Hey.
When searching for a solution to a signature ability for a scientist/engineer character in my group, I noticed the lack of rules for creating medicines, drugs, poisons, antidotes, and diseases in this game. Probably for good reasons. However, I need it for my game.
One of my players plays a Scientist, from the Engineer career in AoR. Her focus though, isn't mechanics, but medicine, her background is a bio-weapon engineer (creating viruses and other horrible pathogens for the Empire - and of course antidotes and cures and all that ).
In the campaign we're getting to the point where they are starting to look at signature abilities, however in the Engineer book, both the abilities focus on mechanics. So I in my search for a signature ability, I decided to create some bioengineering rules. To work with any appropriate existing signature abilities, if that makes sense, or to eventually create a new signature ability.
I think that The Harder They Fall could be tweaked, replace Mechanics with Medicine, and replace vehicles, structures, and droids, with "organics". It just needs a replacement for Ignore Defenses ... perhaps? But it's not exactly what I'm thinking.
Perhaps there's another signature ability someone thinks can fit from another career?
Or an entirely new and novel idea?
EDIT: So, I've made an updated version , this time including some other house-rules of mine dealing with crafting (play-tested long ago without too many hiccups; warning it is intended for somewhat power-play ).
Edited by Jegergryte