Veterinarian

Repairs and improves organic things.

Humanoid crocodile professor doing surgery on a dragonfly.

Vet resuscitating an insect.

Veterinarians are the healers of the organic world. Vets are a combination of doctor, homeopath, surgeon, paramedic, and faith-healer. They can utilize whatever odds and ends are available to assist organic personas in need. Vets are self-trained and have not suffered at a college or school. They learned from oral histories, experimentation, pamphlets or bits of AV material. Their work may be temporary or permanent, incompetent or miraculous.

If your table is using attribute determined vocations a Veterinarian must have a combined CHA and INT equal to or higher than 18.

Conduct

Veterinarians need the trust of their patients to function. The therapeutic relationship depends on charisma, trust and expertise. This vocation does not have an oath by any means, but proper conduct makes them better Veterinarians.

Good Person Good Veterinarian
  • Avoid using weapons that kill or damage life.

  • Avoid using violence as a solution except as a last resort.

  • Make the best choices for their patients.

The more the Vet strays from these suggested tenets, the harder it will be to heal personas. It is also possible that a guild or club may take issue with a violent Vet. The persona need not be a pacifist or sacrifice their lives senselessly.

Knowledge

The Veterinarian’s knowledge is focused on fixing broken organic things. They can work on anthros and aliens alike. Veterinarians should be familiar with a diversidae alien before repairing one. However, the Veterinarian would still be the best at knowing what to do with a de novo alien.

Interests

The interests of a Veterinarian indicate broad areas of knowledge. Veterinarian interests are divided into diagnosis, treatment, and research. An interest in diagnosis will help with any task roll that involves figuring out what is wrong with a persona. Treatment interest helps the player win task rolls that alter (hopefully for the better) the wellness of a persona. An interest in research assists the persona when enhancing or inventing procedures and devices related to healing.

At startup, the player gets 1 roll on the interest table per 3 points of Intelligence. A Veterinarian with a 12 INT would get 4 rolls on the Veterinarian Interest Table. After startup, the persona earns another interest with each new experience level.

Veterinarian Interests Table
Areas of veterinarian interest.

Die Roll

Interest

01-41

Diagnosis

42-80

Treatment

81-89

Research

90-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

Startup: 1 per 3 INT. +1 per additional level.

Players may choose their interests.

Diagnosis

The diagnostic interest is a broad approach to figuring out what is wrong. This interest can be applied to any task that involves figuring out what is broken.

Treatment

The treatment interest assists the persona when any treatment task is being attempted.

Research

Research is anything outside the realm of treatment and diagnosis. Research interests could be applied to tasks such as enhancements, cybernetics, pharma, or new previously unknown processes.

Expertise

The Veterinarian’s expertise reflects narrow areas of focus with deeper comprehension. The player makes one roll on the expertise table per interest. So if the persona has 2 interests in treatment she would get 2 rolls on the Treatment Expertise Table. The persona acquires a new expertise at each new experience level.

Diagnostic

Diagnostic expertise is more narrow and assists with task rolls that fit into the expertise. An expertise in aging would assist any task roll that involves aging.

Diagnostic Expertise Table
Diagnostic areas in which the veterinarian excels.

Die Roll (1d100)

Expertise

01-04

Aging

05-08

Auditory (Sound)

09-12

Cardiac (heart)

13-16

Gastro (digestion)

17-20

Genetics

21-24

Infections

25-35

Internal (organs)

36-38

Kirlian Energy

39-41

Mutations, Phenomic

42-43

Mutations, Psionic

44-48

Neurologic (nerves)

49-53

Optics (eyes)

54-60

Pediatrics (yute)

61-63

Physiologic

64-65

Psionics

66-70

Psychiatric

71-75

Radiation

76-80

Resp(lungs)

81-85

Toxin

86-90

Toxin, Poison

91-95

Toxin, Radiation

96-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Expertise

Startup: 1 per interest. +1 per additional level.

Players may choose their interest.

Treatment

Treatment expertise represent knowledge that helps repair or stabilize an ailing persona. A trauma expertise would help when treating any injuries.

Treatment Expertise Table
Treatment areas in which the veterinarian excels.

Die Roll (1d100)

Expertise

01-03

Anesthesia (sleep)

04-06

Chiropractic (placebo)

07-09

Cryogenics

10-12

Disconnect (Kirlian)

13-15

Disconnect (Psionic)

16-18

Embalming

19-21

Pharma

22

Pinch (death)

23-25

Pinch (paralysis)

26-30

Psychiatry

31-40

Quick Fix

41-43

Rehab

44-50

Resuscitation

51-53

Reverse (nausea)

54-56

Reverse (poison)

57-59

Reverse (radiation)

60-62

Suggestion

63-65

Surgery (cosmetic)

66-68

Surgery (external)

69-71

Surgery (internal)

72-75

Suspension

76-85

Trauma

86-88

Trauma (blunt)

89-91

Trauma (burns)

92-95

Trauma (penetrating)

96-97

Extra Roll

98-99

Choose

00

Ref’s Own Table

Die Roll (1d100)

Expertise

Startup: 1 per interest. +1 per additional level.

Players may choose their interest.

Research

Research expertise represents a collection of narrow foci outside of the realm of treatment and diagnosis. Research expertise can assist with enhancements, cybernetics, new pharma, or new previously unknown processes.

Research Expertise Table
Research areas in which the veterinarian excels.

Die Roll (1d100)

Task

01-05

Aging

06-10

Cloning

11-15

Cybernetics

16-20

Enhancements

21-25

Epidemiology (math)

26-30

Forensics

31-35

Genetics

36-38

Kirlian Energies

39-41

Mutations (psionic)

42-44

Mutations (phenomic)

45-60

Pharma (research)

61-65

Psionics

66-70

Psychiatry

71-65

Rejuvenation

66-70

Resuscitation

71-75

Robotics

76-80

Surgical (research)

81-85

Biorepair Toys (combine)

86-90

Biorepair Toys (enhance)

91-95

Biorepair Toys (ID)

96-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Task

Startup: 1 per interest. +1 per additional level.

Players may choose their interest.

Gifts

Gifts are the inherent talents that define the persona as a Veterinarian. The player does not have to win a task roll to succeed with a gift.

Veterinarian Gifts Table
Gifts are tasks that require no task roll.

EXPS Level

Gifts

Recommendation

1

One. Choose a Trivial task (<25DD).

Quick Fix

3

Two. Add a Normal task (<43DD).

Stabilize

6

Three. Add a Hard task (<85DD).

Resuscitate

9

Four. Add a Tough task (<127DD).

Poison, Cure

12

Five. Add an Impossible task (<200DD).

Pinch, Paralyzing

EXPS Level

Gifts

Recommendation

A veterinarian gift was previously called an approach.

A player may create a bespoke gift.

Tasks

Tasks are things that the persona does. The player uses her persona’s knowledge to improve the chance of completing a task. The persona can have special tasks called gifts that the persona automatically succeeds at. Veterinarian gifts are called approaches.

Veterinarian tasks involve healing anything organic. Vet tasks are a mix of getting answers and physical procedures. The minimal equipment required by a Veterinarian is her smile and little black bag. The referee may make a target roll more difficult if the Veterinarian does not have these elements.

For the intricate details of how to resolve tasks in EXP, jump to Task Rolls.

Compendium

A non-exhaustive list of Veterinarian tasks arranged by increasing difficulty.

Veterinarian Task Compendium
A non-exhaustive list of veterinarian tasks arranged by increasing difficulty.

Task

Difficulty

Description

Trivial

Biological?

12

Is it biological? Yes/No.

Sentience

12

Sentience present. Yes/No.

Living?

18

Is it alive and living? Yes/No.

Autopsy, Fun

12

Disassemble a cadaver.

Stasis Bag

18

Safely put stuff into a stasis bag.

Easy

Quick Fix

24

Heal 1d6 HPS immediately.

Calm Persona

24

Help a persona relax.

Admin Pharma

24

No adverse effects.

Fail Pharma

32

Guarantee adverse effects.

Unstun

32

Immediately remove stun effect from one persona.

Normal

Strong Fix

42

Heal 2d6 HPS over 2 units.

Open Stasis Bag

42

Retrieve patient from stasis bag alive.

Stabilize

42

Stop persona from losing negative HPS.

Cryogenic Wake

56

Safely emerge from cryogenic sleep.

Poison Arrest

56

Stop poison progress. Does not heal.

Heal 50%

50

Restore to 50% HPM. Uncombat only.

Hard

Autopsy, Diagnostic

84

Disassemble to determine cause of death.

Power Fix

84

Heal 3d6 HPS over 3 units.

Calm Frenzy

84

Arrest an Ursidae frenzy.

Resuscitate

84

Restore the persona to zero HPS and unconsciousness.

Poison Reverse

84

Reverse the effects of a poison (except HPS damage).

Radiation Arrest

84

Stop ongoing effects of radiation.

Heal 90%

90

Restore to 90% HPM. Uncombat only.

Restore Attribute

96

Revive an injured attribute (not from aging).

Psionic Break

96

Interrupt a psionic attack.

Biorganic Attachment

100

Attach a biorganic attachment.

Subliminal Suggestion

108

Interject a thought without detection.

Hearing Restoration

108

Reverse any deafness.

Tough

Autopsy, Forensic

126

Disassemble to determine criminal death.

Biorganic Replacement

126

Insert a biorganic replacement.

Poison Cure

126

Reverse all poison effects (even HPS damage).

Radiation Cure

126

Reverse all radiation effects (even HPS damage).

Unstun Group

126

Unstun all within one hex range.

Paralyzing Pinch

126

Touch target for physical collapse (anthro only).

Mind Inventory

142

Detect mind control.

Cryogenic Sleep

156

Safely place into cryogenic sleep.

Vision Restoration

156

Restore any blindness.

Impossible

Attribute Boost

168

Temporarily boost an attribute by 1d3 for 1d3 minutes.

Death Pinch

168

Touch target for cardiac arrest (anthro only).

Phenomic Removal

168

Safely remove a phenomic mutation.

Reattach Members

196

Reverse the handiwork of Knites.

Bizarre

Attribute Enhance

210

Permanently increase an attribute by 1 (not MIND).

Psionic Removal

210

Unsafely remove a psionic mutation.

Pharma Creation

242

I wanna new drug.

Aging Stagnation

242

Arrest an aging effect. One at a time.

Task

Difficulty

Description

List

An alpha ordered list of tasks from above.

Veterinarian Task List
A non-exhaustive alpha ordered list.

Task

Difficulty

Description

Admin Pharma

24

No adverse effects.

Aging Stagnation

242

Arrest aging effect. One at a time.

Attribute Boost

168

Temporarily boost attribute 1d3 for minutes.

Attribute Enhance

210

Permanently increase an attribute by 1 (not MIND).

Autopsy, Diagnostic

84

Disassemble to determine disease death.

Autopsy, Forensic

126

Disassemble to determine criminal death.

Autopsy, Fun

12

Disassemble a cadaver.

Biorganic Attachment

84

Attach a biorganic attachment.

Biorganic Replacement

126

Insert a biorganic replacement.

Biological

12

Is it biological? Yes/No.

Calm Frenzy

84

Arrest an ursidae frenzy.

Calm Persona

24

Help a persona relax.

Cryogenic Sleep

156

Safely place into cryogenic sleep.

Cryogenic Wake

56

Safely emerge from cryogenic sleep.

Death Pinch

168

Touch target for cardiac arrest (anthro only).

Fail Pharma

32

Guarantee adverse effects.

Heal 50

50

Restore to 50% HPM. Uncombat only.

Heal 90

90

Restore to 90% HPM. Uncombat only.

Hearing Restoration

108

Reverse any deafness.

Mind Inventory

142

Detect mind control.

Open Stasis Bag

42

Retrieve patient from stasis bag alive.

Paralyzing Pinch

126

Touch target for physical collapse (anthro only).

Phenomic Removal

168

Safely remove a phenomic mutation.

Pharma Creation

242

I wanna new drug.

Poison Arrest

56

Stop poison progress. Not heal.

Poison Cure

126

Reverse all poison effects (even HPS damage).

Poison Reverse

84

Reverse the effects of a poison (except HPS damage).

Power Fix

84

Heal 3d6 HPS over 3 units.

Psionic Break

96

Interrupt a psionic attack.

Psionic Removal

210

Unsafely remove a psionic mutation.

Quick Fix

24

Heal 1d6 HPS immediately.

Radiation Arrest

84

Stop ongoing effects of radiation.

Radiation Cure

126

Reverse all radiation effects (even HPS damage).

Reattach Members

196

Reverse the handiwork of knites.

Resuscitate

84

Restore to zero HPS and unconscious.

Restore Attribute

96

Revive an injured attribute (not from aging).

Sentience

12

Sentience present. Yes/No.

Stabilize

42

Stop persona from losing negative HPS.

Stasis Bag

18

Safely stuff into stasis bag.

Strong Fix

42

Heal 2d6 HPS over 2 units.

Subliminal Suggestion

108

Interject a thought without detection.

Unstun

32

Immediately remove stun effect from one persona.

Unstun Group

126

Unstun all within one hex range.

Vision Restoration

156

Restore any blindness.

Task

Difficulty

Description

Experience

The benefits of increasing experience levels are more tasks, improved task roll bonus, and additional approaches. Veterinarians earn experience points for completing tasks and role-playing within their vocation. Only 10% of combat experience can go towards a Vet’s experience point total.

Veterinarian Experience Tables
Accumulating more EXPS leads to increasing vocation levels.

Experience Points

Experience Level

0-1250

1

1251-2500

2

2501-5000

3

5001-10000

4

10001-20000

5

20001-42500

6

42501-70000

7

70001-110000

8

110001-220000

9

220001-450000

10

230000

Per level beyond 10th

Experience Points

Experience Level