1. Abilities

Medic

Special Features

  • First Aid - you carry a Medkit and know how to use it. As an Action you can make an INT Test. On a success, you heal a character you touch for 1d8 HP. Your Medkit has a 1d12 Usage Die, and replenishes after each mission.
  • Hang In There - if the Medic can get to a target that has died in the last 10 minutes, they can still attempt to save their life. Roll 1d6. On a 4+, you're in luck - the target can make another OofA roll, rerolling a 6 once. On a 1-3 - bad luck: the target is truly dead.
  • Call An Ambulance, But Not For Me - You know how to heal, and how to hurt. You have a -1 modifier on DEX Tests for Pistol attacks.

Leveling Up

Roll to see if attributes increase, roll twice for INT or WIS.

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Attributes

Unorganized
Starting HP
D6+4
HP per level/Resting
1D6
Weapon Proficiency
Light & Medium Melee Weapons, All Blasters Except Heavy Blaster Rifles
Armour Proficiency
Light & Medium
Attack Damage
1D6
Unarmed/Improvising
1D4