Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. 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.

Monday, August 30, 2021

Masters of the Universe Vehicles and Weapons for LotFP

Completely unrelated to recent He-Man controversies, I stated up some stuff for use in our recent LotFP campaign. I used these in Carcosa, not completely canon, I took liberties with the abilities.

Battle Ram Tank is a one-man vehicle with a detachable front sled. 30 Ship points, wheeled 180’, Cosmic Radiation Missile 6d6 +mutate, Save versus Poison or mutate, 15 missiles, Motion Detector, Chemical Identifier, Detachable Sky-Sled.

 

Sky Sled detaches from the Battle Ram to take flight. 10 Ship Points, hovering 300’, Violet Laser Beam 2d4, 50 charges.

Battle Harness Armor provides a Force Field of 20 points which must be activated. Recharges at a rate of 1 point per hour.

Power Sword, +2 to hit and damage, 1d8 damage, +1d6 damage to Neutral, +2d6 damage to Chaotic, X-Ray Pulse 1d12. Lawful, Int 10, Ego 5, can speak Lawful, Alien, Primordial, Dwarf, Detect Gems, Detect Traps, Telekinesis

There are 2 Power Swords. The counterpart is Chaotic, when brought together the two opposing alignments cancel each other and the sword becomes Neutral.

The Other Power Sword, +2 to hit and damage, 1d8 damage, +1d6 damage to Neutral, +2d6 damage to Lawful. Chaotic, Int 9, Ego 5, empathic, Detect Traps, Locate Secret Doors, Extra Damage: x4 damage for 1d10 rounds.

If they are brought together they will fuse, unlocking its final, ultimate power, the ability to open dimensional portals to other worlds.

Fused Power Swords, +2 to hit and damage, 1d8+2d6 to all alignments, X-Ray Pulse 1d12, Neutral, Int 10, Ego 5, can speak Lawful, Chaotic, Neutral, Alien, Primordial, Dwarf. Detect Gems, Detect Traps, Telekinesis, Locate Secret Doors, Extra Damage: x4 damage for 1d10 rounds, Open Portal.

 

Monday, July 5, 2021

Psi-Snakes from Outer Space, an encounter


Here is an encounter I wrote but ended up not using, so figured I'd throw it out there maybe someone can use it. Enjoy!

On a cold and lonely night, a bright light is seen streaking across the sky over a small village.

What the villages saw as a shooting star is, in actuality, an alien spacecraft. A group of alien hunters have come looking for slaves. The aliens are reptilians with psionic abilities and advanced tech. They have come for human slaves and will march toward the closest village and begin rounding up peasants.

 The PCs just happen to be in the village on this fateful night, either locals or just spending the night during their travels.

 Hss’Tak, the Leader: Armor 17 (dex +1, scales & chitin), Move 110 slither, 140 swim, 3 HD, 13hp, claws 1d8+1, Radio Pulse Pistol 1d10, 300’, 100 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Mind Control 2/day, Enlarge, Darkness, Ray of Enfeeblement 1/day each. Pistol, Datapad (spellbook), battle armor (see below)

Pythonis, the Big One: Armor 16 (scales & chitin), Move 110 slither, 140 swim, 3 HD, 22hp, +6 to hit, claws 1d8+1, Laser Bazooka 3d8, 3000’ range, 25 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Mind Blast 2/day. Bazooka, battle armor (see below)

Sslure, the Sneaky One: Armor 16 (scales & chitin), Move 110 slither, 140 swim, 3 HD, 14hp, claws 1d8+1, Radium Ray Gun 1d10, 300’ range, 100 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Telekinesis 2/day. Skills: Languages 5, Sneak Attack 2, Stealth 3, Tinkering 3. Pistol, battle armor (see below), sonic screwdriver (specialist’s tools)

 Battle Armor 

All of the Psi-Snakes are wearing Battle Armor. It is designed for their large snaky bodies and cannot be worn by anyone else.

 Battle Armor: AC 19, anti-gravity 240’, +5 to hit/+11 to damage in melee, Force Field 30pts, can carry 900 lbs.

Mini-Missile 1d12, 1 mile 40’ radius. Web Launcher, 1 mile range, 40’ radius, save versus Paralyzation or be ensnared

Last Resort 

If things start going badly for the Psi-Snakes, they will unleash their last resort, the Earwig. The Earwig is a giant mutated creature which the Psi-Snakes keep in an agitated state. It will be hungry, pissed, and out of control attacking anyone in the area, including its masters.

 The Earwig: Armor 18 (scales & chitin), Move 130 slither, 130 swim, 5 HD, 23hp, bite 1d12, Morale 12. Huge, six-legged, wall crawler, ½ damage from cutting weapons.