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The document outlines a character creation guide for a medical practitioner in a role-playing game, detailing their skills, abilities, and the consequences of their unorthodox methods. It includes mechanics for harvesting and implanting cybertech, a list of potential reasons for losing their medical license, and a Doctor's Bag of Tricks containing various items with unique effects. Each item has specific usage rules and consequences, enhancing gameplay with creative medical and combat options.

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0% found this document useful (0 votes)
34 views3 pages

Unlicensed Ripperdoc

The document outlines a character creation guide for a medical practitioner in a role-playing game, detailing their skills, abilities, and the consequences of their unorthodox methods. It includes mechanics for harvesting and implanting cybertech, a list of potential reasons for losing their medical license, and a Doctor's Bag of Tricks containing various items with unique effects. Each item has specific usage rules and consequences, enhancing gameplay with creative medical and combat options.

Uploaded by

Toxicccaptain
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Someone has to patch the lowlifes up.

It’s a good thing no one asks


where you learned your trade.

HP - Toughness + D6

D2 Glitches

Unorthodox Methods - 3D6+2 KNO

Unsanitary Working Conditions - 3D6-2 TOU

Roll D6 for a weapon and D2 for Armor.

Start with a random cybertech, in addition you have the innate ability
to harvest cybertech from living (and not so living) beings.
Harvesting is a DR 12 KNO check. The act of implanting cybertech is a
DR 14 KNO check. If failed the patient takes D4 DMG and the Cybertech
is lost, additionally if the patient goes into a cyrage the DR to
resist is still increased by 1.

YOU LOST YOUR LICENSE BY… - Roll D6

1. Misplacing a patient’s skeleton

2. Replacing patients cybertech with convincing rubber copies.

3. Stealing a coworker's liver as a prank. (Worth it).

4. Losing more than a few medical instruments in a patient during


surgery.

5. Using human organs for the corporate chili contest.

6. Never had one, self taught.

You do not possess class perks instead you have a Doctor’s Bag of
Tricks: At the start of each session roll a D8 twice as you produce 2
items from your doctor’s bag. You may also use a Glitch whenever to
pull out an item of your choosing during a session as long as its from
the list. The items are nano produced and degrade into silvery black
dust after use or the session ends. Also you can use EXP to
permanently add an additional custom invention to the bag

1. Unlabeled Bottle
D3 doses, when ingested, roll a D12 and consult the drug table.
Additionally, each dose may be crushed in hand and thrown in a
combatants face for the same effect, DR 12 PRE check for this attack.

2. Boiling Blood Infusion


D3 doses, when injected into a corpse, roll a D20, on a 1 the corpse
disintegrates into a puddle of gray-black ooze. On a 20 the corpse
comes back to life with D6 HP and horrendous memories of what waits
beyond. If neither is rolled the corpse reanimates with 7 HP as a Cy-
Raging menace. Roll a D6, on a 1 or 2 they turn against their creator,
otherwise they go after the enemies first. After the combat ends and
the corpse is still alive it burns and putrefies, leaving only their
cybertech behind.

3. Forget-Me-Gloves
D2 dose. Super thin rubber gloves that are coated in a very potent
psychoactive anesthetic. When applied to the skin of someone by touch
they must make a DR 12 Toughness check or be under the effects of the
gloves. Once affected the target goes into a suggestible state and
will take orders from any source. If no orders are given the target
will enter a fugue state. Lasts for 2d10 minutes or until the target
is hurt with an attack/

4. Liquid Infestation
1 dose. Syringe filled with sylvery metallic liquid, when injected
into a victim as part of an attack they undergo the effects of a
random infestation for D6 rounds.

5. Hydration
D3 doses. Small plastic bottle full of murky green liquid. When
ingested, the target makes a DR 12 Toughness check. On success regain
1D4 HP immediately and the next time they heal their healing is
increased by one dice size (D4>D6>D8 etc.). On a failure they vomit
thick slime and waste their next D4 turns recovering.

6. Lightning-In-A-Bottle
D2 doses. A small glass orb full of a mystery liquid and nanoplasmic
electricity. When thrown at a corpse that had died, as long as less
than 3 rounds had passed the orb has a 75% chance of reviving them
with D2 HP. Between 4-6 rounds the likelihood becomes 50%. 7-9 rounds
incurs a 25% chance. 10+ rounds and it's a 1% chance. The bottle
cannot grow missing body parts back but can reattach parts if they are
still available.

7. Generic Performance Enhancer


D4 doses. Inhaler full of Blue Stuff. Common combat swim, when used
for the next D6 rounds all checks get a +2. However once the stim
wears off all checks get a -4 until next rest.

8. Mimicry Paste
D2 uses. A small cylindrical container full of a flesh colored putty.
When applied to skin it allows the user to morph their physical
appearance as they see fit. Effect lasts for 1d4 hours whereupon the
users face returns (mostly) to normal. There’s always a 5% chance that
the effect doesn’t end.

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