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The Doctor Class focuses on healing others. They will use any means of doing so, though it's typically conventional means of healing - tools and outlets made by man. Though they can sometimes tap into mystical arts, that's a rare thing for them. Their paths will cross sometimes with the Mystic and spiritual sides of things. The Doctor is a healer above all else.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the Doctor's choices.

Excel Stats: Health, Mind, Perception (1 level up gives you 10 points in each.)

Detriment Stats: Strength, Stamina, Hand to Hand (2 level ups give you 5 points in each.)

 

Class Advantages/Disadvantages:

Advantage: You get special insights sometimes into healing someone with rare diseases.

Advantage: If you are sick, you are able to last a bit longer before collapsing.

Disadvantage: You have more trouble in combat and if you are caught in a one on one battle you are in trouble.

Disadvantage: Sometimes your attacks fail. Period.

 

When you reach Lv. 25 with the Doctor, they can either be upgraded to Ph.D Class or Spiritual Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Student Doctor: Basic knowledge of the human body allows the mage to perform rudamentary performances on people in a health care like style of treatment that does not involve magik. This both helps enhance their magik since they know how the body works, so they can hone their magik by knowing where to heal and how to use it most efficently, but when they cannot use mana, they can use their hands and tools.

Tier 1 - The Upper Body: Rudamentary knowledge of the upper body of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents. 1 Class Level cost

Tier 2 - The Middle Body: Rudamentary knowledge of the middle body of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents. 1 Class Level cost

Tier 3 - The Lower Body: Rudamentary knowledge of the lower body of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents. 1 Class Level cost

Tier 4 - The Head: Rudamentary knowledge of the head of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents. 1 Class Level cost

Tier 5 - You chart your own course here for what you want to specialize in on the body knowledge wise and what you want to learn more about and how it performs. This tier is what you choose to master in. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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2) Master Doctor: This is if you want to take the knowledge from the above talent tree and take it to further levels, knowing more about the body and how it functions than most. This will allow you to know more about problems, future problems, potiential issues, and whatnot, for each level of the body, including mental problems. Then for the fifth tier, whatever you specialized in before you now can choose genius level application.

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3) Surgeon: You only need to have taken Student Doctor Talent Tree to take this talent, which allows you to perform operations on the body based on what rudamentary knowledge you have picked up based on your interactions with bodies over the course of your time using your talents. Again, like above, the more you use the tiers below, the better you will get. You can supplement magik with your knowledge and other abilities from the ability trees. There is a Surgeon Ability Tree you can take after taking this Talent that will enhance your abilities.

Tier 1 - Surgical Upper Body: You are able to do surgical operations in the upper body region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have. 1 Class Level cost

Tier 2 - Surgical Middle Body: You are able to do surgical operations in the middle body region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have. 1 Class Level cost

Tier 3 - Surgical Lower Body: You are able to do surgical operations in the lower body region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have. 1 Class Level cost

Tier 4 - Surgical Head Body: You are able to do surgical operations in the head region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have. 1 Class Level cost

Tier 5 - You chart your own course here for what you want to specialize in surgery knowledge wise. This tier is what you choose to master in. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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4) Master Surgeon: This is if you want to take the knowledge from the above talent tree and take it to further levels, knowing more about surgery and how to excel at it than most. This will allow you to know more about problems, future problems, potiential issues, and whatnot, for each level of the body, including advanced surgical problems and surgery on alien species you have not encountered, applying knowledge from races you have done so on before. Then for the fifth tier, whatever you specialized in before you now can choose genius level application. Each tier is for you to specialize in for yourself to master and shape to make your own character unique.

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5) Speciality Field I: After taking Master Doctor Talent above, you can take this talent. This allows you to pick a speciality field, as there are multitiudes of doctor types out there. You cannot be a Jack of all Trades type doctor, unfortunately. You pick a field you want to specialize in and then you work with the GM to make 5 tiers in that help your character excel in that field to be the best there can be. If there are other players making doctor characters, you can ask them what fields they may want to take as not to double up on them.

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6) Speciality Field II: After taking the Speciality Field I Talent above, you can take this talent. This allows you to pick a speciality field, as there are multitiudes of doctor types out there. You cannot be a Jack of all Trades type doctor, unfortunately. You pick a field you want to specialize in and then you work with the GM to make 5 tiers in that help your character excel in that field to be the best there can be. If there are other players making doctor characters, you can ask them what fields they may want to take as not to double up on them.

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7) Doctor Researcher I: Doctors have to research various fields of medicine and whatnot. This allows you to pick one of the following fields, or make up your own, and build up tiers developing that research in a way you see fit to your character to help expand their knowledge. Viruses, alien health care, alien medical research, non-humanoid medical care, diseases, unknown-life form biology, humanoid biology, non-humanoid biology.

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8) Doctor Researcher II: Doctors have to research various fields of medicine and whatnot. This allows you to pick one of the following fields, or make up your own, and build up tiers developing that research in a way you see fit to your character to help expand their knowledge. Viruses, alien health care, alien medical research, non-humanoid medical care, diseases, unknown-life form biology, humanoid biology, non-humanoid biology.

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Abilities:

1) Surgeon Ability: If you have taken the Surgeon Talent you can take this Ability and perform surgery on others if they have damage using tools and knowledge gained from the talent tree. You can pick the four levels of speciality you wish to master and focus on with your ability and what areas you want to stress above all else with your ability. Speak with the GM for further information. The general areas are the brain, the upper body, middle body, and lower body, but there's a few deeper levels you can devote to each level depending on what you've specialized in.

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2) Speciality Field I Ability: Applying the Speciality Field I Talent into use after taking it, you can make four levels where you can further develop, with the GM's help, 4 unique abilities tuned to that field. If it's not applicable, then you can skip this or find an way around it to work. Remember, abilities are not attack, so this is meant to be an ability to put into practice in some form.

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3) Speciality Field II Ability: Applying the Speciality Field II Talent into use after taking it, you can make four levels where you can further develop, with the GM's help, 4 unique abilities tuned to that field. If it's not applicable, then you can skip this or find an way around it to work. Remember, abilities are not attack, so this is meant to be an ability to put into practice in some form.

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4) Disease Resistance: Doctors can build themselves up to be resistant to various diseases and oddities.

Lv. 1: When a doctor first comes in contact with a disease, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is slow. Energy: 40 / 1 Class Level cost

Lv. 2:When a doctor first comes in contact with a disease, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is moderate. Energy: 60 / 1 Class Level cost

Lv. 3:When a doctor first comes in contact with a disease, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is faster. Energy: 80 / 1 Class Level cost

Lv. 4: When a doctor first comes in contact with a disease, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is higher. Energy: 100 / 1 Class Level cost

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5) Engineered Bioweapon Resistance: You need to take the above Ability, but a lot of enemies are now building their own bioweapons these days. This allows you to build up your resistance after you come in contact with it. However, the gamble is you have to survive coming in contact with it. It helps if you somehow get samples of the bioweapon and get yourself sick in small controlled doses with the levels below and use healing techniques to flush your system.

Lv. 1: When a doctor first comes in contact with an engineered bioweapon, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is slow. Energy: 60 / 1 Class Level cost

Lv. 2: When a doctor first comes in contact with an engineered bioweapon, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is moderate. Energy: 80 / 1 Class Level cost

Lv. 3: When a doctor first comes in contact with an engineered bioweapon, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is faster. Energy: 100 / 1 Class Level cost

Lv. 4: When a doctor first comes in contact with an engineered bioweapon, he becomes sick. Period. He can activate this level to become combating it. The initial cost of energy is listed and it steadily will eat away at his health/stamina throughout the session as he builds up a resistance. The more time sick, the more resistance. At this level, the build up is higher. Energy: 120 / 1 Class Level cost

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6) Mad Doctor: The Mad Doctor stat allows you enhance various stats.

Lv. 1: You can either raise 2 stat caps by 10, 1 stat cap by 20, or 1 stat cap by 10 and fill it in by that 10. 2 Class Level cost

Lv. 2: You can either raise 2 stat caps by 20, 1 stat cap by 30, or 1 stat cap by 20 and fill it in by that 20. 2 Class Level cost

Lv. 3: You can pick one stat to increase from 100 to 150. 3 Class Level cost

Lv. 4: You can opt to either pick 4 stats to increase by 10 or gain 500 Spirit Points. 3 Class Level cost

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7-8 Abilities will be filled in later. Keep in mind you can make your own doctor abilities.

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Skills:

1) Doctor Heal Spirit Magik: A few doctors, if they have enough Spirit Points, can channel that into a healing form to cure a patient's wounds. This is much more difficult for them than it is a Mystic to do.

Lv. 1: This allows a doctor to heal some of the outer damage done to the flesh of a body, slightly mending it. Spirit Cost: 200 / 1 Class Level cost

Lv. 2: This restores even more damage done to the outer layer of the body, mending rendered flesh and slowing bleeding that is occurring, but it does not touch damage inside. It restores some health points to the Health Stat. Spirit Cost: 350 / 1 Class Level cost

Lv. 3: This mends all outer flesh damage done to a patient but doesn't touch internal damage; it also restores moderate Health Stat. It also stops the bleeding. Spirit Cost: 500 / 1 Class Level cost

Lv. 4: This does some healing to the insides; this can help a doctor who is doing surgery and is running otu of time and needs help, or if they are on the battle field and simply do not have the time to properly mend the wound. Spirit Cost: 700 / 2 Class Level cost

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2) Doctor Cure Spirit Magik: A few doctors, if they have enough Spirit Points, can channel that into curing and ridding a body of toxins and poisons and diseases that may have infected their patient. This is much more difficult for them than it is a Mystic to do.

Lv. 1: This allows a doctor to try to flush a body full of poisons with a low success rate. Spirit Cost: 350 / 1 Class Level cost

Lv. 2: This allows a doctor to try to flush a body full of poisons with a moderate success rate. Spirit Cost: 500 / 1 Class Level cost

Lv. 3: This allows a doctor to try to flush a body full of poisons with a high success rate. Spirit Cost: 750 / 1 Class Level cost

Lv. 4: If a patient has a bad disease that is running rampanta doctor can try to use this level to stem the tide of the disease and weaken it. This does not stop it or get rid of it, merely weakens it each time the doctor casts it - until the disease builds an immunity to the spell. Spirit Cost: 400 / 1 Class Level cost

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3) Doctor Slash: This allows you to build your own unique version of the Doctor Slash attack, culiminating in a super powerful version on Level 4 known as Scaple Slash. The first three levels you can make up to uniquely suit your own character's playstyle.

Lv. 1: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 2: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: Scaple Slash. This powerful strike is powered by a combination of your energy, and if you have spirit you can pump it into the strike as well. The devastating blow is able to cut through tier 10 armor like butter. It also allows you to open the Scaple Slash Special Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80 / 3 Class Level Cost

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4) Disease Cloud: Mixing a few non-fatal diseases, the doctor can hurl them like a grenade at an enemy to try to disable them. Each level can only be used once per session.

Lv. 1: The disease cloud radius covers 1 foot, allowing the Doctor to decide how to use it to their best advantage. 1 Class Level cost

Lv. 2: The disease cloud radius covers 3 feet, allowing the Doctor to decide how to use it to their best advantage. 1 Class Level cost

Lv. 3: The disease cloud radius covers 5 feet, allowing the Doctor to decide how to use it to their best advantage. 1 Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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5) Stop, Drop, Roll, Trip, Hit: SDRTH allows the Doctor to attempt to knock an enemy off his feet and then strike them with whatever weapon they have on hand. Below are a few levels and the rest is up to the player.

Lv. 1: The doctor rolls at the enemy's legs, attempting to knock them over and then strike them with whatever weapon they have on hand. Low success odds. Energy Cost: 20 / 1 Class Level cost

Lv. 2: The doctor rolls at the enemy's legs, attempting to knock them over and then strike them with whatever weapon they have on hand. Moderate success odds. This level also allows them to mix it up by attempting feints by rolling to the left and right and kicking out at the leg before hitting them with the weapon on the way down. Energy Cost: 40 / 1 Class Level cost

Lv. 3: The doctor rolls at the enemy's legs, attempting to knock them over and then strike them with whatever weapon they have on hand. High success odds. If rolling to the left and right and kicking the enemy in the leg fails to bring them down or the enemy counters with an attack, this level allows the player to do a dodge roll and call off the attack. Energy Cost: 60 / 1 Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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6) Seemingly Harmless Strike: The Doctor is rarely known for combat skills. This allows you to come off as completely pathetic and harmless to the opponent. There are no levels listed so you can create your own counter strike options once the enemy is lulled into a sense of false security. You, as a player, have to lure them into that false sense of security after Level 1 aids you. Level 1 gives you a moderate success option but if you say something stupid the effect is broken. Level 2-4 is blank for you to fill out with the GM's help.

Lv. 1: You manage to come off as seemingly innocent, opening yourself to counter strike an enemy by lulling him into a sense of false security and drawing him in close. This does not necessarily mean he'll come into range, but this prepares you for the next three levels by putting the enemy's defenses lower and opening him up to be more receptive to what you have to say to get him in closer to your attack range. 1 Class Level cost

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7-8 Skills will be filled in later. Keep in mind you can make your own doctor skills.

 
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