Bacta Max

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Star Wars: Edge of the Empire
Edge of the Empire logo.jpg
Game Status
Campaign Concluded
Player XP
1000
Ships
The Flaming Cantina
Layout · Cargo · Modifications
Bad Part of Town
Cosmopolitan · Martini · The Shot
Owners
Bacta Max · Jarash · Jax Bauer
Merick Tel · "Red" · Zael
NPC Crew
Gwynnel and Jessiel
Droids
BS7-SAMI · S1-R1
R2-R9 · 41-VEX · AC Security
Cookie · W-11e · Bric & Brac
The Kids
Yote Reynard · Kerrimapia and Jowdrrl
Allies
Nell Davengatt · Wookie Engineers
Walker, Sector Ranger · Tooga the Hutt
Contacts
Jabba the Hutt · Kaltho the Hutt
Aris Shen · Jedi Master Elaiza
Chief Ereen · Honest Cal
Enemies
Agent Los · Bounty Hunter Haj
Former Enemies
Teemo & Co · Inquisitor An'ya Fell
References
Crew Obligations · Crew Duty
House Rules · Adventure Log

Currently using Mark's character as a template. This is being edited and refilled. C'est bon!

Done:

  • Characteristics Section
  • Skill chart

Bio to go here.

Characteristics

Specialization(s): Doctor/Scoundrel Colonist/Smuggler

Brawn Intellect Willpower Agility Cunning Presence
2 3 3 3 3 3


Soak Wounds Strain Defense
(Melee)
Defense
(Ranged)
3 15 14 2 2

Skills

  • Starting Class: Athletics, Brawl, Perception, Pilot (Planetary, Space), Streetwise, Ranged (Heavy), Vigilance
  • Starting Specialization: Brawl, Coersion, Mechanics, Ranged (Light)
  • ✓ denotes purchasable class/specialization skill
Skill Ability Level Roll
General Skills
Astrogation Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.png
Athletics Brawn Eote-green-die.pngEote-green-die.png
Charm Presence ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Coerce Willpower ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Computer Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.png
Cool Presence ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Coordination Agility Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Deceit Cunning ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Discipline Willpower Eote-green-die.pngEote-green-die.pngEote-green-die.png
Leadership Presence ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Mechanics Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.png
Medicine Intelligence ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Negotiation Presence Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Perception Cunning ■■ Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Pilot (Planetary) Agility Eote-green-die.pngEote-green-die.pngEote-green-die.png
Pilot (Space) Agility Eote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Resilience Brawn Eote-yellow-die.pngEote-green-die.png
Skulduggery Cunning ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Stealth Agility Eote-green-die.pngEote-green-die.pngEote-green-die.png
Streetwise Cunning ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Survival Cunning Eote-green-die.pngEote-green-die.pngEote-green-die.png
Vigilance Willpower Eote-green-die.pngEote-green-die.pngEote-green-die.png
Combat Skills
Brawl Brawn Eote-green-die.pngEote-green-die.png
Gunnery Agility Eote-green-die.pngEote-green-die.pngEote-green-die.png
Melee Brawn Eote-green-die.pngEote-green-die.png
Ranged (Light) Agility ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Ranged (Heavy) Agility Eote-green-die.pngEote-green-die.pngEote-green-die.png
Knowledge Skills
Core Worlds Intelligence Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Education Intelligence Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Lore Intelligence Eote-yellow-die.pngEote-green-die.pngEote-green-die.png
Outer Rim Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.png
Under World Intelligence Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.png
Xenology Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.png

Talents

Medic - "Continuing Education"

  • Surgeon (FOUR TOTAL): (5) target of medical check recovers (+4) wounds (1 per rank of surgeon)
  • Bacta Specialist: (THREE TOTAL) (10) Patients recover (+3) 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term care
  • Bacta Specialization: (ONE TOTAL) (5) Stimpacks heal (+1) 1 additional wound per rank of Stimpack Specialization.

Doctor

  • Surgeon (FOUR TOTAL): (5, 10, 15) target of medical check recovers +(4) wounds (1 per rank of surgeon)
  • Stim Application: (10) (action) Take the Stim Application action; make an average Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.
  • Grit: (5, 15) +1 Strain threshold (total 2)
  • Toughened: (20) +2 Wound Points
  • Natural Doctor: (20) Reroll any one medical check once per session
  • Bacta Specialist: (5, 15) (THREE TOTAL) Patients recover (+3) 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term care (total 2)
  • Resolve: (5) When suffer voluntary strain, take one less, minimum 1
  • Master Doctor: (25) Once per Round, suffer 2 strain to decrease the difficulty of a medical check by 1.
  • Dedication: (25) Gain +1 to a single characteristic, not above 6, used for cunning, because I use it, dammit.

Smuggler

  • Quick Draw: (5) Ready Item as incidental
  • Black Market Contacts: (5) decrease rarity by 1, increase cost +50% base
  • Convincing Demeanor Three: (10, 5, 10) remove setback die per each strain (one per level of Convincing Demeanor, total 3) to remove black in Deceit or Skullduggery.
  • Hidden Storage: (15) Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in hidden storage.
  • Toughened: (20) Gain +2 wound threshold
  • Natural Charmer: (25) Once per session may re-roll any 1 charm or deception check.
  • Dedication: (25) Gain +1 to a single characteristic not above six, Brawn.

Racial

  • Arid Resistant: May remove setback dice imposed due to arid or hot environmental conditions when making skill checks.


Shopping Cart

Things to purchase.

  • Smuggler Scoundrel Tree
    • Also good: Black Market Contacts Two (10) and Three (15) and Toughened Two (15), Hidden Storage Two (20)

Experience and Other Notes

Experience

Total: 680 Spent: 680 Unspent: 0

Obligation

Blackmail: 9

Duty

Personnel: 10

But I play One on the Holonet

  • Medic Style
    • Surgeon: +1 Wound per rank (4 wounds total)
    • Master Doctor: Once per Round, can take 2 Strain to decrease the difficulty of a medical check by 1
    • Equipment: Medpack: boost die to medical check, no penalty for use and grants stim
    • Stimpack: average medical check to use (plus boost from medpack):
      • +1 wound per rank stim application
      • First use gives 5 wounds, each additional gives one less wound until it cannot give back a wound (flooded system)
      • Stim Application: Increase 1 characteristic by 1 for the encounter, but suffer 4 strain (optional)
  • Physician Style
    • Bacta Specialist: +1 wounds per rank (3 Wounds total)
    • Surgeon +1 Wound per rank (2 wounds total)
    • Master Doctor: Once per Round, can take 2 Strain to decrease the difficulty of a medical check by 1
    • + other equipment
  • The Medical Check
    • Based on Wounds/Threshold
    • Add boosts from equipment
    • Easy: (Wounds) less than or equal to (half or less threshold)
    • Average: (Wounds) greater than (half of threshold)
    • Hard (Wounds) greater than (threshold)
  • Crits
    • Crit injury severity
    • Triumph can heal either crits or wounds as needed
  • Own injuries add 2 difficulties to healing thyself

Equipment

Credits Encumbrance
Capacity Current
7731 ??

Armour

  • Armored Clothing (Soak 1, Encumbrance 3, Defense +1, Hard Points 1)
  • Stylish Suit: Kamperdine Custom Jacket (Soak 2, Encumbrance 2 (0 when worn), Hard Points 0, +1 adv. on Charm, Negotiate or Deception)

Weapons

  • Heavy Pistol (Range Medium, Dam 7, Crit 3, Enc 2, HP 3, Price gifted but 700 normal, Rarity 6)
    • Stun setting
  • Holdout Pistol (Range Short, Dam 5, Crit 4, Enc 1, HP 1, Price 200, Rarity 4)
    • Stun setting
  • Vibroknife (Melee, Dam +1, Crit 2, Enc 1, HP 2, Price 250, Rarity 3)
    • Stun setting

General Items

  • Ardos Disk of ___ the Hutt. Took out 10k credits already. may cost up to 5k more. do not spend 5k
  • Backpack (Encumbrance +4)
  • Hand scanner
  • Long Range Commlink (Enc 2)
  • Datapad
  • Four (4) binders
  • Tailored suit (500 credits)

Padded Clothing (Soak 1, Encumbrance 0, Defense +1, Hard Points 0)

Medical Supply

  • MedTech Mini-Med (Minion)
    • Spidery like surgical companion tools, best used when patients are out.
    • All stats are 1, Presence 0
    • Soak 2, Wound Threshold 1, Defense 0/0
    • Skills: None
    • Talents: None
    • Abilities: Surgeon's Aid- when a Mini-Med or a group performs the Assist maneuver 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.
  • Standard Drugs:
    • Medical Kit (see Medical notes - boost on medical checks and one stim pack per scene)
    • 1 Synthetic Heart
    • 9 Synthskin applications (10 credits) First aid for cuts and bruises and use in healing for surgery (but no rules written)
    • Flesh Camouflage Set: Comprehensive Disguise kit that even masks the wearer's genetic signature in replace of a sample donor. Formidable difficulty to check their ID.
    • Synthetic Standard Strength anesthetic: (pg 172) 10 doses
      • Listed Under Poisons so effects are based on target's Resilience Roll, produced for medical procedures and designed to render the subject unconscious, and the does is introduced several ways. Resisting a single dose is average Resilience Check, while two or more doses are hard. Anesthetic inflicts 5 strain if failed. If the check generates one or two disadvantage, the player must also give up his free maneuver during the next turn (he has two then). If it generates three or more, he's Staggered. The GM (or player using the drug) may spend despair to make the target test again in the next round as the poison remains in his system.
    • Synthetic Standard Strength Neurotoxin: (pg 172) (was passed off as botulinum for plastic surgery) (pg 172) 8 doses
      • Listed Under Poisons so effects are based on target's Resilience Roll, produced on hundreds of worlds (often illegally) and can be applied in many ways (seriously pick one). Resisting a single dose is an average Resilience Check, while two or more doses are hard. The poison inflicts 5 wounds if the target fails. Each disadvantage inflicts one strain. The GM (or player using the drug) may spend despair to make the target test again in the next round as the poison remains in his system.
    • Synthetic Standard Strength neuroparalytic: (pg 172) 4 doses
      • Listed Under Poisons so effects are based on target's Resilience Roll, this leaves higher functions intact and does not kill the target. Certain types do exist but can only be administered via injection. Any size dose is a Hard Resilience Check and stuns the target for 3 rounds upon failure. Disadvantage inflicts inflicts one strain each on the target. The GM (or player using the drug) may spend despair to make the target test again in the next round as the poison remains in his system.
  • Black Market Drugs:
    • Triumphed on Finding a guy who can get Raquor venom. Seriously. Next time on Nal Hutta!
    • Ryll: (Lords of Nal Hutta pg) 8 doses. Spice. One dose ignores effects of an Easy or or Average Crit until end of scene or Combat. Two doses to ignore Hard. At end of scene, suffer as normal, and two black dice until end of game session.
    • Neutron Pixie: (Lords of Nal Hutta pg) 2 doses Hallucinogenic. Gives 2 advantages to Ag and Will, when ends suffer disadvantage on Brawn, Intellect, and Cunning.
    • Avabush: (pg 183) 6 doses, 25 per dose, relaxation, sleep aid, truth serum, spice.
      • Harder to detect and easier on the subject than more effective and commonly employed serums. Characters can only upgrade a single green on any check due to torpor. When they intentionally try to conceal truth or lie, one purple is upgraded to red. Lasts for one scene or combat encounter. Banned or controlled substance on Imperial worlds. It's a prescription drug on some worlds, banned on others.
    • Booster Blue: (pg 183) 6 doses, 10 per dose, increase agility, intellect, and cunning
      • Derived from a dye for painting ships, it is popular with pilots and gunmen and such for boosting reaction times, though prone to overuse and overdose. Can be used on any of the checks for those related abilities once - great for making that key shot or critical maneuver... lasts for the scene or encounter. But strain cannot be recovered for the session. Illegal on most worlds.
    • Lesai: (pg 183) 1 dose, 500 per dose, stim, no sleep, remove strain as though slept.
      • A purple fungal spice found on lizards that leaves tell-tale stains where applied, if you know what it actually is. Lesai has few other side effects but those who consume it often quickly become dependent. used once every twenty-four hours, need no sleep and suffer no penalties, may remove strain as though sleeping if not in stressful activities or effort. If misses a dose, it is increasingly more difficult to stay awake, until sleeps or next dose. Some imperial documents believe lesai turns users into amoral monsters. What happens if you have every waking hour to operate? Illegal on Imperial worlds.
    • Yarrock: (pg 183) 1 dose, 350 per dose, no fear, relentless, but setback die on crash
      • Iridonian shamans used this spice to give their warriors clarity and violent purpose. There is little scientific data that the signature black pellets draw the user into shadows over time, but the rumor exists. Effects last for one scene. Characters do not have to make any fear checks (auto success), but must add a setback die to Willpower or Presence related checks for the session.
    • Glitterstim: 10 doses, increasingly rare, photoreactive, mind expanding spice and possibly telepathic abilities
      • The very addictive spice adds 3 boost dice to Perception and vigilance for a scene, GM may include the telepathic abilities at his or her discretion.Illegal on most worlds and the legal trade is aggressively monitored and controlled by Imperial authorities.