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Saga Edition RPG Omnibus

Life Safety Archetypes

Doctor

Doctor

Doctors are skilled physicians trained to handle a variety of injuries and ailments, from blaster injuries to an outbreak of Gamorrean rot. Like medics, doctors are expected to respond quickly and think fast on their feet, but unlike their field counterparts, doctors’ patients are typically brought to them. Doctors usually need a medical environment to perform surgery or install cybernetic parts to replace irreparably damaged limbs and organs.

     A typical doctor could be part of a much larger medical institution, perhaps working in a Core World hospital or as part of a facility that trains other would-be physicians. He or she might be a “country” doctor who oversees the health needs of a small community. Others still could be military doctors, working in hospital tents or on a capital ship where they attend injured soldiers, desperately trying to stay on top of the mounting casualties. Finally, a doctor might be a vile surgeon who practices his cutting-edge techniques on unwilling subjects.

Doctor Encounters

Typically, doctors are not opponents the heroes should face on the battlefield. Instead. doctors serve to keep the characters on their feet between battles, repairing extensive injuries and fixing physical ailments. Sometimes a doctor is all that stands between a hero and death, especially when a character is suffering from a vile poison or obscure disease.

     Many doctors run private businesses, perhaps out of small shops on an industrial world or as part of a large hospital’s trained staff. Others serve in military outfits, lending their talents to the war effort by patching up casualties before sending them back to the front lines.

     Doctors of all types employ medical droids to aid in the prognosis a treatment of their patients. In some cases, a doctor might leave most of the medical practice to the droids while focusing on research and study. Military doctors receive the same level of protection that would be provided for any specialty staff-either soldiers or security personnel, depending on the outfit.

Doctor           (CL 1)

     Threats of the Galaxy, page 36.

Medium nonheroic 3 NPC

Initiative: +2; Senses: Perception +8

Languages: Basic

Defenses: Ref 11 (flat-footed 10), Fort 10, Will 12

Hit Points: 9; Damage Threshold: 10

Speed: 6 squares

Melee: unarmed +1 (1d4−1)

Base Attack: +2; Grapple: +3

Abilities: Str 8, Dex 13, Con 10, Int 14, Wis 15, Cha 12

Feats: Cybernetic Surgery, Skill Focus (Treat Injury), Skill Training (Perception), Surgical Expertise, Weapon Proficiency(pistols)

Skills: Knowledge [life sciences] +8, Perception +8, Treat Injury +13, Use Computer +8

Possessions: portable computer, datapad, data cards containing patient files, medical kit, 2 medpacs, surgery kit, MDS‑50 medisensor

Emergency Crew

There’s nothing easy about fighting in space. When the shields fail, when laser blasts rock the ship and fires rage out of control, it falls to the emergency crew to keep the ship together long enough for the real engineers and techs to come in and put the ship back together again. A ship’s emergency crew also has the dubious honor of defending a vessel when it’s boarded by enemy forces. So in addition to putting out fires and getting systems up and running, it is responsible for holding off pirates, stormtroopers, and any other force that intends to take over the ship. Part firefighter, part technician, and part warrior, the emergency crews are the first line of defense when a ship becomes imperiled.

Emergency Crew Encounters

The emergency crew is the first response to any danger a ship faces. These are the individuals who work to extract an injured starfighter pilot from his damaged ship, who put out the flames when the ship is struck by a torpedo, and who give their lives to defend the rest of the crew when intruders blast their way inside to take the ship by force.
     An emergency crew team consists of four to six members. The various crews might be broken into different functions, such as fire brigade, security, and mechanics. Leading each team is a specialist—soldier, technician, or engineer—who can put these crew members to best use. Despite the fact that these teams might have different primary functions, each is expected to pitch in whenever the ship is in danger.

Emergency Crew           (CL 1)

     Threats of the Galaxy, page 37.

Medium nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic, Binary

Defenses: Ref 14 (flat-footed 14), Fort 11, Will 10

Hit Points: 9; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +4 (1d4+1)

Ranged: blaster pistol +3 (3d6)

Base Attack: +3; Grapple: +4

Attack Options: Coordinated Attack

Abilities: Str 12, Dex 11, Con 11, Int 12, Wis 10, Cha 8

Feats: Armor Proficiency (light, medium), Coordinated Attack, Skill Focus (Mechanics), Weapon Proficiency (pistols)

Skills: Knowledge [technology] +7, Mechanics +12, Use Computer +7

Possessions: blaster pistol, combat jumpsuit (+4 armor), comlink, data pad, code cylinder, fire extinguisher, heat sensor, mesh tape, tool kit, utility belt, holster

Field Medic

File:Swse nonheroic field medic.jpg
Field Medic

NPC Text

Field Medic Encounters

Field Medic           (CL 1)

     Galaxy at War, page 190.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills:

Medic

Medic

When a soldier falls in battle, it is the duty of the medic to tend to him there or drag him back from the front lines to the field hospital. What separates a medic from a doctor is that a medic receives rudimentary combat training to enable him to fight alongside his companions against enemy forces. Although possessed of some combat ability, a medic is not an ideal fighter and spends most of his time tending to the wounded.

Medic Encounters

Medics are attached to military units, usually in a ratio of one medic for every dozen or so soldiers, more or less depending on the quality of the unit. Mercenary companies have fewer trained medics than other combat groups, leaving most mercenaries to tend to their own wounds.

     A medic is an important and valued member of any outfit. Since the medic’s main responsibility is saving lives, most units don’t risk their medics without good reason. In fact, soldiers often take risks to keep their unit’s medic safe, even exposing themselves to gunfire to deal with a threat to the medic. In exchange, the soldiers expect the medic to move quickly when one of the team falls. While the medic applies a medpac, the rest of the team provides covering fire until the medic and his injured patient can return to cover.

Medic           (CL 3)

     Threats of the Galaxy, page 54.

Medium nonheroic 6 / soldier 1 NPC

Force: 5

Initiative: +8; Senses: Perception +4

Languages: Basic, 1 other

Defenses: Ref 15 (flat-footed 15), Fort 13, Will 12

Hit Points: 29; Damage Threshold: 13

Speed: 6 squares

Melee: knife +5 (1d4)

Ranged: blaster carbine +5 (3d8) or

Ranged: blaster pistol +5 (3d6)

Base Attack: +5; Grapple: +5

Attack Options: autofire (blaster carbine)

Special Actions: Battle Analysis

Abilities: Str 10, Dex 10, Con 10, Int 12, Wis 13, Cha 12

Talents: Battle Analysis

Feats: Armor Proficiency (light), Skill Focus (Treat Injury), Skill Training (Knowledge [tactics]), Toughness, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +8, Knowledge [tactics] +9, Treat Injury +14

Possessions: knife, blaster pistol, blaster carbine, 2 stun grenades, combat jumpsuit (+4 armor), comlink, field kit, medical kit, 2 FastFlesh medpacs, holster