SWTOR Game Team
Would you like to react to this message? Create an account in a few clicks or log in to continue.

SWTOR Game Team

Role-Playing community for the game Star Wars The Old Republic
 
HomePortalLatest imagesSearchRegisterLog inRP on the Starlight Ship The Vigilance BeaconRepublic of Starlight RPThe Eternals RPWild Force RP opening STORY!Guide to PnP and RP in our communityTeam Speak 3Face behind Character!Pax Republica RP

 

 MEDICINE

Go down 
AuthorMessage
StoryGuide
Admin
StoryGuide


Posts : 1342
Experience : 1406
Reputation : 35
Join date : 2013-06-12

Character Sheet
Health Points:
MEDICINE Left_bar_bleue100/100MEDICINE Empty_bar_bleue  (100/100)
Shield Points:
MEDICINE Left_bar_bleue50/100MEDICINE Empty_bar_bleue  (50/100)
Armor Percentage:
MEDICINE Left_bar_bleue0/100MEDICINE Empty_bar_bleue  (0/100)

MEDICINE Empty
PostSubject: MEDICINE   MEDICINE EmptyMon 18 May - 8:59

MEDICINE

Medicine is great skill to help wounded comrades get back on their feet on battle field. Your knowledge of kolto and bacta works against even most deadly wounds, poisons and diseases. But this skill has less effect against negative effects of dark Force energy.

Ability: Tech
Healing Type: Bio
CTI: Green Scanner Cyber-Tech-Interface
Counter: DC of negative effect

Rank 1:
HP: 1d5+Int Mod, Critical Heal 20-20 (x2), 1 Target

Rank 2:
HP: 1d10+Int Mod, Critical Heal 20-20 (x2), 2 Targets

Rank 3:
HP: 1d15+Int Mod, Critical Heal 20-20 (x2), 3 Targets

Rank 4:
Evolution A: Critical Chance +1 (19-20)
Evolution B: +1 Target

Rank 5:
Evolution A: Critical Multiplier +1 (x3), Pills Master
Evolution B: Applies regeneration on targets
Evolution C: Can revive a downed organic target

Pills Master allows you to to remove and heal negative effects from dark Force energy origin such are mental and corruption of the mind. Every time you score a critical healing all negative effects from dark side energy or from poisons and diseases are removed from target.

Applying regeneration on targets means that targets will keep healing outside of medic's turn. They will heal equal to medic's intelligence modifier for the duration of medic's intelligence modifier.

Reviving a downed organic target means that medic can bring back ally into the fight with 100% hp on story mode, or 50% hp on hard mode, and 10% hp on nightmare mode.

Medicine: Kolto was a liquid known for its healing abilities. It was found in the water of the oceanic planet Manaan, with a significant concentration near the Hrakert Rift along with other underwater chasms. It was considered a valuable commodity during the Jedi Civil War, but its significance was lost over time, being replaced in favor of bacta. During the Galactic Civil War, the effectiveness of kolto was considered to be less than bacta, but some historians have suggested that it may have been more powerful.

Bacta was a synthetic chemical substance that consisted of gelatinous, translucent red alazhi and kavam bacterial particles that were mixed within a colorless, viscous fluid known as ambori. When a patient was exposed to bacta, the bacterial particles within sought out wounds and promoted rapid tissue regeneration while preventing the emergence of scar tissue. Bacta was often thought of as a "miracle fluid", and seemed to be effective against almost every type of injury and ailment across an incredible cross-section of species throughout the galaxy. It was considered to be the best medicine available anywhere, replacing the previously-used kolto.

To use Medicine you must equip a proper tool in your hand. This means that you are subject to overload of the overheat perk. Users of Medicine must equip Green Scanner CTI.
Back to top Go down
https://swtorgameteam.forumotion.com
 
MEDICINE
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
SWTOR Game Team :: Koh-to-ya :: Role Play Guides :: Tech-
Jump to: