Surgery: Getting surgery causes 2d8 damage to the patient, which they, of course, can not roll with. This damage is modified by the surgeon's skill. You take the damage modifier of the surgeon and subtract it from the 2d8 damage of the procedure.
Also the surgeon needs to roll Id20 ( I is his intelligence score) to see if he is successful. It it is not successful, then the damage is taken but no positive results are gained. It needs to be done again, and with more risk, as the patient has less hits!
After each surgery the patient rolls Ed20. If he fails the roll he permanently loses a point of Endurance. This simulates wear and tear. Its best to avoid injuries after all.
And then, don't forget to roll to see if the damage taken from the surgery is critical! If it is, treat this as complications from the surgery.
Languages: I gives an understanding of a new language.
Contacts: C Gives the character a person that they can go to for information. Each contact would be good for one type of information. For instance, Batman has criminal contacts that he goes to when he needs information about Gotham's Underworld. Same with Moon Knight. Batman goes to other people, like Dr Faulkner in STAR labs for science information.
Streetwise: C Gives the player relevant information about life in the streets and how the people interact in "less polite" surroundings.
Retainer: C The player has a butler or private doctor that they can go to for help. This is like Dr Strange with Wong, or Batman with Alfred. Remember, this is not a power, this is just strong relationship that the player has created with the retainer due to a shared background, obligation, or family.
(Insert City Here): I The character knows all about a particular city. When they pick up this skill, they learn the heart beat of a city. They learn the secret places, the rhythms of a city. Batman knows every knook and crany of Gotham. He has spent an inventing point to learn the whole layout of his city perhaps better than anyone. He knows the sewars, the alleys, the best places to hide, and all the best, and fastest, routes.
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