Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Monday, March 16, 2026

Overland Pursuit in the Colony of Death

For tracking parties across the Colony of Death. A simple overland chase system for use with any old school or traditional RPG.  

 

Use 10-mile hexes to cross the Maryland frontier. 

  

 

Travel speed is determined by terrain. This table assumes travel by horse or canoe.

Terrain

Travel Speed

Road/Trail/Waterway

5 hexes/day

Forest/Hills

3 hexes/day

Swamp/Mountains

2 hexes/day

There are few roads in the colony except for in or around one of the major settlements (St. Mary's, Kent Fort, or Providence). 

Forest hexes are Green, Hill hexes are light brown, Mountain hexes are brown. Any hex between rivers (blue lines) may be considered Swamp hexes.  

Tracking Roll

At the end of each day the pursuer makes a tracking roll. The base chance for this roll is 4-in-6. Possible modifiers might include:

+1         if the PCs left obvious evidence behind
+1         if locals saw or spoke to them
-1         if it has rained
-2         if the PCs deliberately covered their tracks

If successful, the pursuer moves 1 hex closer.

 

Closing the Distance

With each day of pursuit, the pursuer will get closer. Consult the table below to close in and trigger a confrontation. 

 

Distance Categories

Far

10+ hexes

Trailing

5-9 hexes

Closing In

1-4 hexes

Contact

Same hex

 

Confrontation

Once the distance is at Contact, a confrontation will occur. When the hunter finally catches up, roll or choose how to handle the confrontation. 

 

1

Night Ambush

2

Parley

3

Attempt Capture

4

Shadow the Party

 

 

 

Friday, February 18, 2022

Privileged Doctor Class for White Star

This is a class I made just messing around, figured I'd share it. It's a combination of the Aristocrat and the Combat Medic.

Privileged Doctor

From the Core Worlds, a soft rich boy, in some kind of trouble, no doubt. Still has contacts among the Aristocrats, and commands respect from Combat Medics. They earn their keep on a ship by keeping the crew alive.

 Privileged Doctor Advancement

Level

XP

HD

BHB

ST

1

0

1

+0

14

2

1,500

1+1

+0

13

3

3,000

2

+1

12

4

6,000

2+1

+1

11

5

12,000

3

+2

10

6

24,000

3+1

+2

9

7

48,000

4

+3

8

8

96,000

4+1

+3

7

9

192,000

5

+4

6

10

384,400

5+1

+4

6


Privileged Doctor Features
 

Weapon/Armor Restrictions: Privileged Doctors may use clubs, daggers, firearms, laser pistols, mono-daggers, mono-swords, staffs, and swords. They can wear Light Armor, but do not use shields.

 Inspiring Speaker: Privileged Doctors are master orators. They are capable of performing a rousing speech before a crowd of listeners. Often this is used before a pitched battle or to hearten fearful friends. Using this ability requires one round to activate and any allies who hear the Privileged Doctor’s voice receive a +1 bonus to all To-Hit rolls and all Saving Throw rolls made for the next 6 turns.

 Med Kit Specialist: When a Privileged Doctor binds wounds (see White Star: White Box Science Fiction Roleplaying page 47) he heals an additional number of extra Hit Points equal to his Level. This bonus applies whether using a Med Kit or not. A Privileged Doctor may bind wounds at any time, though they must still wait until combat is over if they wish to use a Med Kit. They may only bind wounds once per character during a battle.

 Saving Throw: Privileged Doctors receive a +2 bonus to all Saving Throws made to resist attempts to influence them or cloud their mind.

 XP Bonus for Wisdom: Privileged Doctors with a Wisdom of 13 or 14 receive a 5% Experience Bonus, and those with 15 or higher get 10%.

 Back from the Brink (3rd): Upon reaching 3rd Level the Privileged Doctor is able to revive a character that has been reduced to zero (0) Hit Points within 1d6-3 rounds (minimum 1 round). By using a Trauma Pack and a Med Kit together, the Privileged Doctor brings the character to one (1) Hit Point, although they will remain unconscious for 1d6 hours, during which time no other mundane healing will be effective. Once the healed character wakes up, they must make a Saving Throw, which if successful results in no permanent injury from their brush with death. See Permanent Injury Results below to determine the effects of permanent injury from a failure. In some cases, these injuries can be compensated for with cybernetic enhancements.

 Permanent Injury Table

1d6

Permanent Injury

Effect

1

Lose an eye

-2 on all ranged To-Hit rolls

2

Permanent Limp

-3 to Movement

3

Mangled Arm

-2 on all To-Hit rolls made with a two-handed weapon

4

Shell Shocked

Reduce Wisdom by 1 point

5

Mangled or Lost Hand

Character cannot use two-handed weapons

6

Combat Paralysis

Character becomes paralyzed with fear when entering battle and must make a Saving Throw during the first round of combat or spend the first 1d6 rounds cowering in fear, unable to attack or act other than moving.

 Hospital Administrator (8th): When an Privileged Doctor reaches 8th level he can choose to establish a hospital on a planet or space station. He will need to raise the necessary resources to accomplish this by his own means, but if he is able to do so, followers will arrive to serve him loyally. The Privileged Doctor draws the service of several loyal individuals. Typically this includes a 1st or 2nd level Aristocrat or Combat Medic as well as an entourage of 2d6 normal humans who act as nurses and interns.