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Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, February 18, 2022

Privileged Doctor Class for White Star

This is a class I made just messing around, figured I'd share it. It's a combination of the Aristocrat and the Combat Medic.

Privileged Doctor

From the Core Worlds, a soft rich boy, in some kind of trouble, no doubt. Still has contacts among the Aristocrats, and commands respect from Combat Medics. They earn their keep on a ship by keeping the crew alive.

 Privileged Doctor Advancement

Level

XP

HD

BHB

ST

1

0

1

+0

14

2

1,500

1+1

+0

13

3

3,000

2

+1

12

4

6,000

2+1

+1

11

5

12,000

3

+2

10

6

24,000

3+1

+2

9

7

48,000

4

+3

8

8

96,000

4+1

+3

7

9

192,000

5

+4

6

10

384,400

5+1

+4

6


Privileged Doctor Features
 

Weapon/Armor Restrictions: Privileged Doctors may use clubs, daggers, firearms, laser pistols, mono-daggers, mono-swords, staffs, and swords. They can wear Light Armor, but do not use shields.

 Inspiring Speaker: Privileged Doctors are master orators. They are capable of performing a rousing speech before a crowd of listeners. Often this is used before a pitched battle or to hearten fearful friends. Using this ability requires one round to activate and any allies who hear the Privileged Doctor’s voice receive a +1 bonus to all To-Hit rolls and all Saving Throw rolls made for the next 6 turns.

 Med Kit Specialist: When a Privileged Doctor 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 Privileged Doctor 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: Privileged Doctors receive a +2 bonus to all Saving Throws made to resist attempts to influence them or cloud their mind.

 XP Bonus for Wisdom: Privileged Doctors 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 Privileged Doctor is able to revive a character that 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 Privileged Doctor 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 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.

 Permanent Injury Table

1d6

Permanent Injury

Effect

1

Lose an eye

-2 on all ranged To-Hit rolls

2

Permanent Limp

-3 to Movement

3

Mangled Arm

-2 on all To-Hit rolls made with a two-handed weapon

4

Shell Shocked

Reduce Wisdom by 1 point

5

Mangled or Lost Hand

Character cannot use two-handed weapons

6

Combat Paralysis

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.

 Hospital Administrator (8th): When an Privileged Doctor reaches 8th level he can choose to establish a hospital on a planet or space station. He will need to raise the necessary resources to accomplish this by his own means, but if he is able to do so, followers will arrive to serve him loyally. The Privileged Doctor draws the service of several loyal individuals. Typically this includes a 1st or 2nd level Aristocrat or Combat Medic as well as an entourage of 2d6 normal humans who act as nurses and interns.

Sunday, June 6, 2021

My Own Private Fantasy Fucking Vietnam

 

 

When I first heard the title "Fantasy Fucking Vietnam" (See: Green Devil Face #1) this is what I imagined.

Fighters or Specialists only 

Physik skill for medics (Flame Princess Cult #1)

Crossing Classes option

Just to keep things simple all guns do 1d8. Burst weapons are save versus Breath Weapon or take 3d8 damage. 

The players for this were all about 21 years old so they have never seen Apocalypse Now, so I lifted the plot and placed them on the Qelong River. I used WWII: Operation White Box for character backgrounds and military ranks and basic equipment. I used the weather and some of the encounters from Qelong, and BOOM! you have LotFP Vietnam.

NPCs

Special Forces Unit 

Sgt. Drake, William (Bill): Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 11. BDUs, M-16, 9mm

 Cpl. Willis, Jeffery – Heavy Gunner: Armor 13, Move 120’, 1st Level Fighter, 8hp, .50 Cal 2d6, Morale 11. BDUs, .50 Cal

 Sgt. Lebowitz, Herschil – Radio Operator: Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 8. BDUs, M-16, 9mm, Radio

 Pvt. Akers, John – Tunnel Rat: Armor 13, Move 120’, 2nd Level Specialist, 8hp, 9mm 1d8, Morale 10. Search 4, Tinkering 4. BDUs, 9mm, flashlight

 Cpl. Edgar, Robert (Butch) – Point man: Armor 13, Move 120’, 2nd Level Specialist, 8hp, M-16 1d8, Morale 11. Bushcraft 4, Search 4. BDUs, M-16, flashlight

 Pvt. Hicks, William (Bill) – Interpreter: Armor 13, Move 120’, 1st Level Specialist, 8hp, M-16 1d8, Morale 9. Languages 6. BDUs, M-16

 Cpl. Andrews, Wesley (Wes): Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 11. BDUs, M-16, 9mm

 Pvt. Jensen, Thomas – Medic: Armor 13, Move 120’, 1st Level Specialist, 6hp, M-16 1d8, 9mm 1d8, Morale 10. Physik 5. BDUs, M-16, 9mm, med kit

 Bad Guys 

Viet Cong: Armor 13, Move 120’, 0-Level, 6hp, Kalashnikov 1d8, Morale 10.

 Vietnamese natives: Armor 12, Move 20’, 1HD, 5hp, fists 1d2, spear 1d6, blow dart 1 +poison, Morale 8. Save versus Paralyzation or stunned for 1d4 rounds.

 Col. Kurtz, Insane White God: Armor 14, Move 120’, 3rd Level Fighter, 23hp, M-16 1d8, 9mm 1d8, knife 1d4, Morale 12.