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Medic
Medic is a Mystic Protector who is Devoted
Character
Level
1
Tier
1
Target
Many
Body
2
Mind
8
Spirit
2
Durability
94%
Mobility
Reaction
8
Speed
4
Max Move
600
Weight Limit
240
Carried
18
Health
Hit Points
30
Death Limit
-10
Dying Rate
3
Revived HP
7
Defenses
Body
13
Mind
19
Spirit
13
Healing
Mystic
10
Generalist
3
Add Dice
1
Attacks
Body
2
Mind
8
Spirit
2
Damage
Combatant
2
Mystic
8
Add Detriment here?
Detriment ?
Medic's Skills : 7 / 17 / 27
Athletics
2
Crafting
8
Nature
2
Perception
3
Religion
9
Scholar
8
Social
2
Subterfuge
2
At Will Powers | Defensive Mystic
d20 +8 to Attack Mind Defense | +8 to Damage | +10 to Healing
Basic Attack
This is Medic's Basic Attack.
  • 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Medic's Combat Maneuvers.
Med Scan
You hit a couple allies with a pulse from your biomatter infuser. This instantly repairs some of the wounds of those hit by the pulse. Space is a 1x2 area.
  • 2d6 Healing (7) Target: Spaces (2) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 9
Primary Discipline Powers | Defensive Mystic
d20 +8 to Attack Mind Defense | +8 to Damage | +10 to Healing
Epinephrine Infusion
When an ally needs that extra boost you hit them with a stim shot of adrenaline. The short term boost heals the target and increases their Hit Points for a short time.
  • 2d6 Healing (7) Target: Creature (1) Range: 3 Spaces Duration: Instant
  • Hit Points +10 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 18
Nano Healing
You throw a small capsule full of nanobots at your ally. This capsule breaks on contact and the nanobots go to work repairing and healing your ally for a few rounds.
  • 2d4 Healing (5) Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 21
Secondary Discipline Powers | Offensive Mystic
d20 +8 to Attack Mind Defense | +8 to Damage | +10 to Healing
Arrhythmia
You tune your med scanner to a harmful frequency and then hit nearby enemies with it. The sudden shock to their system causes their Hit Points to lower for a short time.
  • Hit Points -5 Target: AOE (2x2) Range: 3 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Blast Back Bot
You activate this little bot and toss it on your ally. It injects your ally with a healing serum and then darts up into the air. It expels what energy it has left by shooting arcs of electricity at enemies to drive them away from your wounded patient.
  • 2d4 Healing (5) Target: Creature (1) Range: 1 Space Duration: Instant
  • Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 11
Other Powers Available From Items
Pep Up Pill Grants:


Blast Back Bot
You activate this little bot and toss it on your ally. It injects your ally with a healing serum and then darts up into the air. It expels what energy it has left by shooting arcs of electricity at enemies to drive them away from your wounded patient.
  • 2d6 Healing (7) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Roleplay Details for Medic
Physical
Physique
You Choose
Personality
Emotional Disposition
You Choose
Historical
Birthday
You Choose
Languages
Common
Medic's Character Notes
Missing RP Information
Missing RP Information The RP information is missing so the player using this character can make up whatever they wish to describe their character.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-25 21:51:26
Basic Thought Behind This Character
This character is totally devoted to keeping their friends alive. This Medic is focused on strong healing for both single and multiple targets. When forced to hurt enemies the Medic will weaken them and then do Damage with a Basic Attack.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-25 21:52:20
Medic's Wealth
Cash
Items
Assets
Total
Medic's Assets

Medic's Equipped Items

EMT Wrist Advisor
This watch like device can be worn by anyone. It helps to not only monitor the health of the one wearing it but also those nearby. When medical issues are detected this watch automatically gives care advice depending on the nature of the injuries. This helps to make the wearers ability to heal others better.
Availability: Common | Item Type: Basic | Category: Jewelry |
Level to Use: 1st | Weight: 1 Carried | Cost: 2,000
Effects
Healing +1
This effect grants a bonus of Healing +1.

Medic's Unequipped Items

Pep Up Pill
When you need that little "pick me up", pop this pill to keep you going.
Availability: Common | Item Type: Basic | Category: Disposable |
Level to Use: 1st | Weight: 1 Carried | Cost: 20
Powers
Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6

    

Provisions Pack
This is a basic provisions kit for the on-the-move character. Stocked with the latest high nutrition, low weight gear it is just what someone needs away from home. This kit includes an auto-inflating mattress, blanket, 7 days of supplemental pill rations for 1, personal hydration recycler, and 10 spaces of braided climbing rope. All of this inside a form fitting backpack.
Availability: Common | Item Type: Mundane | Category: Tools and Kits |
Level to Use: 1st | Weight: 15 Carried | Cost: 250
Medic's Power Pools
At Will Powers
Defensive Mystic
Power Cap
10
Points Left
1
Primary Discipline Powers
Defensive Mystic
Total Points
42
Power Cap
21
Points Left
3
Secondary Discipline Powers
Offensive Mystic
Total Points
22
Power Cap
11
Points Left
0

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Medic's At Will Powers
Med Scan
You hit a couple allies with a pulse from your biomatter infuser. This instantly repairs some of the wounds of those hit by the pulse. Space is a 1x2 area.
  • 1d6 Healing Target: Spaces (2) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 9
Medic's Basic Attack & Combat Maneuvers
Basic Attack
This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
  • 1d4 Damage Target: Creature (1) Range: 2 Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
Exploit Weakness
You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
  • Defenses -1 Target: Creature (1) Range: 4 Duration: 1 Round
Aggression: Offensive | Discipline: Mystic | Use In: BT
Head Games
You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
  • Attack -1 Target: Creature (1) Range: 4 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
Knock Around
You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
  • Move Enemy 2 Target: Creature (1) Range: 1 Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT
Reckless Offense
Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
  • Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -1 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Offensive | Discipline: All | Use In: BT
Careful Defense
Use this to increase your Defenses. During this action you may only use defensive disposable items.
  • Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Parley
Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
  • Combat Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Medic's Primary Discipline Powers
Epinephrine Infusion
When an ally needs that extra boost you hit them with a stim shot of adrenaline. The short term boost heals the target and increases their Hit Points for a short time.
  • 1d6 Healing Target: Creature (1) Range: 3 Spaces Duration: Instant
  • Hit Points +10 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 18
Nano Healing
You throw a small capsule full of nanobots at your ally. This capsule breaks on contact and the nanobots go to work repairing and healing your ally for a few rounds.
  • 1d4 Healing Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 21
Medic's Secondary Discipline Powers
Arrhythmia
You tune your med scanner to a harmful frequency and then hit nearby enemies with it. The sudden shock to their system causes their Hit Points to lower for a short time.
  • Hit Points -5 Target: AOE (2x2) Range: 3 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Blast Back Bot
You activate this little bot and toss it on your ally. It injects your ally with a healing serum and then darts up into the air. It expels what energy it has left by shooting arcs of electricity at enemies to drive them away from your wounded patient.
  • 1d4 Healing Target: Creature (1) Range: 1 Space Duration: Instant
  • Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 11
Medic's Level One Choices
Traits
Body
2
Mind
8
Spirit
2
Character Type
Archetype
Mystic
Style
Protector
Focus
Devoted
Skill 1
Perception
Skill 2
Religion
Disciplines
Primary Discipline
Defensive Mystic
Secondary
Offensive Mystic
Range Tactics
Both
Target Tactics
Many
Level One Notes
This character was created for the Instant Play Fyxt RPG Quest (future). This Medic is devoted to healing their allies as well as improving their abilities.
Tags
Devoted, Enhanced Healing, Futuristic, Many Targets, Mystic, Protector
Medic's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
1
Religion
1
Scholar
0
Social
0
Subterfuge
0
Medic's Specialty Choices
Level Gained
Specialty and Description
1
Minor Enhanced Healing
'Add 1 die to all powers that heal Hit Points.
Medic's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes

Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.

Medic's Cheater Stuff
Name and Description
Modification
Amount

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