Doctor
Doctors are highly trained healers, able to function in the
worst of conditions and circumstances. They possess great
knowledge of the healing arts and sciences. They know quick and
effective treatment methods and use them to perform
near-miracles to save injured and dying creatures.
Base Abilities
- Examination: The Doctor can
take 10 minutes to give a character a full Examination. This
lets the Doctor establish a baseline of health for the
character, to contrast for if the character is injured or
ill. If the Doctor has a recent Examination for a character,
they can reduce a difficulty by 1 level when diagnosing or
treating that character. An examination is considered
"recent" if it happened in that session.
- Dedicated Doctor: The Doctor
can spend 1 Motivation to reroll 1 die for First Aid or
Medicine. This Motivation can be spent after the initial
roll. If the Doctor had recently given the target an
Examination, they can instead reroll up to 3 dice.
Ultimate Ability
- Emergency Resuscitation: By
paying 3 Motivation the Doctor can attempt to return a
recently deceased (max 10 minutes) creature back to life. The
Doctor must make an Intelligence + Medicine check. If the
Doctor gets at least 1 Hit, the creature is returned to
life. On a failure they waste 1 minute and 1 Medkit
charge. Without this ability, the Doctor must succeed in a
Medical Challenge to save a creature's life.
Knowledge
- Formulation: The
Doctor has extensive knowledge of the compounding and
manufacture of medicines, such as Antidotes, Vaccines and Bacta
vials. This knowledge lets a Doctor create these from the raw
materials during downtime.
Motivators
- Caregiver: Whenever the Doctor
heals a patient, restoring Hit Points or healing Injuries,
they gain 1 Motivation.
- Thorough Examiner: Whenever
the Doctor gives a patient an Examination, they gain 1
Motivation.
Formulation
The skill of making medicine from compounds (Bioengineering
Parts). This includes Antidotes, Bacta Vials, Vaccines and the
various Injections and Innoculations that the Doctor can
learn.
Create Bacta
To create Bacta, the Doctor must spend 1 hour working in a
High-Tech Level Medical Bay or Science Station. After this 1
hour the Doctor will create a vial of Bacta. They must have 1
Uncommon Bioengineering Part which is consumed in the
Formulation. This will create 1 Tiny Vial of Bacta (1d4 HP
restored). The Doctor can also use this time to combine 2 Tiny
Vials of Bacta into a Small Vial of Bacta (2d4 HP restored), etc
for larger and larger batches of Bacta. Finally after 5 days
they can create enough Bacta to fill a Bacta Tank.
Bacta Formulation Table
| Name | Hit Points Healed | Time to Make | Formulation Skill Required |
| Tiny Bacta Vial | 1d4 Hit Points | 1 hour | 1 |
| Small Bacta Vial | 2d4 Hit Points | 3 hours | 2 |
| Medium Bacta Vial | 4d4 Hit Points | 7 hours | 3 |
| Large Bacta Vial | 8d4 Hit Points | 2 days | 4 |
| Bacta Tank | 1 Injury per Hour | 5 days | 5 |
Create Antidote
The Doctor can create Antidotes for various levels of
Poisons. There are five levels of Poison, each one requires a
more complex Antidote formula. To create an Antidote, the Doctor
must spend 1 hour working in a clean, safe environment and must
have 1 Common Bioengineering Part, which is consumed. After the
hour is up, the Doctor will have created an Antidote of the
appropriate level.
Create Vaccine
The Doctor can create Vaccines for various levels of
Diseases. There are five levels of Disease, each one requires a
more complex Vaccine formula. To create an Vaccine, the Doctor
must spend 1 hour working in a clean, safe environment and must
have 1 Common Bioengineering Part, which is consumed. After the
hour is up, the Doctor will have created an Vaccine of the
appropriate level.
Create Injection
The Doctor can create a specialized Injection that can
temporarily boost an Attribute of a creature. This Injection
must be tailored specificially to a single organism, or it will
cause them injury over time. The Doctor must spend 1 Hour
working in a High-Tech Level Medical Bay or Science Station and
consume a Rare Bioengineering Part to create any of the 6
Injection Types: (Strength, Deftness, Agility, Toughness,
Intelligence & Perception).
Create Inoculation
The Doctor can create a specialized Inoculation that can
temporarily boost the creatures vital systems. This Inoculation
must be tailored specificially to a single organism, or it will
cause them injury over time. The Doctor must spend 1 Hour
working in a High-Tech Level Medical Bay or Science Station and
consume a Rare Bioengineering Part to make the standard
Inoculation.
The Advanced Inoculation formula is learned later and
requries a Very Rare Bioengineering Part, but still takes 1 hour
to manufacture.
Hit Points
The Doctor gains 1 Hit Point per level.
Leveling Table
|
Class Level
|
Class Features for Level
|
|
0
|
- Examination;
- Dedicated Doctor
|
|
1
|
- Knowledge: Formulation
- Any Shipstation Role +1 Skill Point
|
|
2
|
- Investigator Skill Point;
- Species Expertise
|
|
3
|
- Survivalist Skill Point
- Medicine Skill Point
|
|
4
|
- Knowledge: Formulation
- Any Field Operative Role +1 Skill Point
|
|
5
|
- Networker Skill Point
- Medicine Skill Point
|
|
6
|
- Searching Skill Point;
- Species Expertise
|
|
7
|
- Knowledge: Formulation
- Any Shipstation Role +1 Skill Point
|
|
8
|
- Negotiator Skill Point
- Medicine Skill Point
|
|
9
|
- Investigator Skill Point;
- Species Expertise
|
|
10
|
- Technician Skill Point
- Medicine Skill Point
|
|
11
|
- Investigator Skill Point;
- Species Expertise
|
|
12
|
- Knowledge: Formulation
- Any Field Operative Role +1 Skill Point
|
|
13
|
- Comms Skill Point
- Medicine Skill Point
|
|
14
|
- Investigator Skill Point;
- Species Expertise
|
|
15
|
- Unarmed Combat Proficiency
- Species Expertise
|
|
16
|
- Knowledge: Formulation
- Any Shipstation Role +1 Skill Point
|
|
17
|
- Commander Skill Point
- Medicine Skill Point
|
|
18
|
- Stun Weapon Proficiency
- Species Expertise
|
|
19
|
- Logician Skill Point
- Medicine Skill Point
|
|
20
|
|
Talent Tree
- Species Expertise (x7): The
Doctor has learned more about the biology of a specific
species. The Doctor gains a +1 skill bonus to working on
their own Species, or any Species they have Expertise
on. They can only take the same Species once.
- Bonus Healing (x6): When using
the First Aid or Medicine skills, the Doctor gains
additional +1 bonus dice which can translate into additional
Hit Points restored or a higher chance of healing a patient's
Injuries.
- Improved Stabilizing Shot*: The
Doctor gains the Stabilizing Shot Special Move if they don't
have it already. In addition the shot heals 2d4 + 2 Hit
Points and can be fired at Medium Range.
- Mad Doctor: Whenever the Doctor
gives a target an Injection, they regain 1 Motivation.
- Increased Intelligence: The
Doctor's permanent Intelligence score increases by 1.
- Increased Deftness: The
Doctor's permanent Deftness score increases by 1.
- Increased Perception: The
Doctor's permanent Perception score increases by 1.
- Strength Injection: The Doctor
has learned how to Formulate a Strength Injection. The Doctor
uses an Action to give an adjacent character a Strength
Injection. This Injection increases that character's
Strength rating by 1 for 1 hour. After that hour the
character suffers an Injury unless the character previously
had an Examination by the Doctor recently (within a
day).
- Agility Injection: The Doctor
has learned how to Formulate a Agility Injection. The Doctor
uses an Action to give an adjacent character an Agility
Injection. This Injection increases that character's Agility
rating by 1 for 1 hour. After that hour the character suffers
an Injury unless the character previously had an Examination
by the Doctor recently (within a day).
- Toughness Injection: The Doctor
has learned how to Formulate a Toughness Injection. The Doctor
uses an Action to give an adjacent character a Toughness
Injection. This Injection increases that character's
Toughness rating by 1 for 1 hour. After that hour the
character suffers an Injury unless the character previously
had an Examination by the Doctor recently (within a
day).
- Deftness Injection: The Doctor
has learned how to Formulate a Deftness Injection. The Doctor
uses an Action to give an adjacent character a Deftness
Injection. This Injection increases that character's
Deftness rating by 1 for 1 hour. After that hour the
character suffers an Injury unless the character previously
had an Examination by the Doctor recently (within a
day).
- Perception Injection: The Doctor
has learned how to Formulate a Perception Injection. The
Doctor uses an Action to give an adjacent character a
Perception Injection. This Injection increases that
character's Perception rating by 1 for 1 hour. After that
hour the character suffers an Injury unless the character
previously had an Examination by the Doctor recently (within
a day).
- Intelligence Injection: The Doctor
has learned how to Formulate a Intelligence Injection. The
Doctor uses an Action to give an adjacent character a
Intelligence Injection. This Injection increases that
character's Intelligence rating by 1 for 1 hour. After that
hour the character suffers an Injury unless the character had
an Examination by the Doctor recently (within a day).
- Inoculation: The Doctor
uses an Action to give an adjacent character an Inoculation
shot. This shot will give the character a +2 bonus to their
Resistance Skill for up to 1 hour. After this one hour the
character will suffer 1 Injury, unless they had been examined
by the doctor prior to the injection.
- Advanced Inoculation: The
Doctor uses an Action to give an adjacent character an
Advanced Inoculation shot. This shot will give the character
a +3 bonus to their Resistance skill for up to 1 hour. In
addition they will gain 5 temporary Hit Points and 2
temporary Stun Points. These too will last only 1 hour and if
a character is hit with an attack, these will be lost
first.
- Improved Disabling Shot [Finesse / Attack]: The
Doctor can attack a target with an anesthetic. Using an
Action and paying 2 Motivation, the Doctor can attempt to
Inject a creature with a sedative within weapon range. The
Doctor makes a Stun Weapon attack against a target in Short
range with a +4 bonus attack. This attack does Stress
and gains the Stun (4) quality.
- Anaesthetic Spray [Finesse / Attack]: By
paying 2 Motivation and using an Action, the Doctor can spray
an aerosol of anesthetic into the air in a 6-square cone.
All living creatures in that zone must roll
their Resistance against
the Doctor's Intelligence + Medicine +
2. Uncanceled Hits do Stress to the
creatures. Critical Hits count as 2 Hits.
- Truth Serum [Finesse /
Attack]: The Doctor can use an action to inject a
Truth Serum into an adjacent creature within Melee Range. The
Doctor rolls their Intelligence +
Medicine against the
creature's Resistance. If
the attack is a success, the creature is compelled to tell
the truth if they speak for 10 minutes. The creature can
attempt to resist as an Action on their Turn each Round by
rolling their Toughness +
Resistance against the
Doctor's Intelligence +
Medicine. If the resisting creature wins they break
free from the serum's effects.
- Anit-Shock Injection: The
Doctor uses an Action to give an adjacent character an
injection which heals the last injury the character sustained.
Species Expertise
- Bird-Like: Diathim, Toydarian, Alcedian, Fosh, Talortai
- Fish-like: Mon Calamari, Quarren, Nautolan, Selkath, Belugan
- Force Users: Jedi, Sith, Nightsister, other
- Greys: Duros, Bith, Nemoidian, Kaminoan, Muun
- Human: Mainline humanity
- Hutt Space: Hutt, Aqualish, Gammorean, Weequay, Nikto
- Insectoids: Gand, Arcona, Harch, Geonosian, Kaleesh
- Lizard-like: Trandoshans, Rodians, Besalisk, Falleen,
- Mammal-like: Wookiees, Talz, Lasat, Bothan, Zygerrian, Ewok, Jawa, Ugnaught
- Near-Humans: Twi'lek, Pantoran, Togruta, Zabrak, Cerean, Mirialan, Umbaran
- Outsiders: Chiss, Yuuzhan-Vong,
- Weirdos: Amanin, Troig, Frenk, Felucian, Utai, Dug, Pa'lowick, Pyke
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