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Renediw's Random Mind Leaks

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 Ash and Glass Medic

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Posts : 156
Join date : 2008-05-13

Ash and Glass Medic Empty
PostSubject: Ash and Glass Medic   Ash and Glass Medic Icon_minitimeFri May 16, 2008 6:48 am

Medic

With your medical training, and the improvements we will make to you, you stand to become one of the greatest healers of all time. As a medic well versed in battlefield healing, you must be aware of how frustrating it can be to lose a patient simply because sterile working tools are not available in the heat of the moment. With the abilities we will give you, you need never worry about sterilizing instruments again. With our help, and your training, you will be able to diagnose and heal serious injuries with little more than the touch of your hand.*

Abilities

Healing

1.The player may heal 2 points of damage per two rounds (on one player) during combat, or completely heal one player in one hour. Physical contact is necessary, and player being healed may not move during combat while being healed or after combat while resting and healing. This does not work on characters who are unconscious, maimed or dead. Each use of this ability costs 1 STRAIN point.
2.The player may heal 2 points of damage per round (on one player) during combat, or completely heal one player in a half hour. Physical contact is necessary, and player being healed may not move during combat while being healed or after combat while resting and healing. This does not work on characters who are unconscious, maimed or dead. Each use of this ability costs 1 STRAIN point.
3.The player may heal 2 points of damage on two different players per round of combat, or completely heal one player with 30 minutes of rest. Physical contact is necessary, and player being healed may not move during combat while being healed or after combat while resting and healing. This does not work on characters who are maimed or dead. Each use of this ability costs 1 STRAIN point.
4.The player may heal 2 points of damage on three different players per round of combat, or completely heal two players in 30 minutes. Physical contact is necessary, and player being healed may not move while resting and healing. This does not work on characters who are maimed or dead. Each use of this ability costs 1 STRAIN point.
5.The player may heal 3 different targets for three points of healing per round of combat. They can also heal three players completely in 30 minutes. Player must have close proximity to those being healed, but does not need direct physical contact. Movement should be kept to a minimum while being completely healed outside of combat, but slow movement is allowable. This does not work on dead characters. Each use of this ability costs 1 STRAIN point.

Telekinesis

1.The player may move an object that they could easily lift with one hand that is 20 feet away for 1 STRAIN point. They can double the distance for a cost of 2 STRAIN points. If the player wishes to use something as a projectile, they would role Telekinesis + Dexterity to determine if they hit, and then Telekinesis + (Thrown Object) to determine damage. The players ability does not work on living creatures as they have their own bio-electric field that interferes with such a use.
2.The player may move an object that they could easily lift with two hands that is 20 feet away for 1 STRAIN point. They can double the distance for a cost of 2 STRAIN points. If the player wishes to use something as a projectile, they would role Telekinesis + Dexterity to determine if they hit, and then Telekinesis + (Thrown Object) to determine damage. The players ability does not work on living creatures as they have their own bio-electric field that interferes with such a use.
3.The player may move an object that they would have to strain to life with two hands that is 20 feet away for 1 STRAIN point. They can double the distance for a cost of 2 STRAIN points. If the player wishes to use something as a projectile, they would role Telekinesis + Dexterity to determine if they hit, and then Telekinesis + (Thrown Object) x2 to determine damage. The players ability does not work on living creatures as they have their own bio-electric field that interferes with such a use.
4.The player may move an object twice as heavy as themselves, that is 20 feet away, for 1 STRAIN point. They can double the distance for a cost of 2 STRAIN points. If the player wishes to use something as a projectile, they would role Telekinesis + Dexterity to determine if they hit, and then Telekinesis + (Thrown Object) x3 to determine damage. The players ability does not work on living creatures as they have their own bio-electric field that interferes with such a use.
5.The player may move an object four times as heavy as themselves, that is 20 feet away, for 1 STRAIN point. They can double the distance for a cost of 2 STRAIN points. If the player wishes to use something as a projectile, they would role Telekinesis + Dexterity to determine if they hit, and then Telekinesis + (Thrown Object) x5to determine damage. The players ability does not work on living creatures as they have their own bio-electric field that interferes with such a use.

Aura of Safety

1.Aura can cover 1 player. Player(s) within aura automatically receive one success on combat rolls, and give their attackers 1 botch on all attacks aimed in their direction. Aura lasts 2 rounds. Costs 1 STRAIN.
2.Aura can cover 2 players. Player(s) within aura automatically receive one success on combat rolls, and give their attackers 1 botch on all attacks aimed in their direction. Aura lasts 2 rounds. Costs 1 STRAIN.
3.Aura can cover 3 players. Player(s) within aura automatically receive one success on combat rolls, and give their attackers 1 botch on all attacks aimed in their direction. Aura lasts 3 rounds. Costs 1 STRAIN.
4.Aura can cover 4 players. Player(s) within aura automatically receive two successes on combat rolls, and give their attackers 2 botches on all attacks aimed in their direction. Aura lasts 4 rounds. Costs 1 STRAIN.
5.Aura can cover 5 players. Player(s) within aura automatically receive three successes on combat rolls, and give their attackers 3 botches on all attacks aimed in their direction. Aura lasts 5 rounds. Costs 1 STRAIN.

Wall of Force

1.Medic can create a wall with 8 levels of damage around 1 player. The player cannot attack out of the wall, and the enemy cannot penetrate the wall until all 8 levels of damage are used. Costs 1 STRAIN, cannot be turned off by the Medic.
2.Medic can create a wall with 10 levels of damage around his/herself and one other player so long as they are in close proximity. The players cannot attack out of the wall, and the enemy cannot penetrate the wall until all 10 levels of damage are used. Costs 1 STRAIN, cannot be turned off by the medic.
3.Medic can create a wall with 12 levels of damage around his/herself and two other players so long as they are in close proximity. The players cannot attack out of the wall, and the enemy cannot penetrate the wall until all 12 levels of damage are used. Costs 1 STRAIN, cannot be turned off by the medic.
4.Medic can create a wall with 16 levels of damage around his/herself and two other players so long as they are in close proximity. The players cannot attack out of the wall, and the enemy cannot penetrate the wall until all 16 levels of damage are used. Costs 1 STRAIN, can be deactivated by the Medic at will. Has a 10% chance of deflecting enemy rounds back at them.
5.Medic can create a wall with 22 levels of damage around his/herself and two other players so long as they are in close proximity. The players cannot attack out of the wall, and the enemy cannot penetrate the wall until all 22 levels of damage are used. Costs 1 STRAIN, can be deactivated by the Medic at will. Has a 20% of deflecting enemy rounds back at them.

Puppet*

1.Player may cause an NPC of their choice to roll two less dice on all rolls. Costs 3 STRAIN per NPC in a non combat situation, and 4 STRAIN during combat. Lasts 2 turns.
2.Player may cause an NPC of their choice to roll three less dice on all rolls. Costs 3 STRAIN per NPC in a non combat situation, and 4 STRAIN during combat. Lasts 2 turns.
3.Player may cause an NPC of their choice to roll four less dice on all rolls. Costs 3 STRAIN per NPC in a non combat situation, and 4 STRAIN during combat. Lasts 4 turns.
4.Player may cause an NPC of their choice to roll four less dice on all rolls. Costs 3 STRAIN, Lasts 4 turns. Player may also use this ability during combat to take control of an enemy for 1 turn.
5.Player may cause an NPC of their choice to roll four less dice on all rolls. Costs 3 STRAIN . Lasts 6 turns. Player may also use this ability during combat to take control of enemy for 3 turns.
*Some NPC's may be resistant to this ability.

Restart

1.Player has a 50% chance of reviving a dead player. If player succeeds, roll 1D10 for number of life points revived. Healing may proceed normally after that point. Costs 5 STRAIN. STRAIN is spent whether successful or not.
2.Player has a 70% chance of reviving a dead player. If player succeeds, roll 2D10 for number of life points revived. Healing may proceed normally after that point. Costs 4 STRAIN. STRAIN is spent whether successful or not.

Q. What is STRAIN?

A. STRAIN is the term we use to describe the unusually large amount of pressure being put on your brain by your use of your new abilities. Technically speaking, you could exceed your STRAIN threshold, but it might (read: certainly would) tear your brain to pieces. So, don't do that!


*While it is not a common occurrence, some test subjects have complained (complained is too strong a word since they were dead and couldn't really complain at all) that their brains were hemorrhaging, causing coma leading to death, or just death. Head of neuro-science, Dr. Fieler, would just like you to know that, “To make an omelet, you've got to explode a few brains.”
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