Scientists and doctors of every kind skilled in the arts of surgery, chemistry, and biotechnology - just don’t ask if they have a license for what they practice.
(e.g. Makise Kurisu, Stein's Gate)
Professional Actions:
Available perk decks: Para-Medic, Riot Fixer, Trauma Doc, Gadgeteer
Professional Actions:
- Treat
- Operate
Available perk decks: Para-Medic, Riot Fixer, Trauma Doc, Gadgeteer
Society repels those who follow unapproved scientific pursuits, their lack of morality and ethics seen as a threat instead of a necessity in the name of progress. These people are known as Labrats, who come in various forms from various walks of life. A Labrat could be a doctor who practices in the field to help those in need, or a mad scientist looking for his next subject.
Some Labrats rent out private accommodations to continue their research undisturbed, their credentials nowhere near sufficient to open their own clinic. Most have nevereven earned their medical license. However, for anyone bleeding out on the streets of Vanta City, they'll be happy to accept help from a Labrat. However, that type of life-saving treatment always comes at a price. |
// BUILDING A LABRAT //
The first thing to decide when making a Labrat is the field of study which most interests your character. The amount of questions that you need to ask yourself may drive one mada, similar to a mad scientist. Do you seek to understand how things are understood? Operate on flesh in ways both terrifying and wondrous? Why have you decided that your field of study is superior to the others? What ultimate truth do you hope to learn in your intellectual pursuits?
What kind of Labrat will you choose to be? A doctor who has lost all sense of morality? A Good Samaritan? Your moral compass (or lack of) is important when choosing to play this class. Although the class has access to 3 Treat perk decks, you do NOT have to be the one-trick healer. On your journey with your party, perhaps there is an experiment you wish to undertake, or a grand hypothesis that you want to test. To be a Labrat is to learn new things, to... experiment.
What kind of Labrat will you choose to be? A doctor who has lost all sense of morality? A Good Samaritan? Your moral compass (or lack of) is important when choosing to play this class. Although the class has access to 3 Treat perk decks, you do NOT have to be the one-trick healer. On your journey with your party, perhaps there is an experiment you wish to undertake, or a grand hypothesis that you want to test. To be a Labrat is to learn new things, to... experiment.
// SAMPLE LABRAT QUIRKS //
- My character is a disgraced researcher on the verge of a breakthrough.
- My character sells excess pills to willing customers without a prescription.
- My character was removed from their last job for failing to comply by ethical standards.
- My character helps run a clinic for the city's homeless population.
- My character tries to learn one new thing a day.
// AVAILABLE PERK DECKS //
// PARA-MEDIC //
Competent:
Do No Harm: inflict Hurt ADJs from treating on self instead of patient Wake-Up Call: remove fleeting stun-type ADJs after -2 turns Coagulant: remove fleeting bleed-type ADJs after -2 turns Professional: Bedside Manner: treating physical ADJs also treats linked mental ADJs Triage: restore 2x HP for characters in critical condition Healing Factor: remove enduring impair-type ADJs after -3 turns Master: Gimme Shelter: treat attempts remove +1 Hurt ADJ if undamaged Rapid Response: reduce perpetual ADJs to enduring if treated on next turn |
// RIOT FIXER //
Competent:
Boost: treating ignores bleed- and impair-type ADJs for +1 turns Downers: treated characters resist panic Atomic Punch: treated characters move 2x faster for +3 turns Professional: Juiced Up: treating ignores bleed- and impair-type ADJs for +2 turns Uppers: treated characters gain bonus HP for +4 turns Street Medicine: improvised medical supplies do not inflict Hurt ADJs Master: Geneva: taking damage grants allies +2 Risk dice Higher Power: nearby allies always make a saving throw when facing death |
// TRAUMA DOC //
Competent:
Jumpstart: treated augments can be used in critical condition Pain Blocker: treating ignores augment-type Hurt ADJs for +3 turns Maverick: treat attempts with +1 Risk die grant a buff-type fleeting ADJ Professional: Med School: make only passive checks to avoid organ & augment rejection Static Charge: treated augments gain electric tag for +2 turns Uber Charge: treated augments grant +1 Bonus action Master: Sterner Stuff: allies that survive a death save gain +3 Risk dice Desperate Times: treat attempts with +3 Risk dice grant a buff-type enduring ADJ |
// GADGETEER //
Competent:
Best Friends: can operate +1 drone at a time Hotswitch: can mod consumables for different effects of the same type Multitasker: each drone can perform +1 Bonus action Professional: Go-Go: flip a coin after using a consumable to instantly replace it Bester Friends: can operate +2 drones at a time Keyboard Cowboy: terminals add a buffer of +2 HP when hacking/operating Master: Cyberdecked: terminals reduce all hack/operate times by -1 turn Samurai: +1 Bonus action for each utility arm/exo-arm |