Veterinarian

Drawing of a humanoid crocodile professor working on a dragonfly.

Vet resuscitating an insect.

Veterinarians are the healers of the organic world. Vets are a combination of doctor, homeopath, surgeon, paramedic, and faith-healer. They can utilize whatever odds and ends available to assist organic personas in need. Vets are self-trained and have not suffered at a college or school. They learned from oral histories, experimentation, pamphlets or bits of AV material. Their work may be temporary or permanent, incompetent or miraculous.

Vet Conduct

Veterinarians need the trust of their patients to function. The therapeutic relationship depends on charisma, trust and skill. This vocation does not have an oath by any means, but proper conduct makes them better veterinarians.

Good Person Good Veterinarian
  • Avoid using weapons that kill or damage life.

  • Avoid using violence as a solution unless last resort.

  • Make the best choices for their patients

The more the vet strays from these suggested tenets, the harder it will be to heal personas. It is also possible that a guild or club may take issue with a violent vet. This conduct is a general goal. The persona need not be a pacifist or sacrifice their lives senselessly.

Vet Abilities

Vet abilities are particular aptitudes that a vet can accomplish and other vocations cannot. They are divided into approaches (gifts), interests and skills.

Approaches

Approaches (gifts) are the inherent talents that define the persona as a veterinarian. The player does not have to roll to succeed with an approach. An approach happens immediately unless combat time is activated.

Veterinarian Approaches Table
Veterinarian approaches define their vocation

EXPS Level

Approach

Description

1

Quick Fix

Restore some health or revive stunned personas with HPT > 0.

4

Resuscitation

Stabilize and cease death spiral in in personas with HPT < 0.

7

Suggestion

Convince a persona to make the best decision for themselves.

EXPS Level

Approaches

Description

Interests

The interests of a veterinarian indicate broad areas of knowledge, skill or comprehension. Veterinarian interests are divided into diagnosis, treatment and research. An interest in diagnosis will help with any task roll that involves figuring out what is wrong with a persona. Treatment interest helps the player win task rolls that alter (hopefully for the better) the wellness of a persona. An interest in research assists the persona when enhancing or inventing procedures and devices related to healing.

At startup the player gets 1 roll on the interest table per 4 points of charisma. At each additional experience level the player can roll or choose a new interest.

Veterinarian Interest Table
Areas of veterinarian interest.

Die Roll

Interest

01-41

Diagnosis

42-80

Treatment

81-89

Research

90-95

Choose

96-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

1 per 4 CHA at startup. 1 per additional level

Skills

The veterinarian skills are abilities that are focused onto one area of knowledge or procedure. The skills are quite specific and fall under one of the three interests described above.

The player makes one roll on the skill table per interest generated. A new skill is acquired at each new experience level.

Diagnostic

Figuring out what is wrong with an organic persona. The task may entirely involve figuring out what is malfunctioning. If what is wrong is obvious a diagnosis task can be attempted to assist the treatment task.

Veterinarian Diagnostic Skills
Diagnostic areas in which the veterinarian excels.

Die Roll (1d100)

Skill

01-04

Aging

05-08

Auditory (Sound)

09-12

Cardiac (heart)

13-16

Gastro (digestion)

17-20

Genetics

21-24

Infections

25-35

Internal (organs)

36-38

Kirlian Energy

39-41

Mutations, Mental

41-43

Mutations, Physical

44-48

Neurologic (nerves)

49-53

Optics (eyes)

54-60

Pediatrics (yute)

60-64

Physiologic

62-65

Psionics

66-70

Psychiatric

71-75

Radiation

76-80

Resp(lungs)

81-85

Toxin

86-90

Toxin, Poison

91-95

Toxin, Radiation

96-97

Extra Roll

98-99

Choose

00

Ref’s Own Table

Die Roll (1d100)

Skill

Treatment

Treatment skills are abilities that repair or cure or temporize an ailing persona. Diagnosis is figuring out what is wrong treatment is fixing it.

Veterinarian Treatment Skills
Treatment areas in which the veterinarian excels.

Die Roll (1d100)

Skill

01-03

Anesthesia (sleep)

04-06

Chiropractic (placebo)

07-09

Cryogenics

10-12

Disconnect (Kirlian)

13-15

Disconnect (Psionic)

16-18

Embalming

19-21

Pharma

22

Pinch (death)

23-25

Pinch (paralysis)

26-30

Psychiatry

31-40

Quick Fix

41-43

Rehab

44-50

Resuscitation

51-53

Reverse (nausea)

54-56

Reverse (poison)

57-59

Reverse (radiation)

60-62

Suggestion

63-65

Surgery (cosmetic)

66-68

Surgery (external)

69-71

Surgery (internal)

72-75

Suspension

76-85

Trauma

86-88

Trauma (blunt)

89-91

Trauma (burns)

92-95

Trauma (penetrating)

96-97

Extra Roll

98-99

Choose

00

Ref’s Own Table

Die Roll (1d100)

Skill

One skill per interest or new interest

General Trauma can be combined with Quick Fix or Resuscitation

Research

Research is anything outside the realm of treatment and diagnosis. Research skills include enhancements, cybernetics, new pharma, or new previously unknown processes.

Veterinarian Research Skills
Research areas in which the veterinarian excels.

Die Roll (1d100)

Skill

01-05

Aging

06-10

Cloning

11-15

Cybernetics

16-20

Enhancements

21-25

Epidemiology (math)

26-30

Forensics

31-35

Genetics

36-38

Kirlian Energies

39-41

Mutations (mental)

42-44

Mutations (physical)

45-60

Pharma (research)

61-65

Psionics

66-70

Psychiatry

61-65

Rejuvenation

66-70

Resuscitation

71-75

Robotics

76-80

Surgical (research)

81-85

Veterinarian Toys (combine)

86-90

Veterinarian Toys (enhance)

91-95

Veterinarian Toys (ID)

96-97

Extra Roll

98-99

Choose

00

Ref’s Own Table

Die Roll (1d100)

Skill

Explanations of Approaches, Skills and Tasks

Quick Fix

This ability allows the vet to repair injured personas quickly. Quick fixes give the patient persona an HPS boost. They are most commonly quickly carried out during combat. The difficulty and during of a quick fix depends on the amount of healing desired.

Vet Quick Fixes
Snappy HPS restorations.

Heal Amount

DD

Time Required

5%

5

1 unit

10%

10

2 units

15%

15

3 units

20%

20

4 units

Heal Amount

DD

Time Required

Subliminal Suggestion

A veterinarian can pop words into the minds of unsuspecting targets. The vet can force simple commands such as don’t jump, drop it, or stop on the target. The more reasonable that the suggestion is, the more likely that the subliminal suggestion will succeed. There is no saving roll for the target if the player wins the task roll. The degree of difficulty depends on the target’s mental strength. If the target has a 9 MSTR, the DD of the maneuver is 9.

Paralyzing Pinch

The vet can render the target unconscious using a dramatic pinch technique. Willing patients do not require the vet to make an attack roll. In an unwilling patient, the player must first win an attack roll. The vet must apply the pinch for 0-2 units (1d3-1), and each unit indicates the player must win another attack roll. Only after the successful attack rolls is the task roll made. A failed task roll leaves the target enjoying a harmless shoulder grip. There is no saving roll for the target if the player wins the task roll. The degree of difficulty depends on the target’s constitution. If the target has a 9 CON, the DD of the maneuver is 9.

Death Pinch

Death Pinch is the deadly version of the paralyzing pinch. There are no voluntary receivers of this attack. The vet must apply the pinch for 0-2 units (1d3-1), and each unit indicates the player must win another attack roll. Only after the successful attack rolls is the task roll made. A failed task roll leaves the target enjoying a harmless shoulder grip. The target gets a saving throw versus poison. The degree of difficulty depends on the target’s constitution. If the target has a 9 CON, the DD of the maneuver is 18.

Veterinarian Maneuvers

Vet maneuvers involve the healing, repair and enhancement of organic life forms. Vet maneuvers can be considered Gut or Knowledge maneuvers. The referee can adjust task Roll bonuses depending on where the maneuver lies.

The vet must be able to smile at her patient. Personal connection is essential equipment for successful veterinarian maneuvers. The referee may make a target roll more difficult if the vet cannot emotionally connect with her patient.

Veterinarian Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.

Maneuver

Degree of Difficulty (DD)

Artificial Resuscitation

2 per unit down

Attribute, Enhance

Attribute plus 50DD

Attribute, Restore

Attribute plus 25DD

Autopsy, Forensic

1-10 (1d10)

Autopsy, Fun

2

Calm Persona, slaps

1

Calm Persona, verbal

5

Cryogenics, Initiate

15-24 (1d10+14)

Cryogenics, Revive

1-10 (1d10)

Pinch, Death

Target CON times 2

Pinch, Paralyzing

Target CON times 3

Develop Pharmaceutical

15-24 (1d10+14)

Negate Frenzy

1-6 (1d6)

Open Stasis Bag

1-4 (1d4)

Poison, Stop Damage

Intensity

Poison, Identify

Intensity plus 1d4

Poison, Reverse Damage

Intensity plus 1d6

Psionic Attack, Stop

Attacker MSTR

Psionic Attack, Identify

Attacker MSTR plus 1d4

Quick Fix, 5%

1

Quick Fix, 10%

2

Quick Fix, 20%

4

Radiation, Cure

Intensity + 1d8

Radiation, Stop

Intensity

Radiation, Identify

Intensity plus 1d6

Reattach Members

21-28 (1d8+20)

Restore Hearing

16-25 (1d10+15)

Restore Sanity

16-25 (1d10+15)

Restore Vision

16-25 (1d10+15)

Reverse Aging

Delta Age times 2

Revive Stunned

3

Stabilize Dying

HPS times -2

Subliminal Suggestion

Target MSTR

Maneuver

DD

Vet Experience

The benefits of increasing experience levels are more skills, improved task roll bonus, and not much else. Veterinarians earn experience points for completing maneuvers and role-playing within their vocation. Only 10% of combat experience can go towards a vet’s experience point total.

Veterinarian Experience
Accumulating more EXPS leads to increasing vocation levels.

Experience Points

Experience Level

0-2300

1

2301-4600

2

4601-9200

3

9201-18400

4

18401-36000

5

36001-65000

6

65001-120000

7

120000-220000

8

220001-430000

9

430001-850000

10

850001-1270000

11

1270001-1695000

12

425000

EXPS per level above 12th

Experience Points

Experience Level