How May I Serve?:As an action, the Medical Operator may use their action to fully heal an allied creature within 5 feet of it. This has a 2 turn cooldown.
An Operator that is Incapacitated is able to be hacked by someone with a hacking ability of 2. The hacker must make a hacking check (DC 12). A hacked operator is Charmed until it is either hacked by a creature hostile to the original hacker, or until it dies.
Electrical, EMP, and GLOO attacks render the Operator Incapacitated for one turn.
Zap, But Bigger: The Operator uses an attack action to overload their electrical arm to create a 10 foot line of Electricity. All creatures within that cone must make a Dexterity Saving Throw (DC 12) or take 4d6 points of lightning damage, or half on a successful save. Roll 1d6 at the end of The Operator's turn. On a 5 or 6, this ability regenerates.
Zap: The operator uses their mechanical arm to electrocute a creature within 5 feet of it. +5 to hit, 2d6 lightning damage. If there is another creature directly adjacent to the affected creature, they take half of that damage.
Previous Versions
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10/19/2018 2:21:07 AM
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Coming Soon
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