Anatomy Lessons
◊Descriptors – biological,
medical, talent
◊Effect – Linked Limited
Afflictions and Weaken Toughness • 2 points per rank
Anatomy Lessons (close
limited degree Affliction with extra conditions and linked Weaken)
◊Modifiers – extra
conditions: +1/rank, limited degree: -1/rank
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – target’s
Toughness trait lowered
◊Resist – Fortitude
Description
Your grasp of anatomy allows you to exploit your enemy’s shortcomings.
Make a close attack. If
you hit, the target must make a Fortitude check (DC 10 + your Anatomy Lessons
ranks) or become impaired and vulnerable (failure by one degree) or defenseless
and disabled (failure by two or more degrees).
The target makes a
Fortitude resistance check at the end of each of her turns to overcome the
condition.
In addition, the target
loses 1 character point from their Toughness trait for each point by which
their resistance check failed. These character points return at a rate of 1 per
round. Additional uses of Anatomy Lessons cause a cumulative reduction in
toughness to a maximum number of character points equal to your ranks in Anatomy
Lessons.
Note: Typically 1 rank of Toughness costs 1 character point regardless of the
source of that rank (for example: a character’s Toughness from Stamina does
need to lose 2 character points per Toughness rank). However, impervious
Toughness does cost 2 character points per rank and is therefore less seriously
affected by this power.
Bacta Ampules
◊Descriptors – Chemical, gear,
healing, medical, piercing
◊Effect – Ranged Healing
• 3 points per rank -3 (see text)
Bacta Ampules (ranged
restorative Healing)
◊Modifiers – diminished
range: -3 flat points, feature: 1 flat point, increased range: +1/rank,
persistent: 1 flat point, quirks: -3 flat points, removable (see text), resistible:
-1/rank, restorative: +1/rank, stabilize: 1 flat point
◊Action – standard
◊Requirement – dart gun
or needlegun; ranged attack; power check
◊Range –S/M/L 2/5/10 feet
per rank or by weapon (see text)
◊Duration – instant (see
text)
◊Results – the target
removes one Damage condition per degree of success
◊Resist – Dodge and
Toughness
Description
You can use a needlegun to fire specially designed ampules capable of
delivering remedial doses of bacta.
You can load a dart gun
or needlegun with specialized containers of bacta which will deliver healing to
any target in range which is pierced with the attached needle. Make a ranged
attack roll to hit the target. A willing subject can choose to hold still,
negating the need for an attack roll. Doing so causes the target to become
defenseless until the start of their next turn.
If you hit, the target
must make a Toughness resistance check (DC 10 + your Bacta Ampule ranks). If
this check succeeds, the needle fails to pierce the target and deliver its
healing effect. Targets with Impervious Toughness that would ignore effects of
your Bacta Ampules rank cannot benefit from this ability.
If the target has the
Defensive Roll advantage and is holding still for you, they do not add their
Defensive Roll ranks to their Toughness resistance check.
If the target is
successfully affected, the target immediately stabilizes (if they were dying).
Make a DC 10 Bacta Ampules check. Each degree of success heals one Damage
condition, starting with the subject’s worst condition, and working down, as if
the subject were recovering rapidly.
You can also choose to provide
one of the following benefits:
•Grant a subject a bonus equal to your Bacta Ampules rank
on resistance checks against effects with disease or poison descriptors. The
bonus applies to the subject’s next resistance check against the effect.
•Restore character points equal to your Bacta Ampules
Rank removed by Weaken effects with the injury, disease, or
poison descriptors.
You can use Bacta Ampules
on yourself, provided you are still capable of taking the standard action
needed and you do not need to make an attack roll or Toughness resistance check.
Note: The effective range of these effects is the lesser of your Bacta
Ampules range or the weapon’s range. Targets immune to piercing cannot benefit
from this Healing effect. Bacta Ampules are stored on your person
(usually in ammunition magazines) and can be removed outside of combat and when
you are unable to resist. Reduce the overall cost of this ability by -1 per 5
total character points spent on it (this cost reduction begins at ranks 4 and
up). Unlike other healing effects, you can use Bacta Ampule again immediately
if your power check fails.
Bacta Jab
◊Descriptors – Chemical, gear,
healing, medical
◊Effect – Limited Healing
• 2 points per rank +2
Bacta Jab (personal Healing)
◊Modifiers – feature: 1
flat point, limited: -1/rank, persistent: 1 flat point, restorative: +1/rank,
◊Action – standard action
◊Range – personal
◊Duration – instant
◊Results – you remove one
Damage condition per degree of success
◊Resist –Will
Description
You inject a medicinal dose of bacta and begin to swiftly recover from
injury.
Make a DC 10 Bacta Jab
check. Each degree of success heals one Damage condition, starting with your
worst condition, and working down, as if you were recovering rapidly.
You can also choose one
of the benefits:
•Gain bonus equal to your Bacta Jab rank on your next
resistance check against effects with disease or poison descriptors.
•Restore character points equal to your Bacta Ampules
Rank removed by Weaken effects with the injury, disease, or
poison descriptors.
Note: Unlike other healing effects, you can use Bacta Jab again immediately
if your power check fails.
Electrolyte Drain
◊Descriptors –
Biological, chemical, gas, medical
◊Effect – Affliction •
1 point per rank +1
Electrolyte Drain (Affliction)
◊Modifiers – subtle: 1
flat point
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – target fatigued
(one degree), exhausted (two degrees), or incapacitated (three degrees)
◊Resist – Dodge
◊Overcome – Fortitude
Description
You release a biotoxin which swiftly disrupts nerve and muscle function
when inhaled.
If hit your target with a
close attack, the target must make a Dodge resistance check (DC 10 + your effective
Electrolyte Drain ranks) or become fatigued (failure by one degree), exhausted
(failure by two degrees), or incapacitated (failure by three or more degrees).
The target makes a
Fortitude resistance check at the end of each turn to recover from the first
two conditions.
Electrolyte Drain acts through a difficult to notice biochemical agent requiring a DC 20 Perception check to detect (characters with ranged and acute olfactory Senses or Microscopic Vision can detect the effect normally).
Electrolyte Drain acts through a difficult to notice biochemical agent requiring a DC 20 Perception check to detect (characters with ranged and acute olfactory Senses or Microscopic Vision can detect the effect normally).
Man Down!
◊Descriptors – Speed,
talent
◊Effect – Reaction • 3
points
Man Down (personal Reaction)
◊Modifiers – action: 3
flat points
◊Action – standard: check
required?
◊Requirement – an ally
becomes dying or incapacitated
◊Range – personal
◊Duration – permanent
◊Results – move up to
speed rank 0 as a reaction
Description
You react quickly to arrive at the side of a fallen comrade.
You can move up to speed
rank 0 (30 feet) as a reaction whenever an ally becomes dying or incapacitated.
Nerve Gas
◊Descriptors –
Biological, chemical, gas, medical
◊Effect – Affliction •
5 points per rank -5
Nerve Gas (ranged area Affliction)
◊Modifiers – activation:
-1 flat point, area: +1/rank, diminished range: -3 flat points, increased
range: +1/rank, progressive: +2/rank, quirk: -1 flat point
◊Action – standard action
to activate; standard action to execute
◊Requirement – Treatment
(or appropriate Expertise skill) check
◊Area/Range – 15-foot
radius cloud within 10 feet per rank
◊Duration – instant
◊Results – target fatigued
(one degree), exhausted (two degrees), or incapacitated (three degrees)
◊Resist – Fortitude
Description
You can use medical supplies to swiftly assemble an improvised chemical
which releases a cloud of vapor capable of interfering with mammalian nervous systems.
To create an effective
nerve agent you must have medicinal chems on hand. Make a Treatment (or
appropriate Expertise skill such as Pharmacology) check as a standard action.
For each point by which the result exceeds 10, you may use one rank of Nerve
Gas (up to your power rank). If your check result is 10 or less, you fail to
properly mix the chemicals or are unable to contain them into an effective
delivery vessel (complications may result at the gamemaster’s discretion).
Choose an area within 10
feet per Nerve Gas rank. The Nerve Gas fills a sphere with a 15-foot radius
(distance rank –1) which immediate affects all targets in the area and then
lingers in the area for one additional round (affecting any targets in the area
normally during the additional round). On level surfaces (like the ground) the
Nerve Gas create hemispheres 15 feet in radius and height.
All targets in the area
must make a Fortitude resistance check (DC 10 + your effective Nerve Gas ranks)
or become fatigued (failure by one degree), exhausted (failure by two degrees),
or incapacitated (failure by three or more degrees).
The targets each make
another Fortitude resistance check at the end of each turn to recover from the
first two conditions. If any target that fails a Fortitude resistance
check to end the effect, it not only persists, but increases in effect by one
degree.
Note: If you have only 1 rank in this ability, you will be caught in the area of effect.
Note: If you have only 1 rank in this ability, you will be caught in the area of effect.
Not That Bad
◊Descriptors – Auditory,
healing, interaction, social, talent
◊Effect – Perception
Reaction Healing • 5 points per rank -2
Not That Bad (perception
reaction Healing affects only others)
◊Modifiers – affects only
others: -1/rank, check required: -1 flat point, perception: +2/rank, quirk: -1
flat point, reaction: +3/rank, sense-dependent: -1/rank
◊Action – reaction
◊Requirement – DC 10
power check; language dependent, Persuasion (or appropriate Expertise skill)
check
◊Range – perception
◊Duration – instant
◊Results – target removes
on damage condition for each degree of success
Description
Sometimes a wound looks worse than it is.
You can attempt to heal a
character once per turn as a reaction when the subject receives damage. First,
you must make a Persuasion (or appropriate Expertise skill such as Biology)
check. For every point by which your result exceeds 10, you may use one rank of
Not That Bad (up to your effect rank). If your check result is 10 or less, this
ability has not effect.
If your check succeeds,
you can now attempt a DC 10 Not That Bad check. Each degree of success heals
one Damage condition, starting with the worst condition, and working down. If
the check fails, this ability has no effect.
Note: This ability is language dependent. Characters interacting with the
effect must be able to hear you and understand your language.
Reckless Stimulation
◊Descriptors – Chemical, medical
◊Effect – Enhanced
Trait • 2 points per rank
Reckless Stimulation (personal
Enhanced Trait)
◊Modifiers – check
required: -1 flat point, persistent: 1 flat point
◊Action – standard
◊Requirement – Treatment
(or appropriate Expertise skill) check
◊Range – personal
◊Duration – instant
◊Results – recover
fatigue; damage equal to your effect rank
Description
You can alleviate your lethargy at the cost of your health.
You can recover from the fatigued
condition or recover from the exhausted condition by becoming fatigued instead.
Make a Treatment (or appropriate Expertise skill such as Pharmacology) check as
a standard action. For each point by which the result exceeds 10, you can use
one rank of Reckless Stimulation (up to your effect rank). You can use this
ability, once per game session for every 3 ranks of Reckless Stimulation.
Whether or not your check
succeeds, you suffer damage equal to your effective Reckless Stimulation ranks.
Your Reckless
Stimulation ranks refresh when your Victory points “reset” at the start of an
adventure.
Stim Application
◊Descriptors – Chemical, healing,
medical
◊Effect – Healing • 2
points per rank -1
Stim Application (close
persistent energizing Healing)
◊Modifiers – check
required: -1 flat point, energizing: +1/rank; limited: -1/rank
◊Action – standard
◊Requirement – Treatment
(or appropriate Expertise skill) check; power check
◊Range – close
◊Duration – instant
◊Results – the target
removes one Damage condition per degree of success
◊Resist – Dodge and
Toughness
Description
A quick stim shot invigorates your ally.
You can heal a patient of
the fatigued and exhausted conditions. Make a Treatment (or appropriate
Expertise skill such as Medicine) check as a standard action. For each point by
which the result exceeds 10, you can use one rank of Stim Appliccation (up to
your effect rank).
Make a DC 10 Stim
Application check. One degree of success
removes the fatigued condition, while two degrees of success removes the
exhausted condition. If the Healing check fails, you must use extra effort to
try again.
You can use this ability
a number of times per game session equal to your Stim Application rank,
with a maximum rank of half the series power level (rounded down). Your Stim
Application ranks refresh when your Victory points “reset” at the start of an
adventure.
Note: The combined number of ranks you have in Stim Application and the Luck
advantage (or any similar effect that mimics the use of Victory points) must be
equal to or less than the series power level.
Traumatize
◊Descriptors –
Biological, medical, talent
◊Effect – Cumulative
Affliction • 2 points per rank -1
Traumatize (range/area Effect)
◊Modifiers – check
required: -1 flat point, cumulative: +1/rank
◊Action – standard
◊Requirement – Treatment
(or appropriate Expertise skill) check
◊Range – close
◊Duration – instant
concentration sustained permanent
◊Results – target dazed
(one degree), stunned (two degrees), or incapacitated (three degrees)
◊Resist – Fortitude
You use your knowledge of your enemy’s physiology to significantly
disrupt the functioning of their biological systems.
If hit your target with a
close attack, make a Treatment (or appropriate Expertise skill such as Biology)
check. For each point by which the result exceeds 10, you may use one rank of Traumatize
(up to your power rank). The target must make a Fortitude resistance check (DC
10 + your effective Traumatize ranks) or become dazed (failure by one degree),
stunned (failure by two degrees), or incapacitated (failure by three or more
degrees).
The target makes another
Fortitude resistance check at the end of each turn to recover from the first
two conditions.
Each time an afflicted
target fails to resist a subsequent successful Traumatize attempt, add the
degree of failure to any existing degrees on the target. For example, if you
succeed in a second Traumatize attempt while the target is already dazed, they
become stunned if they fail to resist by one degree or become incapacitated if
they fail by two degrees.