Difference between revisions of "Medic"
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*Medics automatically get a 4 skill rating in [[Medical]] and start with an [[Apothecary]] skill of 1. | *Medics automatically get a 4 skill rating in [[Medical]] and start with an [[Apothecary]] skill of 1. | ||
*They also get 4 non-combat actions and 1 combat action per turn during combat. | *They also get 4 non-combat actions and 1 combat action per turn during combat. | ||
− | * | + | *can upgrade [[Life Points]] at a cost of 1200 [[Experience Points]] for 5 LP |
+ | *can upgrade [[Mental Resilience]] at a cost of 1000 XP for 1 mental resilience point. |
Revision as of 05:11, 31 December 2020
Life expectancy isn't what it once was. If hunger doesn't kill you, a creature or human might. Or one of the other serious dangers in the new world, like disease, parasites, infection. Toothache. There are no hospitals here, at least not any that haven't already been pillaged. Your best shot at survival is having someone with medical training on your side. That's what the medic is for. Keeping you alive. These people are skilled at handling a variety of problems, provided they have the right supplies, of course.
Base Traits
If you choose to go with a ready-made character of the Medic Archetype, the base trait stats are as follows:
- Aptitude - 7
- Charisma - 5
- Dexterity - 6
- Perception - 5
- Fortitude - 6
- Strength - 4
Medic Bonuses
- Medics automatically get a 4 skill rating in Medical and start with an Apothecary skill of 1.
- They also get 4 non-combat actions and 1 combat action per turn during combat.
- can upgrade Life Points at a cost of 1200 Experience Points for 5 LP
- can upgrade Mental Resilience at a cost of 1000 XP for 1 mental resilience point.