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Origin Abilities: may retry a skill check without penalty 4/session, free hint 1/session, +2 Wound Points, +2 Possessions
 
Origin Abilities: may retry a skill check without penalty 4/session, free hint 1/session, +2 Wound Points, +2 Possessions
  
Class Abilities:  
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Class Abilities: Accurate, Angel in White, Fortunes of War I (DR 1), Patch Up I, Resuscitation 1/scene, Search and Rescue (Advanced), Stay With Me (Medicine), Vehicle Familiarity I
  
Accurate: Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. a Level 1 Soldier’s bonus of 1d4 becomes 2d4).
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Feats: Bandage, Fire-Team Basics, Fire-Team Mastery, Rising Star, Survivalist, Tactical Advantage
 
 
Angel in White: Each time you or an adjacent teammate spends an action die to regain vitality or wound points, the number of points recovered is doubled.
 
 
 
Fortunes of War I (DR 1): At Level 2, you gain 1 point of damage reduction (DR 1/—). Further, as a free action, you may double the DR granted by this ability for 1 full round (see page 346). You may boost your DR in this fashion a number of times per session equal to your starting action dice.
 
 
 
Patch Up I: At Level 3, you may increase your error range by 1 to decrease the time required to make any Medicine/First Aid check to 5 full actions, or any Medicine/Treatment check to 3 minutes.
 
 
 
Resuscitation 1/scene: At Level 4, once per scene, you may revive a recently killed character. The target character must be between –10 and –25 wounds, and must have died within a number of rounds equal to his Constitution score when you begin. You must tend to the character for 1 minute. At the end of that time the character is restored to 0 wounds but must consult the Table of Ouch (see the Spycraft 2.0 Rulebook, page 332) with a result of 1d20 + double the number of negative wounds he suffered.
 
 
 
Search and Rescue (Advanced): At Level 1, your Survivalist feat also applies to Medicine checks. Further, you gain the Advanced Skill Mastery (Survivalist) feat.
 
 
 
Stay With Me (Medicine): At Level 2, when you fail a Medicine check that may be re-tried, you may spend 1 half action to try another
 
approach. As long as the check DC is equal to or less than your class level + 20, the new approach is automatically successful. If more than 1 grade of success is possible, you achieve only the lowest possible positive result. You may use this ability even if your initial check results in an error, but you must declare its use before the critical failure is activated. You may use this ability a number of times per session equal to your starting action dice.
 
 
 
Vehicle Familiarity I: At Level 4, at the start of each mission, you may choose 1 specific vehicle or mount to be considered familiar. If the vehicle or mount is part of your mission gear, you must have previously operated it for a minimum number of hours equal to twice the highest Caliber of the vehicle or mount, or any vehicle weapon or gadget installed. If the vehicle or mount is part of your Lifestyle or chosen with the Favored Gear feat, this time requirement is waived. You may be familiar with only 1 specific vehicle or mount at a time. The chosen conveyance gains a +1 bonus to Defense and Damage saves, and you gain the same bonus with Initiative and Maneuver checks made using it, as well as Electronics, Mechanics, and Medicine checks made to repair or heal it, as appropriate.
 
 
 
Feats:  
 
 
 
Bandage: Medicine is always considered a class skill for you. Further, your Medicine/First Aid and Medicine/Stabilize checks do not possess the Gear (First Aid Kit) tag. If you do possess a first aid kit when you succeed with one of these checks, your career level is added to the target special character’s career level when determining how many vitality points he recovers. Finally, your error range with Medicine checks made during combat increases by only 1/2 the standard amount (+1 for First Aid and Stabilize checks, and +3 for Surgery checks).
 
 
 
Fire-Team Basics: Once per round, you may take a Cover Fire action as a free action. You must possess a 2-to-1 or greater advantage to use this ability.
 
 
 
Fire-Team Mastery: Once per round, you may make a Medicine/Stabilize check as a free action. Further, if you successfully leave a combat, each of your injured and dead teammates is automatically brought with you. You must possess a 2-to-1 or greater advantage to use this ability.
 
 
 
Rising Star: You may begin choosing from expert classes at Career Level 4 and master classes at Career Level 9, though you must still meet all other requirements before doing so. Further, the first time you suffer exposure during a mission, the Reputation or Net Worth penalty decreases by 2 or $100,000 (minimum 0 or $0), as appropriate.
 
 
 
Survivalist: You gain a +2 insight bonus with all skill and Knowledge checks made with Athletics and Survival. Further, your base threat range with these skills becomes 19–20.
 
 
 
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see
 
page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.
 
  
 
=Wealth=
 
=Wealth=

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