Doc

The Wasteland Doc is the guy who patches people up after they inevitably get shot, stabbed, sick, or otherwise injured.

The Chemist is a bit of a trader hybrid. In addition to their medical skills, they also have skills relating to the production and trading of synthetic drugs. Whether that means "narcotics dealer" or "pharmacist" is up to the individual chemist. Recommended choices for a chemist include Hazardous Materials (Chemical) to safely gather raw materials and dispose of waste, Chemistry for obvious reasons, and Scrounging to locate useful stuff in ruins.

The Herbalist deals in natural remedies. They may not be as effective as modern medicine, but it's a lot easier to acquire out in the wastes. Plant Empathy gives an instinctive insight into the health and inclinations of plant life (including if it's been irradiated or corrupted). Hazardous Materials (Biological) will help with poisonous or otherwise deadly plant life. Survival, Biology, Cartography, and Weather Sense are all useful for an outdoorsman.

The Shaman deals in alchemical cures. In many ways, they're herbalists with a speciality in magical plants. They pair well with a mystical lens. While all the cures have their uses, Healing is especially effective (instant +1d6 HP). Hazardous Materials (Magical) can help limit exposure to corruption, otherwise all the advice from herbalist applies.

The Medic is the healer of healers. The template invests heavily in the surgery skill, allowing them to bring people back from the very brink of death. Picking Higher Purpose (Heal Others) boosts this further. Contacts or Allies who owe you their life can come in handy later. Electronics Operations (Medical) is and when you come across functional relics from before the war.

The Shrink is as good at healing minds as they are at healing bodies. They can also function as a party "face man" should they need to. Charisma and Empathy can help insure a good first impression.

Attributes:
Strength (ST)1 10 [0]
Dexterity (DX)2 10 [0]
Intelligence (IQ)3 12 [40]
Health (HT)4 12 [20]
Secondary Characteristics:
Damage: Thr:5 1d-2, Sw:6 1d
BL7 20 lbs;
HP8 10 [0]; Will9 12 [0]; Per10 12 [0]; FP11 12 [0]; RP12 11 [0];
Basic Speed13 5.50 [0]; Basic Move14 5 [0].

Advantages:

  • Healer 4 [40]
  • 40 points chosen from:
    • ST +1 [10],
    • DX +1 or +2 [20 or 40],
    • IQ +1 or +2 [20 or 40],
    • RP +1 to +11 [1/level],
    • Basic Speed +0.25 to +1.50 [5/+0.25],
    • Basic Move +1 [5],
    • Allies (Nurses, guards, etc.; Built on 50%; 9, 12, or 15 or less) [2, 4, or 6],
    • Charisma 1-3 [5/level],
    • Combat Reflexes [15],
    • Common Sense [10],
    • Contacts (Former patients, etc.; Skill-12, 15, or 18; 12 or less; Somewhat Reliable) [2, 4, or 6],
    • Daredevil [15],
    • Eidetic Memory [5] or Photographic Memory [10],
    • Favor [Varies],
    • Fearlessness [2/level] or Unfazeable [15],
    • Gizmos 1-3 [5/gizmo],
    • High Manual Dexterity 1-4 [5/level],
    • Higher Purpose (Heal others) [5],
    • Plant Empathy [5],
    • Reputation +1 or +2 (Skilled doctor; Everyone; 10 or less) [2 or 5],
    • Resistant to Disease (+3) or (+8) [3 or 5] or Immunity to Disease [10],
    • Resistant to Poison (+3) [5],
    • Sensitive [5] or Empathy [15],
    • Serendipity 1 or 2 [15 or 30],
    • Signature Gear [1/item],
    • or spend points to start with additional gear (p. 28).

Disadvantages:

  • -15 points from the following:
    • Basic Speed [-5/-0.25],
    • Charitable [-15*],
    • Code of Honor (Professional) [-5],
    • Delusion (“No one will attack a medic who’s healing someone!”) [-10],
    • Duty (Town, caravan, etc.) [Varies],
    • Greed [-15*],
    • Pacifism [Varies],
    • Secret (Organlegger, etc.) [Varies],
    • Selfish [-5*] or Selfless [-5*],
    • Sense of Duty [Varies],
    • Vow (Never refuse a request for medical assistance) [-10].
  • Another -15 from the above list or the following:
    • Addiction [Varies],
    • Alcoholism [-15],
    • Bad Sight (Correctable) [-10],
    • Chummy [-5] or Gregarious [-10],
    • Combat Paralysis [-15],
    • Curious [-5*],
    • Easy to Read [-10],
    • Flashbacks [Varies],
    • Guilt Complex [-5],
    • Oblivious [-5],
    • Overweight [-1] or Skinny [-5],
    • Post-Combat Shakes [-5*],
    • Xenophilia [-10*].
  • Another -15 from the above lists or the following:
    • Callous [-5],
    • Cowardice [-10*],
    • Gluttony [-5*],
    • Low Pan Threshold [-10],
    • Nightmares [-5*],
    • Shyness [Varies],
    • Sleepwalker [-5*],
    • Stubbornness [-5],
    • Truthfulness [-5*].

Disadvantages marked with a * can be bought at different point values depending on self-control number (see pg 120 in the basic set).

Primary Skills:

  • Diagnosis (H) IQ+4 [4]†
  • Hazardous Materials (Biological, Chemical, Magical or Radioactive) (A) IQ+1 [4]
  • Physician(H) IQ+4 [4]†.
  • One of the following 13 point packages:
    • Chemist:
      • Merchant (A) IQ [2];
      • Poisons(H) IQ [4];
      • Psychology (H) IQ+2 [1]†;
      • Pharmacy (Synthetic) (H) IQ+4 [4]†.
      • Streetwise (A) IQ [2];
    • Herbalist:
      • Naturalist (H) IQ+1 [8];
      • Pharmacy (Herbal) (H) IQ+4 [4]†;
      • Veterinary (H) IQ+2 [1]†.
    • Medic:
      • Surgery (VH) IQ+4 [8]†;
      • One of
        • Poisons (H) IQ-2 [1];
        • Pharmacy (Synthetic) (H) IQ+2 [1]†;
        • Veterinary (H) IQ+2 [1]†.
      • Spend 4 points for +1 to Physician.
    • Shaman:
      • Esoteric Medicine (H) Per+2 [1]†;
      • Naturalist (H) IQ [4];
      • Herb Lore (VH) IQ-1 [4]C;
      • 3 alchemical techniques chosen from the following:
        • Alchemical Antidote (Tech/H) Herb Lore-2 [2]C;
        • Attractiveness (Tech/H) Herb Lore [2]C;
        • Beast-Speech (Tech/H) Herb Lore [2]C;
        • Drunkenness (Tech/H) Herb Lore [2]C;
        • Fear (Tech/H) Herb Lore [2]C;
        • Frustration (Tech/H) Herb Lore [2]C;
        • Healing (Tech/H) Herb Lore [2]C;
        • Health (Tech/H) Herb Lore-1 [2]C;
        • Love (Tech/H) Herb Lore [2]C;
        • Truth (Tech/H) Herb Lore [2]C;
        • Universal Antidote (Tech/H) Herb Lore-1 [2]C;
      • 2 Corruption [-2]
    • Shrink:
      • Detect Lies (H) Per [4];
      • Diplomacy (H) IQ [4];
      • Psychology (H) IQ+4 [4]†;
      • One of
        • Body Language (A) Per-1 [1];
        • Interrogation (A) IQ-1 [1];
        • Pharmacy (Synthetic) (H) IQ+2 [1]†.

Skills marked with † include a +4 from Healer.
Abilities marked with c cause Corruption; every full five points worth of such abilities also gives the character a corruption point.
Secondary Skills:

  • Three of
    • Area Knowledge (any) (E) IQ+1 [2];
    • Current Affairs (Regional) (E) IQ+1 [2];
    • Scrounging (E) Per+1 [2];
    • Survival (any terrain type or Radioactive Wasteland) (A) Per [2];
    • Urban Survival (A) Per [2].
  • Four of
    • Acrobatics DX [4];
    • Brawling DX+2 [4];
    • Climbing DX+1 [4];
    • Cloak DX+1 [4];
    • Guns (any) DX+2 [4];
    • Intimidation (A) Will+1 [4];
    • Judo DX [4];
    • Knife (E) DX+2 [4];
    • NBC Suit DX+1 [4];
    • Shortsword DX+1 [4];
    • Staff DX+1 [4];
    • Stealth DX+1 [4];
    • Throwing DX+1 [4];
    • Wrestling DX+1 [4].

Background Skills:

  • Eight of
    • Anthropology (H) IQ-2 [1];
    • Autohypnosis (H) Will-2 [1];
    • Bicycling (E) DX [1];
    • Biology (VH) IQ-3 [1];
    • Brainwashing (H) IQ-2 [1];
    • Cartography (A) IQ-1 [1];
    • Chemistry (H) IQ-2 [1];
    • Driving (any) (A) DX-1 [1];
    • Electronics Operation (Medical) (A) IQ-1 [1];
    • Expert Skill (Mutants) (H) IQ-2 [1];
    • Hypnotism (H) IQ-2 [1];
    • Observation (A) Per-1 [1];
    • Riding (any) (A) DX-1 [1];
    • Weather Sense (A) IQ-1 [1];
    • spend 1 point on any unchosen primary or secondary skill.
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