Monk
From the moment you enlisted in a militia, you embraced dual roles as soldier and medic, forging deep bonds with fellow recruits through relentless training and harrowing deployments. This sense of teamwork became second nature, and even after leaving formal service, you remained committed to serving others. As a Monk, you see every battle as an opportunity to protect and heal, driven by a steadfast conviction that your skills are best used for saving lives rather than ending them.
Yet in stepping away from the regimented military structure, you’ve found yourself drawn to the wider world. Either to explore it out of a burgeoning wanderlust or simply to seek better pay in private ventures. Freed from official mandates, your mix of combat prowess and medical expertise has become a valuable commodity for mercenary crews and outlander enclaves alike.
Why should I play one?
- You are a combination of healer and fighter. In combat, everyone will look to you as their medic.
- There is no better team player than you. You live for others' welfare as you dart around the battlefield.
- Your ability to survive in combat is simply amazing. It’s as if you are blessed.
Bonus Trait: +1d Morale
Starting skill package (choose one)
Stretcher The classic skills of a combat medic.
- Athletics (d6)
- Medicine (d6)
- Munitions (d6)
- Perception (d4)
- Survival (d4)
- Unarmed (Martial Art of choice) (d4)
Stitch A combat medic with greater medical knowledge.
- Athletics (d6)
- Medicine (d6)
- Munitions (d6)
- Chemistry (d4)
- NeoScience (d4)
- Unarmed (Martial Art of choice) (d4)
Croaker A well travelled medic from the Outlands.
- Archery (d6)
- Athletics (d6)
- Medicine (d6)
- Animal Handling (d4)
- Survival (d4)
- Zoology (d4)
Choose a Punter
Choose one from the list below, or see the extended Example Punters list and pick one of those with GM approval.
- Corp Security
- Government Military
- Mercenary
- Union Doctor
Tradecraft
Tradecraft | Description |
---|---|
Patch | Once per ally, per conflict, you can patch a Wound that they can ignore. |
Courage Under Fire | Roll Morale die with DEX when dodging, and win tied rolls when dodging. |
Quick Decision | Reroll initiative roll (must take new result). |
Combat Medic | Double the effects of Bot Shots. |
Lift Spirits | Group members get an initiative reroll once per combat/encounter (they choose when to use it and must take a new result). |
Serpentine | Harder to hit whilst moving through combat. |
Tradecraft Descriptions
Patch
Actions: Full
The art of Patching is your forte, allowing you to mend an assortment of wounds during a conflict. This ability can be employed once per character, per conflict, and it extends to both allies and yourself.
When you invoke Patch, all associated Wound penalties are disregarded for the remainder of the ongoing conflict, negating the need for a Medicine roll. You possess the flexibility to administer this aid to multiple characters within the same conflict, with no limitations on the number of beneficiaries, although each character can only benefit from Patch once during the same conflict. The effects of the patched wounds manifest once the conflict concludes, unless addressed through regular healing procedures.
Trade Secrets
Inner Resilience: Grant temporary mental armour,
Roll your Medicine skill check against a Target Number of 4. On a successful check, one (1) Strain penalty is disregarded for the remainder of the ongoing Conflict. Each critical success you achieve allows them to disregard one (1) additional Strain for the duration of the conflict.
Second Wind: Briefly awaken a dormant reserve of vitality within an ally, granting them a burst of renewed energy and stamina.
Roll your Medicine skill check against a Target Number of 4. On a successful check, one (1) Condition penalty is disregarded for the remainder of the ongoing Conflict. Each critical success you achieve allows them to disregard one (1) additional Condition penalty for the duration of the conflict.
Conditions that can be removed: Exhausted, Slowed, Stunned,
Combat Medic
Actions: Passive As a Combat Medic, your expertise with Bot Shots is unparalleled. Your extensive experience with these ensures that their effects are consistently maximised, and you possess an innate knack for administering them precisely. Heal one (1) additional Wound when using a Bot Shot. The first Wound is healed immediately, rather than healing on the next turn.
Trade Secrets
Enhanced Efficacy: Heal an additional Wound.
Adrenaline Overdrive: Push your allies beyond their physical capabilities. you administer a potent concoction of stimulants to your allies to a specific bodily area, providing them with a surge of energy. However, be aware that this comes with potential risks.
Perform a Medicine skill check against a Target Number of 4. A successful check results in the recipient gaining an adrenaline boost, which grants +1 Action on their next Turn. For each critical success obtained, the duration of this boost extends by an additional Turn.
Note: After the bot shot bonus wears off, the ally must make a Physique check against a target number 4 or suffer the “Exhausted” condition 1.
Quick Decision
Actions: Passive As a master of rapid assessments and quick thinking in combat situations, you possess the uncanny ability to swiftly gauge the risks associated with attending to the wounded while maintaining your readiness. This allows you to reassess your initial reactions swiftly, granting you the opportunity to re-roll your Initiative once in the heat of battle, though you must accept the outcome of this second attempt.
Trade Secrets
Ready For Anything: Your constant vigilance and strategic foresight ensure that you're always a step ahead. With this secret, any Initiative roll that lands below 4 is automatically elevated to a 4.
This means that if you roll a physical 1 for initiative, you'll only get 2 Actions on your first turn, back act on initiative 4.
Triage Efficiency: Your expertise in battlefield medicine allows you to assess and address the most urgent injuries with unparalleled speed. In the midst of conflict, this proficiency enables you to single out and attend to the most severely injured ally without making a Medicine skill check and stabilise them.
Courage Under Fire
Actions: Passive
As a Combat Medic, you embody courage under fire, risking life and limb to save the wounded amidst the chaos of battle. Your relentless determination and battlefield experience make you a stalwart protector of your allies and a beacon of hope in the direst of situations. Roll Morale with Dexterity.
Trade Secrets:
First Through the Door: Your combat experience and courageousness has given the ability to make daredevil, tactical decisions. You may swap actions at the start of your turn. You may swap a Movement Action for an Action, and vice-versa (i.e. Before using any action, you decide you will use 3 Actions, foregoing any Movement Action).
Over the Top: Reroll one of the Initiative dice.
Lift Spirits
Having you in the midst is a source of courage for your allies. They dive into action with increased vigour, comforted by the knowledge that you're to patch them up if things go south. During each conflict, all your companions can choose to re-roll their Initiative once (they must accept the outcome of the re-roll). Once used, they cannot use it again until a completely new conflict.
Note: The Monk cannot use this on themself. But other Monks in the group can gain this benefit. Other Monks can combine this with Quick Decision.
Trade Secrets:
Unto the Breach: This boost can tip the scales, transforming hesitation into decisive action,instil a surge of determination in your team, providing them with an added boost.
Modifier: +1 bonus to their Initiative re-rolls from Lift Spirits.
Ready Up: Inspire your teammates with your relentless spirit. When your allies utilise a reroll granted by 'Lift Spirits', any Initiative result below 4 becomes a 4.
This means that even if an ally rolls a physical 1 for initiative, they'll only get 2 Actions on their first turn. but they’ll take their turn as if they had rolled a 4.
Serpentine
Actions: Move (Running)
You are hell bent on getting to your downed comrades. When running, attackers have an additional +4 to their target number to hit you.
You don’t have to be moving toward a comrade or even aiding anyone. It applies whilst running regardless of circumstance.
Trade Secrets:
Follow Me: Spend 1 Luck Point and your team gets the benefit of Serpentine Tradecraft for their next turn.
Combat Roll: When using Serpentine you receive +1 Dodge. This extends to any team member also benefitting from Serpentine.