is equal to your margin. I suggest making it that kind that hangs people up-side down. Those are fun.
Hard drinker.
You can cope with mental trauma using booze without getting shitfaced.
High threshold of pain.
You automatically ignore one source of pain; it takes two sources for you to suffer the pain penalty. Sources of pain include grievous, crippling, or worse wounds, as well as poison and headaches.
Proficiencies
Weapons: rifles, shotguns, handguns, crossbows, knives, axes, machetes.
Armor: none.
Holsters: 3.
Traits
Resourceful: +1 when looking for a hiding place or finding something to use as a weapon
Alert: +1 to notice hidden or sneaking people, or traps.
Double top of the food chain: +2 to all rolls against animals.
Sneaky bastard: +1 to hide or sneak up on someone.
Hunter: +1 to shoot guns and crossbows.
Grizzled: +1 when checking to see if you hesitate, panic, or suffer an ASD from mental trauma.
When You Crack
Starting CRAP
* Rugged clothes
* Two of the following:
o a shotgun (gun medium big nasty ammo:1) and a box of shells (reload x10)
o a deer rifle (gun long big ammo:3) and three extra clips
o an automatic clip pistol (gun short ammo:3) and an extra clip
o a hunting crossbow (piercing medium ammo:1) and 10 extra bolts
* One of the following:
o a wood ax (edged medium)
o a machete (edged medium)
o a hatchet (edged short)
* a jackknife (edged shortest pocket)
* camouflage kit (materials:10 refill:5cash)
* gun maintenance kit (materials:10 refill:5cash)
* flask of booze (booze:5)
Buddy Score Mods
+1 with others in rugged clothes. +1 with whoever you think is best suited to survival in the wilderness.
rpg design,
madcorp