Dadin'pr'ipon (Da - Din -Pree - pon) by ShibaOfPhoenix

Species
Chiss
Career
Colonist
Specializations
Doctor
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Characteristics

2
2
4
2
3
1

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 0
Coordination (Ag) 0
Deception (Cun) X 0
Discipline (Will) 0
Leadership (Pr) X 1
Mechanics (Int) 0
Medicine (Int) X 2
Negotiation (Pr) X 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 0
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 2
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Holdout Blaster
Range
Short
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4

100
810
3/7

Weapons & Armor

Heavy Clothing
Holdout Blaster
Medical Backpack
Stempck (x10)
Synthetic Standard Anesthetic (x6)
Synthetic Standard Neuroparalytic (x3)
Sleeppack (x2)
DataPad
Commlink
Restraining bolt (x3)
Utility belt

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Surgeon 1 When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Stim Application 1 You may take the Stim Application action. To perform this action, you must have access to drugs, a medpac, or stimpacks. Make an Average (2 Purple) Medicine check. If successful, one ally you are engaged with (including yourself) increases one characteristic of the character’s choice by one for the remainder of the encounter, and suffers four strain. A single character’s individual characteristics may each only be increased once by Stim Application during an encounter

Background

Motivation

Obligations

Addiction 10:

The character has a strong addiction they must keep feeding. Whether it's a physical addiction to stims. dust, or alcohol, or a mental addiction such as gambling, law-breaking, or priceless antiques, the character devotes a lot of time, energy, and resources to pursuing or obtaining the object of their addiction. Avoiding this Obligation has an almost immediate result — withdrawal. The exact nature depends on the addiction, but the character finds it increasingly difficult to concentrate on even mundane tasks, often reflected in the GM adding anywhere from 1 setback (black dice) to 3 Set back (black dice) to skill checks.

Description

Other Notes

Medical Backpack:
ssentially a scaled-up Medpac, the ECM-598 contains a clinic's worth of medical equipment, drugs, tools, scanners, and other contents needed to keep a team of explorers alive in the held. All of this equipment is securely packed into a sturdy internal-frame backpack. It also includes a slim datapad containing an emergency-procedure database for most of the known sentient species in the galaxy, as well as tutorials to assist those with no medical training in treating wounded individuals in an emergency. The ECM-598 even includes a collapsible repulsor stretcher with a weight limit of 150 kilograms for evacuating seriously wounded personnel.

The ECM-598 Medical Backpack allows characters to attempt to heal others using Medicine checks without penalty, as detailed on p. 219. In addition, it grants 1 boost (blue die) to all Medicine checks made while using the ECM-598 and, thanks to the tutorials and information on the datapad, individuals using this decrease the difficulty of any Medicine checks they make to heal Critical Injuries by 1 to a minimum of Easy (1 purple die).

Stempck (x10)
Stempack:
heal with no roll necessary.
The 1st stimpack used on a character recovers 5 Wounds.
The 2nd stimpack only recovers 4 Wounds,
the 3rd stimpack recovers 3 Wounds,
the 4th stimpack recovers 2 Wounds
the 5th stimpack recovers 1 Wounds
This means that a sixth stimpack will have no effect,

It requires one Maneuver to inject a stimpack.

The character administering the stimpack must be Engaged with the target to treat them.

Characters must spend a full night's rest or wait at least 24 hours before stimpacks can be used at their full effectiveness again.

Synthetic Standard Anesthetic (x6)
may be introduced into a target's body via aerosol deployment, food ingestion, or injection (via an applicator or dart).
Resisting a single dose has an Average (2 purple) difficulty, while two or more doses combined into a single application have a Hard (3 purple) difficulty.

inflict 5 Strain if the target fails the check.

If the check generates one to two threat (octagon), the target must also give up their free Maneuver during their next turn (they may still take two Maneuvers, however); if it generates 3 threat (octagon) or more, they are Staggered during their next turn, and the GM can spend 1 despair (triangle) to make the target test against the poison again during the next round, as the poison remains in their system.

Synthetic Standard Neuroparalytic (x3)
may only be introduced into a target via injection (via an applicator or dart). Any sized dose has a Hard (3 purple) difficulty.

Immobilizes the target for 3 Rounds if the target fails the check.

Each threat (Octagon) generated inflicts one Strain on the target, and the GM can spend a despair (triangle) to make the target test against the poison again during the next round, as the poison remains in their system.

Sleeppack (x2)
Physically similar to a Stimpack, a Sleeppack is an auto-injection tube filled with a variety of natural and synthetic sedatives.

Applying a Sleeppack to an aware and unwilling target requires the wielder to make a Hard (3 purple) Brawl or Melee combat check against the target.

Instead of inflicting damage, if the attacker succeeds, the target must immediately resist the effects of the medications that flood the system as a poison (with a Resilience check, p. 172) Any sized dose has a Hard (3 purple) difficulty, and failure inflicts 10 Strain.

Restraining bolt (x3)
The simplest setting shuts droids down, but Restraining Bolts can also force droids to perform any actions they are commanded to do by the person holding the restraining bolt controller.

Most droids cannot resist Restraining Bolts when one is attached to them (a process that requires a few seconds and a spot-welder). However, any Player Character who happens to be a droid is obviously made of sterner stuff than NPC droids. Player Character droids may make a Daunting (4 purple) Discipline check to overcome the effects of a Restraining Bolt and act normally when the bolt is applied. They may retry the test at the GM's discretion.

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