Mutants & Masterminds

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MUTANTS & MASTERMINDS

HERO’S HANDBOOK

TREATMENT

can’t awaken a dying character without stabilizing him first (see the following).

Intellect • Trained Only • Manipulation • Requires Tools You’re trained in treating injuries and ailments. The check DC and effect of Treatment depend on the task:

TREATMENT DIFFICULTIES DC

TASK

10

Diagnose injuries and ailments.

15

Provide long-term care.

15

Revive dazed or stunned characters.

15

Stabilize dying character.

15

Treat diseases or poisons.

If you do not have the appropriate medical equipment and supplies, you take a –5 circumstance penalty on your check. If your subject has a particularly unusual biology (an alien, for example) you may also suffer a circumstance penalty. You can use the Treatment skill on yourself, but only to diagnose, provide care, or treat disease or poison. You take a –5 circumstance penalty on checks when treating yourself.

DIAGNOSIS You can diagnose injuries and ailments with an eye toward further treatment. This takes at least a minute. At the GM’s discretion, a successful diagnosis provides a +2 bonus for favorable circumstances on further Treatment checks.

PROVIDE CARE Providing care means treating an injured patient for a day or more. If successful, the patient further reduces the recovery time by 1 rank (see Recovery in the Action & Adventure chapter). You can provide care for up to your Treatment rank in patients at one time.

REVIVE You can remove the dazed or stunned conditions from a subject (see Conditions in the Action & Adventure chapter). The check to revive is a standard action. A successful check removes the condition. Other conditions the patient may have remain, so reviving someone incapacitated due to fatigue still leaves the patient exhausted, for example, while awakening someone incapacitated due to damage still leaves the patient staggered. You

CHAPTER 4: SKILLS

STABILIZE As a standard action, a successful Treatment check stabilizes a dying character.

TREAT DISEASE AND POISON You can treat a character afflicted with a disease or poison. Each time the character makes a resistance check against the ailment, you make a Treatment check. One degree of success provides the patient with a +2 circumstance bonus to the resistance check, three or more degrees of success provides a +5 circumstance bonus.

VEHICLES Dexterity • Trained Only • Manipulation Use this skill to operate vehicles, from ground vehicles like cars to boats, planes, or even spaceships! See Vehicles in the Gadgets & Gear chapter for details. Routine tasks, such as ordinary operation of known vehicles, don’t require a check and may even be done untrained for some vehicles, particularly common ones like cars. Make a check only when operating the vehicle in a stressful or dramatic situation like being chased or attacked, or trying to reach a destination in a limited amount of time. You can also make Vehicle checks to perform various maneuvers with a vehicle:

VEHICLES DIFFICULTIES DC

MANEUVER

5

Easy (low-speed turn)

10

Average (sudden reverse, dodging obstacles)

15

Difficult (tight turns)

20

Challenging (bootlegger reverse, loop, barrel roll)

25

Formidable (high-speed maneuvers, jumping or flying around obstacles)

Note that the Vehicles skill does not cover riding animal mounts. For that, use the Expertise: Riding skill, based on Agility, with the same guidelines as given for Vehicles skill checks. At the Gamemaster’s discretion, skills like Athletics can serve for riding mounts (perhaps with a circumstance penalty), especially if riding is a fairly uncommon skill, as it is in the modern world.

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