Jif No by Bothren

Species
Kubaz
Career
Soldier
Specializations
Medic
System
Age of Rebellion

4
Threshold 13
Current 11
Threshold 15
Current 9
Ranged 0
Melee 0

Characteristics

2
3
4
3
3
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 5
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 1
Vigilance (Will) X 1
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) X 4
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) X 1

Attacks

Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun- short range
Damage
9
Critical
3
VibroKnife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
1
Critical
2
Disruptor Rifle
Range
Long
Skill
Ranged: Heavy
Cumbersome 2, Vicious 5 (Crit) = +50 to crit hit roll
Damage
10
Critical
2

5
475
3025
10/10

Weapons & Armor

11 Padded Armour- 2 soak- Encumbrance 2 when not worn.

20 Blaster Rifle- Encumbrance 4-Stun Setting Stun Setting (Active - short range only) = causes strain not wounds.

292 Vibroknife- Encumbrance 1- "Pierce 2 (Passive) = Ignore 2 soak Vicious 1 (Crit) = +10 to crit hit roll"

38 Disruptor Rifle-Encumbrance 5 Cumbersome 2, Vicious 5 "Cumbersome 2 (Passive) = If Brawn is not 2 or higher add 1 difficulty die for the difference for all checks using this weapon.
Vicious 5 (Crit) = +50 to crit hit roll" Cannot benefit from upgrades that improve range or grant multiple shots. When a target is hit with a disruptor, any Critical Injury results in a "Crippled" effect, unless the roll would result in a more grievous injury

Personal Gear

336 Utility Belt- increases the wearers encumbrance threshold by 1.

149 Healer's Kit- Must be made by the character with a Hard (ddd) Survival check. Allows the character to use the medicine skill to heal themselves or others without penalty. GM may spend y on a Medicine check when a character is using a healer's kit to indicate that some or all of the medicinal items have been exhausted and the kit cannot be used again until restocked with a Average (dd) Survival Check. stocked-y

9 Comlink (Handheld)- Encumbrance 0- Allows communication up to distances around 100 kilometers.

143 Medical Backpack- Encumbrance 2- Allows characters to use the Medicine skill to heal others without penalty. Grants ⬛ to all Medicine checks made using Medical Backpack and decreases the difficulty of any Medicine checks to heal CRITICAL Injuries by 1 to a minimum of Easy (d).

344 Surveyor's Bag- Increases the wearers encumbrance threshold by 2.

338 Military Belt Pouch x4- Can hold two items that have encumbrance 0 and user can draw these items as an incidental.

323 DF-15 Fusion Generator-Encumbrance 4- As a manoeuvre, a character may use a DF-15 to recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/power pack.

257 Glow Rod-Encumbrance 1-Flashlight

137 Stimpacks- x0-Requires one manoeuvre to use on self or other, Immediately heals 5 wounds, a second stimpack heals 4 wounds, third 3 wounds and so on, six stimpacks in a single day has no effect.

145 Med-Aid Patch-x5-Encumbrance 1 When making a Medicine check to heal wounds from a character. A character can expend up to one med-aid patch to add automatic s+a to the results of the check. A character cannot use more than one med-aid patch per check.

147 Stimstick-x3-A character who chews a stimstick removes ⬛ from their discipline, Perception, Resilience or Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the encounter, at the end of the encounter the character suffers 1 strain.

141 Cerebral Stabilizer -Encumbrance 3- Apply to a patient within one round of suffering a critical injury, may be applied to a character suffering from a "Bleeding Out" or "The End is Nigh" critical injury or even a character who has died during the current round. Applying the device requires an Average (dd) Medicine check. Once applied the character is stabilized, if he died he is brought back to life and counts as suffering a gruesome injury (and all its effects) otherwise the critical injury effects are cancelled, though he suffers from the injury himself.

Assets & Resources

Mini-Med Droids (Minion) X3
"BRAWN - 1
AGILITY - 1
INTELECT - 1
CUNNING - 1
WILLPOWER - 1
PRESENCE - 0
SOAK VALUE - 2
W THRESHOLD - 1
M DEFENSE - 0
R DEFENSE - 0"
"Skills: None.
Talents: None.
Abilities: Surgeon's Aid (When a minion group of one or more Mini-Meds performs the Assist manoeuvre to help a character with a Medicine check, that character counts as having + 1 rank in the Surgeon talent per Mini-Med in the group.) Silhouette 0.
Equipment: None."
Ruined light-saber
Wards light-saber
Kyber cyrstal
data pad of the future

Critical Injuries & Conditions

generator
Crit 98:Crippled: One of the target’s limbs (selected by the GM) is crippled until healed or replaced. Increase difficulty of all checks that require use of that limb by one.

Talents

Name Rank Book & Page Description
Surgeon Lvl2 When Making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.
Stimpack Specialization Lvl3 Stimpacks heal 1 additional wound per rank of Stimpack Specialization.
Bacta Specialist Lvl1 Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care.
Grit Lvl2 Gain +2 Strain Threshold.
Natural Doctor Once per session, may re-roll any Medicine check.
Forager Remove up to ⬛⬛ to find food, water, or shelter. Survival checks to forage take half the time.
Thoughened Gain +2 Wounds threshold.
Dedication Gain +1 to a single characteristic. Cannot bring number above 6. (INT)
Stim Application Take the Stim Application action; make an Average (two difficulty) Medicine Check. if successful, 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.
Improved Stim Application When Performing Stim Application Action, may increase difficulty of check to Hard (three difficulty), and target only suffers 1 strain.
It's Not That Bad Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a Hard (three difficulty) Medicine check to stop the ally from gaining the critical injury.
Master Doctor Once per round, suffer 2 strain to decrease a medicine check by 1.
Well Rounded Choose any two skills, they Permanently become career skills. (Discipline, Perception)

Background

Child soldier found in an unexploded ordinance crate in a bombed out shelter by a Nikito named Scull LaCul. later learned that mother was a medic that put him in that crate before she died once the building exploded, father is still unknown.

Motivation

Follow in his mothers footsteps as being a competent medic in order to keep his father figure (Scull Lacul) alive in battle.

Duties

Resource Acquisition-43
Empire Contract-10

Description

4'5, dark brown skin, covered heavily in cloths with lots of pockets.

Other Notes

Skill: Gain 1 rank in Stealth or {Survival}. Racial: Enhanced Vision: Remove ⬛⬛ to combat checks due to concealment or other environmental factors (but not defence)
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