Monday, February 29, 2016

Star Wars Campaign Medic Class Abilities




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).



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.


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


Description

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.