Medical Personnel

By Rhosaarc, in Star Wars: Edge of the Empire RPG

I've got the Edge of the Empire Core Rulebook.

I've got Special Modifications for Mechanics, Droids and Slicers.

I've ordered Desperate Allies and Lead by Example for Politico's and the unfortunate soul whose voted leader of the rabble and/or captain of the ship.

I'm considering Keepers of the Peace and Savage Spirits for a Force Sensitive whose a loner, but wants to support the group rather than be a Jedi/Sith (didn't like the Morality system for F&D). Not sure about Chronicles of the Gatekeeper as I was going to handle Force Visions narratively.

Players can get whatever books they want/need for their characters, but I'm getting books for the usually overlooked characters. Rewarding those who choose supporting rather than combat roles by sharing my copy rather than leave them to buy.

But one is missing from my list that I view as a vital necessity to any group expecting to stick it to the Empire:

DOCTOR

Between Age of Rebellion and Edge of the Empire, is there a book as worthwhile as Special Modifications to buy for medical personnel?

Even if no player wants to be a doc, it'll help me create some medical NPCs.

Edited by Rhosaarc

Edge Core has Doctor. Age Core has Medic. Force Core has Healer. Mix and match if desired.

Edge Core has Doctor. Age Core has Medic. Force Core has Healer. Mix and match if desired.

Trying not to get too many books. Core Rulebooks are expensive.

But at least I know I've not missed a book which deals specifically with medicine.

Hopefully there will be. Would be a good opportunity to add Kaminoans to the game.

I would recommend Far Horizons, the Colonist sourcebook. Colonist, as I see it, is definitely a support role. Two thirds of the specializations can easily be construed as support roles. Doctor, Entrepreneur, Performer, Scholar. Besides the area sourcebooks, (Lords of Nal Hutta, Suns of Fortune) Far Horizons has gotten the most mileage for me. I love support roles, and when I GM, I tend to reward those that put aim for party cohesion.

Far Horizons adds homesteads and business rules, which are indispensable. It also handles information flow, something most new GMs, including me, had a hard time with. It adds many backstory suggestions for players from any walk of life. Towards the end of the book there is a section that expands on many things the various specializations do. For example, Doctor has a section with expanded rules for medicine such as increasing the level of detail on a patient as well as triaging patients. If I were to choose a book that had the most new medical equipment in it, I would have to say Far Horizons fits the bill.

The golden addition, in my eyes, is the page towards the end of the book with recommended credit handouts for certain jobs. In relation to doctor, a house call is 100-300 credits. A licensed physician that works in a hospital gets 2,000-4,000 credits a month.

Edited by Chxckmate

There is a lot of gear introduced but it is across a number of the splat books. No real centralized one for gear.

No splatbook yet that I know of for Doctor or other medical professions. ;(

No splatbook yet that I know of for Doctor or other medical professions. ;(

Dangerous Covenants has some medical equipment in it, more than Far Horizons had for Doctors.

Edge Core has Doctor. Age Core has Medic. Force Core has Healer. Mix and match if desired.

Trying not to get too many books. Core Rulebooks are expensive.

But at least I know I've not missed a book which deals specifically with medicine.

Hopefully there will be. Would be a good opportunity to add Kaminoans to the game.

Given that Medicine is a single skill, and that all the medical character options so far are specs, not careers (Medic, Doctor, Cyber Tech, etc.), I can't imagine we're going to get a book that deals specifically with Medicine, any more than we're going to get a book that deals specifically with Ranged Light or with Fringers. Unless there's something in F&D I'm not aware of.

Dangerous Covenants has some solid medical equipment that most parties will want.(Military Medpac, IRAPS Cerebral Stabilizer) along with a nice smattering of weapons and things that go boom for the rest of the party.

Enter the Unknown has the ECM-598 Medical Backpack (another piece of equipment I consider standard for a solid medical facility. For the rest of the party, it has a bunch of survival equipment and some interesting scouting droids.

Far Horizons is awesome for GMs, but isn't all that useful for Doctors, though it does have the Mini-Med droid (minion that provides supplemental ranks of Surgeon). It has Homestead rules and pay rates for hirelings which are really helpful for campaign development.

Special Modifications has really useful stuff for Technicians, including crafting and, for Doctors, it has a blurb about installing Cybernetics which can be used as a basis for GMs to handle more significant surgeries.

Strongholds of Resistance has the best medical droid in the game thus far (CT-4 Medical Droid) and the single (IMHO) most overpowered piece of equipment in the game -- Verpine Bond Gauntlets.

Regarding some initial purchases, may I suggest:

#1 X Core Rulebook. Each of the core systems has a specific aspect of playing heroic characters. Among your prospective players pool, decide which one appeals to you most, and buy that book. For me, I chose Force and Destiny because of the unique Force-user options not as readily found elsewhere. Also, I could use this rulebook to make a good-enough pilot, a good-enough diplomat, or a good-enough whatever (except droid; FaD has no details on making droids, since they have no Force Rating).

#2 Far Horizons. This Edge/Empire suppliment offers three new species (currently) not found within FaD books. More importantly, the storytelling options of designing a player-ran base of operations is an interesting twist. Finally, it offers some non-violent weapons, like a sonic rifle to bypass lightsaber deflections, among other good-enough equipment for supporting roles. Remember: the Doctor career gets some attention in its own sourcebook, but not enough to justify purchase alone. My group has a copy, and I ordered my own to arrive ASAP.

#3 With all respect due to Gungans and Sathari, I recommend skipping BOTH Chronicles of the Gatekeeper (it introduces ANOTHER holocron as an adventure hook) and Nexus of Power. As a new player, I suggest getting the most mileage out of the space and systems offered in the CRB or other supplements suggested. Sure, there are PLENTY of really, really cool places to visit. I'd first ask if you've explored all of the Jedi-friendly historic sites in the CRB. If you've money and reading time to burn, then use this resource (although, frankly, I just cannot easily recommend CotG because I feel it railroads a lot of player choices to keep the story going, with (Imho) a very specific Force Power that only fills a niche role, and not likely a role beginning characters will want or immediately find as useful as other options). Again, this is JUST my opinion, since I see where are in a similar boat of resources and experiences.

#4 Since I swallowed the FaD Kool-Aid, getting the two career specializations was a no-brainer. Look at your party composition. Keeping the Peace offers some great rules of modifying armor, and introduces a lightsaber-skilled option. The Force Power is very defensive, but the best of the current three offered, I think. Savage Spirits suggests a very nature/survival campaign; traveling to the Inner Rim as a Hermit may not be as fun as exploring an ancient jungle ruin. This books offers a very specific martial character whose decisions flirt with the Dark Side. A collapsible speeder bike is just one of the ranger-like twists to this career. If your PCs want a meaningful pet backed by some statistics, the Hermit is your career choice. Sadly, no books really detail many options for different 0-level bonded animals, but there are other flexible options to make other creatures work as juvenile versions of their adult statistic blocks. If your party wants ranger-like characters: Keeping the Peace. Druids? Savage Spirits.

These are my suggestions. I'd be interested to hear how effective Strongholds of Resistance matches Far Horizons for base-like player options.

Again, your mileage may vary. Currently, using the splat books for FaD means having a very ranger-or-druidic campaign, but in the spirit of Star Wars.

Strongholds offers quite a different take on a Base as opposed to Far Horizons business/farmstead. its obviously a much more military focus, with practically no way to make money from it, but thats what Duty is for in AoR. it really is focused on boosting a rebel cells ability to disrupt.