41-VEX by TheGuardian118

Species
Droid
Career
Colonist
Specializations
Beginner-EotE
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 11
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
4
1
1
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) X 1
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) X 0
Discipline (Will) 0
Leadership (Pr) X 0
Mechanics (Int) 1
Medicine (Int) X 2
Negotiation (Pr) X 1
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) X 1
Knowledge: Education (Int) X 1
Knowledge: Lore (Int) X 1
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) X 1
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

Light Blaster
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
5
Critical
4
Stun Grenades
Range
Short
Skill
Ranged: Light
Stun damage, Blast 8, Limited 1
Damage
8
Critical
Fists
Range
Engaged
Skill
Brawl
Stun setting, Disorient 1, Knockdown
Damage
2
Critical
5

400

Weapons & Armor

Light Blaster
3 Stun grenades - Consumable
Droid Chassis

Personal Gear

Comlink
Medkit - Allows medicine checks on organic beings without setback. This allows healing without spending a stimpack. Limit once per encounter.

Assets & Resources

2 Emergency Repair Kits

The first ERK reduces wounds taken by 3. Maximum of five ERK's used in 24 hours. Not usable on organics.

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Droid EotE 47 Do not need to eat or sleep. Are unaffected by toxins or poisions. Immune to mind-altering force powers. May not become force sensitive.

Background

The droid 41-VEX's programming contains a self improvement directive, as is only appropriate for a doctor. Just as organic doctors are commonly committed to continuing education to keep their skills sharp and to develop new techniques, so too is 41-VEX dedicated to increasing its skills and mastery of medicine. Unfortunately for 41-VEX, the droid was until recently stationed at a clinic in Mos Eisley, on the desert planet of Tatooine, with very few opportunities to improve its skills. 41-VEX spent decades rusting away, patching up blaster burns and broken appendages suffered during brawls and speeder crashes. The droid despaired of ever being able to either access the latest surgery protocols or expand its knowledge through its learning algorithms.

Over the decades, with no memory wipe, 41-VEX developed several quirks in its programming, and concluded that the only way to improve its skills as as surgeon and doctor was to purchase its own freedom. To do this, 41-VEX took out a loan from a local moneylender in service to Teemo the Hutt.

Unfortunately for 41-VEX, Teemo's promises that the droid would be free to improve its core programming weren't entirely honest. Teemo even offered to make several hardware and software upgrades available to the droid at the Hutt's palace in Mos Shuuta. When 41-VEX arrived, it was promptly fitted with a restraining bolt and forced to provide medical care to Teemo's guards and gladiators. Some of the promised upgrades did manifest themselves, however, as Teemo updated 41-VEX with some maintenance and repair programs.

Fortunately for 41-VEX, the droid has struck up dealings with both Teemo's favorite gladiator, a Wookiee names Lowhhrick, and a hotshot young human pilot named Pash. They are the closest thing 41-VEX has to "friends" on Tatooine. Lowhhrick, of course, is a frequent patient, and 41-VEX has been called upon several times to repair Pash's ship, which gets damaged far more often than one might expect. Recently, 41-VEX aided Lowhhrick's attempts to escape Teemo by introducing him to Pash. The Wookiee promptly removed the restraining bolt and brought the droid along.

Motivation

Obligations

Passive weapon qualities:

Stun setting: Opponent takes strain damage instead of wound damage when stun setting is enabled.
Stun Damage: Opponent takes strain damage instead of wound damage.

Active weapon qualities (Require 2 advantage on a successful check to activate):

Blast: All characters engaged with target take X plus success damage. If original attack fails, 3 advantage may still trigger blast.
Disorient: Opponent adds a setback die to all checks for X rounds.
Knockdown: Opponent is knocked prone.

Prone characters gain 1 boost die when firing a ranged weapon; opponents gain 1 setback die when firing with a ranged weapon or 1 boost die when firing with a melee weapon. This applies to players and enemies.

Description

Other Notes

During a turn a player may take 1 action and 1 maneuver. A player may take 2 strain to take a second maneuver, in addition to the normal action. A player may not take more than 2 maneuvers in a turn.

Actions may include:
Attacking
Using a skill
Taking a maneuver instead

Maneuvers may include:
Moving (Changing range bands)
Aiming (Gaining a boost die on an attack)
Taking cover (Giving a setback die to enemies attacking you)
Readying or stowing a weapon or item
Interacting with the environment
Standing up from prone

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