Wednesday, February 3, 2016

DCC-DUNE: The Imperial Medic

Last week we looked at several new classes (The Felfenkin, The Guild Seer and The Human Computer) for my Feudal Universe (aka DCC-DUNE) campaign setting.  This week we'll start off with The Imperial Medic which could be looked at as a heavy variant on the Cleric class.


Imperial Medic

You are a highly valued assist for the House you serve under. Possibly the official physician to the noble line or perhaps a combat surgeon best practiced on the battlefield. Your advance knowledge of the human anatomy as well as your Imperial Mental Conditioning are what separate you from other doctors in the Known Universe as completely and utterly trustworthy.

Hit Points: An Imperial Medic gains 1d6 hit points at each level.

Weapon Training: An Imperial Medic is trained in the use of the blackjack, dagger, flip-dart, lasgun, maula pistol, needle-gun and stunner; however, because of their Imperial Conditioning can only use such weapons to defend themselves or member of the Noble family with whom they serve. Therefore an Imperial Medic always rolls a d16 for Initiative checks.

Alignment: Due to their Imperial Conditioning against taking a human life, Imperial Medics are always Lawful.

Starting Equipment: All Imperial Medics start the game with Level 1 Surgical Gear.

Surgery: Imperial Medics heal wounds using both their medical knowledge and any surgical gear they may have equipped. They may also take a Fume does in order to better concentrate. A Surgery check is made by rolling 1d20 + Intelligence modifier + medic level + surgical gear level (if applicable). A failure further injures the subject causing -1hp of damage and increases the range of condition faltering which may lead to neglect on the Imperial Medic's part (see below).

If the Imperial Medic fails to heal a patient his range of condition faltering increases by 1.

A successful Surgery check is similar to the Cleric's Lay on Hands (see p. 30 DCCRPG rulebook), however, Imperial Medics do not suffer penalties for healing character with different alignments.

Mental Conditioning: This is what separates the average from the elite. It is also what grants the Imperial Medic the right to perform surgery on the House nobles and their subjects. During Surgery checks, if the Imperial Medic rolls a natural 1 their conditioning has faltered and they must then roll on the Neglect Table to discover what has happen.

Each failed Surgery check increases the chance of condition faltering by 1. After his first Surgery check fails in a day, the Imperial Medic's range of condition faltering increases to a natural roll of 1 or 2, etc, etc.

Luck: An Imperial Medic's Luck modifier applies to all rolls on the Neglect table.

Action Dice: An Imperial Medic can use his action dice for attack rolls or surgery checks.

Neglect Table: Roll 1d10 to determine the effects of neglect.

Roll
Effect
1
The Imperial Medic must atone for his failure by reviewing his medical filmbooks for 1 hour. Until this is done the Imperial Medic will suffer -1 to all Surgery checks.
2
Doubts set into the Imperial Medic’s mind and he suffers -2 to all checks until he reviews his medical filmbooks for 1 full day.
3
Grief takes hold of the Imperial Medic causing him to suffer -3 to all checks until he reviews his medical filmbooks for 1 full day.
4
The Imperial Medic is struck with a bout of depression. All future checks are rolled -1d on the dice chain until he studies his medical filmbooks for 1 full week straight.
5
The Imperial Medic is made miserable. The Imperial medic will not perform anymore surgery checks for the rest of the day. Furthermore, all future checks are rolled -1d on the dice chain until he reviews his medical filmbooks for 1 full week straight.
6
Anguish over his failure causes the Imperial Medic to harm himself suffering hp damage equal to the HD of the character he was trying to heal. Furthermore, he will not perform anymore surgery checks for the rest of the day. All future checks are rolled -1d on the dice chain until he reviews his medical filmbooks for 1 full week straight.
7
The Imperial Medic’s mind is breaking as his conditioning falters. He will not perform any further surgery checks for the rest of the day. Furthermore, until re-conditioning all future checks are made with a d14.
8
The Imperial Medic is slipping further into the abyss. He must succeed a DC 10 Will save or his alignment has shifted one step (i.e. Lawful to Neutral). Additionally, he will not perform any further surgery checks for the rest of the day and until re-conditioning all future checks are made with a d14. All HD gained from successful surgery checks are half (rounding down).
9
The Imperial Medic is in a downward spiral. He must succeed a DC 15 Will save or his alignment has shifted two steps (i.e. Lawful to Chaotic). Additionally, he will not perform any further surgery checks for the rest of the day and until re-conditioning all future checks are made with a d14. If the surgery checks are successful, the patient must succeed a DC 10 Fort save or lose x amount of HD instead of gaining it.
10
The Imperial Medics mind is shattered, his conditioning has faltered to the point that he is catatonic. The character must be taken in for re-conditioning. Until the character receives re-conditioning he can take no actions (not even to move). In addition, every day that passes until the re-conditioning the character loses 1 hp. The character must succeed a DC 15 Will save in order to survive the re-conditioning or his mind has completely snapped and he turns into a vegetable.

Level
Attack
Crit Die/ Table
Action Dice
Ref
Fort
Will
1
+0
1d6/I
1d20
+1
+0
+2
2
+0
1d6/I
1d20
+1
+1
+3
3
+1
1d8/I
1d20
+2
+1
+4
4
+1
1d8/I
1d20
+2
+1
+4
5
+2
1d10/I
1d20+1d14
+3
+2
+5

Level
Title
1
Practitioner
2
Medic
3
Doctor
4
Physician
5
Specialist


Next up we'll have a look at the Noble Born character class!

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