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16:34, 27th April 2024 (GMT+0)

Vitality, Wounds, Skills and Feats Revisited.

Posted by StarMasterFor group 0
StarMaster
GM, 1342 posts
License to Tamper
ACTION DICE: 8/8
Sat 18 Mar 2023
at 05:31
  • msg #1

Skills and Feats Revisited

This primarily deals with the Stargate system of Vitality and Wound points, since apparently I'm not the only one that was confused. Heck, for that matter, I may have actually figured it out in my effort to fix it.


~~~~~~~~~~~~~~~~~~~~~~~~~
VITALITY
~~~~~~~~~~~~~~~~~~~~~~~~~


Vitality represents the various nicks, cuts, abrasions, scrapes, bruises, sprains and similar minor injuries one is prone to just going about everyday things. It also covers a bit of endurance, experience and luck at avoiding injury, such as stubbing your toe rather than breaking your foot. While these are all minor injuries, they have a way of piling up.


~~~~~~~~~~~~~~~~~~~~~~~~
WOUNDS
~~~~~~~~~~~~~~~~~~~~~~~


These are the more serious injuries, from broken bones to radiation to the ravages of disease and poison to internal organ damage. There are far fewer Wounds available to a character than there are Vitality points because a Wound represents a greater amount of damage. Most Wounds will come from combat, but there can be other causes, such as environment and alien devices.



~~~~~~~~~~~~~~~~ VITALITY & WOUNDS TRACKER (Revised) ~~~~~~~~~~~~~~~
VITALITY DIE:d8# =3+CON (+3)MAXIMUM VITALITY:  :MAXIMUM WOUNDS
 PENVITALITYWOUNDSRECOVERY TIME
HURTLEVEL 1 FATIGUE:-1-10110 minutes
INJUREDLEVEL 2 FATIGUE:-2-2021 hour
DAMAGEDLEVEL 3 FATIGUE:-3-3032 hours (short rest)
SERIOUSLY INJUREDExhausted:-4-4048 hours
 Incapacitated:-5-50+524 hours (long rest)
UNCONSCIOUS:---60+6(Mostly) DEAD!
STAVE OFF DEATH:     



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* * * * * HEALING * * * * *
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


When you take damage, whether to your Vitality or Wounds, there are several ways to heal that damage, though not all of them may be available to a character at any given time.


|!
***** Natural Healing *****
 

easiest but not the quickest

~~~~~ First Aid Skill

Strangely, Stargate's First Aid skill doesn't seem to do what you'd think it would, which is treat Vitality damage. It deals more with poison and disease and long term care. How is this FIRST Aid?

In this Revised system, it's treating those typical Vitality symptoms.... cuts, scrapes, bruises, sprains, etc. It's stopping bleeding, minimizing blunt force trauma, reducing shock, etc. It's the Wounds that represent broken bones, damaged organs, and more serious damage.

The target number for treating injury depends on the nature of the injury.
TASKTNTYPICAL INJURY
Treat minor injury10remember, there's still a penalty for a minor injury)
Treat serious injury15serious injury
Treat major injury20major injury
Treat deadly injury25deadly injury

A successful First Aid check restores 1d6 Vitality, plus one additional Vitality for every 5 points you succeed. Even if you don't succeed, as long as you have the skill, you restore 1 point (unless you fail by more than 10?).

Assisted Healing

Action Dice Healing


Alien Healing

========================================= Asgard: =========================================


=================== Furlings: ====================


=================== Nox: ===================
 If you happen to be on the Nox homeworld or you are otherwise in contact, it's possible that they may help you, even to the point of bringing you back from death. (Pooled Action Dice?)

=================== Tok'ra ====================
personal healing energy but won't do it if it isn't necessary

=================== Tok'ra symbiote: ====================
life threatening disease, illness, or serious injury. This isn't automatic--there just aren't that many symbiotes available.


=======================================
Tollan
=======================================

The Tollan have advanced biological and medical knowledge, and while they refuse to share  that knowledge with other species, they will use it to cure allies of disease, poison, radiation and damage. Four hours within a Healing Chamber will cure any of the above conditions.

If you send out an Emergency signal, a DC 30 Level check indicates that a Tollan ship or facility is close enough to provide assistance.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
***** Healing Gear *****
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


GelcureRPs:5
heals 5 points per ounce; separates in one ounce globs
blackgel does damage.
Only 3rd-level medical personnel are issued it because it's only found when an NID base gets raided and found there. No one knows where the NID get it. NID-X Base?

hethraRPs:10
Ra'avi molecular scanner

kara'kesh RPs: 12
-- uses personal energy
heal or cause damage equal to Wisdom
+level?
# of times per day equal to Wisdom mod
x2 if angered; Will save or unconscious for # of rounds equal to Wisdom
naquadriah in blood?

   The Kara'Tesh is a Tok'ra device that combines a standard kara'kesh with a healing device. It is about 2.5" in diameter with a red crystal surrounded by a silver ring. It has a loop on the back that your finger can slide into so that the disk rests in the palm of your hand.
   The ribbon device is normally so elaborate because the ribbon needed to make more contact
with the host's skin (back when the host wasn't human). It also serves as a badge and looks
more impressive. The Tok'ra don't want a device that's so hard to hide.
   You can improve your ability to use a kara'tesh by taking the feat Use Kara'Tesh. This also
grants you the skill Kara'Tesh Use which you can then improve like any other skill.


KARA'TESH (kara'kesh + healing device)
#FUNCTION NAMEACTIVATION DC*TIMEWHAT IT DOES
1.& Lesser Healing121 roundheals 2 pts** of wound damage per round
2.& Contact Electrical Jolt143 roundscauses uncontrolled vibration; stunned 5 rounds
3.Remote Ring Activation161 roundactivates any Ring Transporter within 100 ft***
4.Kinetic Energy Wave182 roundsemits a wave of force that does 6d6 damage out to 50 ft.
5.High-Energy Shield201 roundgenerates an energy field that siphons off kinetic energy
6.Scanning Beam221-4 roundscan only scan one person at a time for species & vital statistics
7.& Major Healing245 roundsYou use your own force of will to heal injury DC20. Once per day equal to your Wisdom. heals disease DC25, heals poisoning DC20, cures radiation poisoning DC 30
8.Hypnosis Beam263 roundscan hypnotize target from up to 20 feet away
9.Neural Link Beam283 roundscan drain information from other mind or impart some
~~~~~~~~~~~~~~~~~~~~ NOTES ~~~~~~~~~~~~~~~~~~~~
& = touch or at least adjacent square
* = Wisdom check; +5 if you have the Use Kara'tesh feat; + rank in Kara'tesh skill.
** = modified by ranks in First Aid or Medicine skill
*** = have to know it's there; can't just arbitrarily activate one if its around; can be linked to the Ring Transporter on a ship in orbit, though. Scanning beam to locate one.



Rillifar: drug Fortitude check heals 12 points of damage. less 1 pt per save failed by; can therefore do damage. twice as effective on Uplifted. Found a cache but don't know its origin. Need to find it in the X-Worlds
GEAR PICKS:

Styk'k: pulse gun emits a healing pulse of energy--3d6 open ended


 
** kelno'reem **
 
This Jaffa deep meditation trance/technique is the equivalent of sleep in other species. For healing purposes, it requires a DC 15 Will save to enter. State how many hours you wish to remain in the trance (minimum of 4)--heal 1 Wound per hour.



 
~~~~~~~~~~~~~~~~~~~~~ NEW FEATS ~~~~~~~~~~~~~~~~~~
 
Advanced Medical Training
+5 to First Aid checks, +1 max skill level, +1 threat range
 
Xeno-Medical Training
Whether you spent time with Tok'ra, the Tollan, the Asgard, or some other alien species with advanced medical abilities, you've been taught some of that medical knowledge.

This message was last edited by the GM at 05:57, Mon 20 Mar 2023.
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