Hospitalier

The Hospitalier - Playbook.

Trained to help keep the team alive and effective.

Special: Hospitaliers get a Medkit that comes with a supply of Drugs (usually 6 doses). Drugs are a special resource that only they can use as part of their Moves. You may convert a Resource into 2 Drugs at anytime. Drugs will carry over from mission to mission, and a Medkit has no limit the the around of Drugs it can carry.

Most Hospitalier Moves imply physical contact with the target character.

Select Appearance

Select a 1 to 3 word description to fit each of the following categories.

    • Dress
    • Face
    • Eyes
    • First impressions
    • Demeanour

Select character name:

Select your character's name, generally you only have a single name, you have no family, only the City.

Allocate Trait:

You begin with 0 in all traits. You have 2 points you may allocate, but only 1 per trait. You may deduct -1 from a trait and add it to another, but not so as to make +2.

Starting equipment (*automatically replenished):

You begin with:

    • *A Combat outfit (uniform, select a Team colour)
    • *Light Armour AC1
    • *Pistol (conventional)
    • *Rifle (choice of carbon, conventional or electric).
    • *Option: swap the Rifle for a Shotgun or a SMG.
    • *Medkit (6 doses of Drugs)
    • 2 Resources
    • 4 Ammo

History:

You may allocate 2 points to your History, maximum of 1 to any one other Team member, not above +3.

Questions:

Complete the three starting questions with your Team mates.

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Moves

You begin with all the Basic Moves and Peripheral Moves and can select 2 of the following. They also begin with the Monitor and Adjust Move.

The Hospitalier is able to use a First Aid Move on any target they have comms with. The team members come with systems built into their suits to allow the delivery of simple medical drugs remotely. Hospitaliers may also use First Aid on 3 box wounds, rather than 2 boxes of other users, by including the use of 1 dose of Drugs, in this case however they will need to be in the same Block.

Drugs: where a Move includes the tag “Drugs” it requires the Hospitalier to expend a dose from their allocation. Hospitaliers may expend 1Resource to generate 2 doses.

Overdose (Drug) (roll+Mind)

Load them up on too much drugs.

10+ They are ‘hyper’’, gain +1 Ongoing(encounter) and ignore any Wound modifiers (encounter). Select 1 from below at the end of the encounter and suffer Withdrawals.

7-9 They are ‘hyper’’, gain +1 Ongoing(encounter) and ignore any Wound modifiers (encounter). Select 2 from below at the end of the encounter and suffer Withdrawals.

6- GM option.

Options:

    • Take 2 Stress, or add 1Stress to the right most wound on your Health Chart.
    • Take 2 Harm, or add 1Harm to the right most wound on your Health Chart.
    • They are ‘flat’, suffer -1 Ongoing(session)
    • They are weak, suffer -1 Ongoing to First Aid rolls used on them.

Monitor and Adjust (roll+Mind)

Run the medical diagnostics. Re-using this move wipes any remaining Hold from previous use.

10+ Take 2 Hold, each Hold can be used as a +1 forward to any Hospitalier Move or First Aid move.

7-9 Take 1 Hold, take another 1 Hold but suffer 1Stress.

6- GM option.

Triage (personal) (Drug)(roll+History)

You gain +1 to using the First Aid and Rest & Recover Move.

You gain the Busy tag as a result of using this extra benefit.

Painkillers (Drug)(roll+Mind)

Ignore wound effects.

10+ Ignore 1pt of Wound effects for this encounter.

7-9 Ignore 1pt of Wound effects for this encounter, apply one of the options.

6- GM option.

Options:

    • Remove existing +1 to any trait (if applicable).
    • Remove any existing +1Forward or Ongoing (if applicable).
    • Apply -1Forward.

Shock treatment (roll+History)(Drug)

Bring a dead character back to life using shock pads and trauma patch.

10+ Target is brought back to life stabilised and unconscious.

7-9 Target is brought back to life stabilised and unconscious, but with a Trauma* wound.

6- Target is really dead.

*Trauma wounds are rolled for after you get out alive, they will be some kind of permanent disability. Generally they are taken as a permanent Trait penalty, and you can only have one per Trait.

Stimulants (Drug)(roll+Mind)

Select a target character and a target trait

10+ Apply +1 Ongoing(encounter) to that trait

7-9 Apply +1 Ongoing(encounter) to that trait, choose 1 option.

6- GM option.

MEDIC!

You are able to treat ‘complex’ wounds as if they were normal wounds. On a success you start be converting all of one type of wound to the other, so all the wounds are the same type (all Stress or all Harm). Then you may finish treating the wound as normal (which means you cannot treat a 3+ box wound still, but you can convert it).

You gain the Busy tag as a result of using this extra benefit.

Miracle

You may use a First Aid move to treat any wound in the field, but you must use a Medical Miasma injection to do so.

You gain the Busy tag as a result of using this extra benefit.

Collection (roll+Rift)

You get +1 to any attempt to Collect MIASMA from a dead Alien.