[T20] High Law and Low Justice, [Thread Closed]

Maerdwyn said:
As for what's already come before, 6500xp for each character.

I believe that levels everyone.

What would be an appropriate class to take now? Obviously my two current classes are off limits (Navy & Professional). Do we just add another level and update our characters?
 

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You can still take a class level of professional - the limitation would only be in the Prior History phase of things. In the military classes, you need to be in the full time employ of the military branch (except for scouts), but on others. you can still gain class levels (signifying increased experience in those skills) even if you're not employed.

That said, something else still might be more appropriate - possibly traveller, for example, but you could make a case for merchant or (corporate)noble, among others. Just update your online sheet when ready, or ask me for help if you need stuff from the book and don't have it.
 

OK. Trelene is updated. I added a level of Traveller.

That makes:
Navy2/Prof7/Trav1
Saving Throws:
Ref +1
Will +1
10 skill points (I added one to each of my 10 skills)
Bonus Feat: ZeroG/LowG Adaptation
 

I'll update Monday or Tuesday; I'm not at home and don't have any of my books. Also, sorry for any delay in posting. The "no email notification" thing is messing me up. :(
 


How much time does Ktarle estimate she would need to operate on Ruzz'koff, and how much time on Zaedhrarrg? How much time would she *like* in both situations?
 

Seonaid -
There's not a whole lot of detail in the T20 book on the game mechanics of medical, but this is a set of Alternative rules for T20 that's based off D20 Modern, and it comes to me pretty well recommended, so lets try them to see how they work.

http://www.geocities.com/flynnwd/trav/t20_alternate_medical_rules.html

Both Zaedhrarrg and Ruzz'koff are at 1 Lifeblood, so surgery would take 1d4 hours. The DC for Zaedhrarrg would be 22, while that for Ruzz'koff would be 16. The patient would be fatigued (-2 to rolls for most physical actions) for at least 6 hours from the end of the surgery.

Surgery (DC 15, plus Lifeblood damage): With a surgery kit, a character can conduct field surgery. This application of the T/Medical skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative Lifeblood damage, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 Stamina damage and one point of Lifeblood damage for every character level of the patient (up to the patient’s full normal Stamina and Lifeblood totals) with a successful skill check. Additionally, one point of permanent ability score damage becomes a point of temporary ability drain, per ability score. For every ten points that the T/Medical check exceeds the base DC, the character can restore an additional 1d6 Stamina damage and one point of Lifeblood damage, and one more point of permanent ability score damage becomes a point of temporary ability drain, per ability score. Surgery can only be used successfully on a character once in a 24-hour period. Attempting this application more than once a day, or failing this check by ten points or more requires the patient to make a Fortitude save (DC 20) or suffer an addition 1d6 Stamina damage and one point of Lifeblood damage, and the patient is no longer considered stabilized if their Lifeblood is below zero. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
The character receives +5 to the roll if the surgery is performed in a hospital or other similarly outfitted facility.


Also, wanted to bring one of those new feats to your attention - it would be available to any of the characters with medical training:

Combat Medic
The individual has been trained in the administration of emergency medical care under abnormal conditions.
Requirements: T/Medical skill rank of 1+.
Benefit: This feat lowers the penalty for both "Under Fire" and "Rushed" conditions on T/Medical skill checks from -10 to -5, as the character has been trained in emergency medical response.
Normal: Characters making T/Medical checks suffer a -10 penalty to their T/Medical skill checks when under fire or rushing.
 


I'm not sure where Ruzz'koff is going, I'm toying with a lot of ideas.

He's just demonstrated Iron Will, Great Fortitude and Toughness...

However I think I'll add a level of noble:

1d6-1 stamina

F+1
R+1

Feat:

Martial Training (BAB +2)

Skills:

Bluff 5
Sense Motive 1 ->5
Liason 3

He spent most of his time talking and shooting, so that lot seems appropriate.
 

Unfortunately, I don't have any T20 stuff other than the Lite that I downloaded to create my character . . . So I don't know how to level Ktarle. She's at 7, which should give her NO new feat and NO ability increase, but I don't know what to level her in, and what that would give me. I'll take suggestions as to what class (she's currently Academic 5 / Traveller 1). Sorry about this, I thought maybe I could do it with what I have, but I guess it's time for a shopping trip . . . :)
 

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