Deliver a life-jolting intervention to temporarily revive a fallen or clinically dead ally for a few precious seconds, buying time to stabilize or heal them.
Roll: d100 + Shock Treatment skill versus DR 100
Success: Wake unconscious ally for 1d3 rounds - even if they are technically dead.
After the 1d3 rounds has gone, target will return to their original state unless they have been healed above death or 0 health threshold.
Must touch the target.
Add half of the current negative health of the target to the Difficulty Rating.
+10 to DR per round since death if CPR has not been administered.
Can only be attempted once per round with a +10 to DR per attempt.
+20 to DR if you spend a full, uninterrupted round of AP administering the shock treatment.
Roll 122 vs. target at -12 health = DR 106 (SR +16): Ally regains consciousness for 1d3 rounds
Your ally with 70 health falls down on a severe critical hit that leaves them at -90 health. You step over with the intention of jolting them, but realize the severity of the situation and wait until the next round where you spend all your AP doing it. They are still at -90 health, so the final DR is 100 + 45 - 20 = 125.
Shock Treatment is a dramatic, high-risk medical intervention used to jolt a failing body—or even a dead one—back into brief consciousness. Using electric, biochemical, or neuro-stimulant shock, the user forcibly restarts neurological and cardiac responses to grant the ally 1d3 rounds of action before their body collapses again.
This is not true healing: if the revived character is not healed above 0 HP or their death threshold, they fall unconscious (or die again) once the time runs out. The DR scales sharply with severity—especially when CPR hasn't been provided or if the body is deteriorating fast.
Timing, teamwork, and quick follow-up healing are essential to make this window count.
Sequence with skills, spells and modules that enhance skill checks.
If one full round is spend, then the skill can be countered by interrupting (hitting with weapons etc.).