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

C'est bon!

Portrait ici.

Experience Total: 1000 Spent: 950 Unspent:50


L'histoire

The food is wrong.

The spices should be more fragrant, giving off heat as strong as the sands and windswept rocks, or cooling like a cave garden on a dark night.

His mother would send him with a few coins she’d earned as tips out of the compound and into the marketplace where he’d go vendor to vendor buying ingredients until he’d get to the steamy bath house where they’d cook the rycrit meat until tender in pots left to bob in the geothermally heated water. If he smiled and chatted or ran errands for them, sometimes the vendors would give him a sweet or a little extra to bring back for his mother, or if he was lucky, a few sweets to share with the other children in the compound, like the girls who they were afraid to let out. If he was lucky, he’d go with another boy about his age and climb out to the top of the mesa above and eat sweets while waiting for the food pot to cook, admiring the view of the craggy valleys below, the line of wind turbines parallel to the wash, and the landing pads with their glinting metal ships - ships they would never be on- in the wide open beyond.

A kitchen droid could season this dish better. It would at least have recipes in its programming that include the right flavor profile.

Probably wouldn’t use the right amounts though. Those secrets are passed on through the generations.

Those were the days under the occupation. Despite his friendly nature, his passion shown early in tending to one of the sick dancers using remedies passed down from his grandparents saved him from a life lived solely in the compound and earned him an apprenticeship to a town doctor, a human. The vendors and visitors in the market who he was friendly with became friendly faces for a growing practice that he could visit with an unusual amount of freedom even when security was tight. Even if they didn’t consider him a professional, he was close to being a medic or nurse, and the owners of the compound were willing to loan him out in exchange for a favor or two. He was cheaper than calling for the doctor himself, which they would only do for someone- for someone of value or worth. So if he had a chance of saving a fellow slave, it was worth using him first. For that day he would be well fed, given leftovers and on rare occasions be welcome at the table in thanks. From this he tasted the richness and strangeness of off-world foods.

Off-worlders always find a way to turn our food into something from a school or military cafeteria: quickly edible, innocuous, and completely inauthentic.

He was limited but earnest and learned fast. He allied his little practice with in the growing Resistance, and would sometimes act as a courier, though it scared him every time. He palmed messages on flimsi or code cylinders the way he secreted candies as a child. He gave odd orders for drugs that told patients meeting times and supply cache locations. More often he was caught with morsels of food given in food as thanks. He learned the hard way not to upstage his master doctor, though. After one occasion of showing his knowledge off in front of others he was put on office cleaning duty for so long that the Resistance thought he had been found out. Thankfully, it was teenage pride. But pride is not a good thing for a slave to have.

I shouldn’t be upset. At least there is food to eat. Reliable, warm, and yes, innocuous. I am not - we are not - hurting for food with that gnawing, stomach-turning hunger that keeps one up at night. And our food is safe, trustworthy.

Those patients would be harder to treat when the Resistance broke out into open fighting, which would happen in infrequent spurts. He spent equal time performing surgery on friends as surgery on improvised explosives. He learned the art of the blaster pistol alongside the art of bacta (and the uses of ration heating packs) mentored by an older medic. The Separatists of his youth would change into the Empire. The Jedi would come and go. Other people would all claim toe holds on the far flung Ryloth. The compound his mother lived in would be destroyed and the girls and boys scattered, some to the Resistance, some running free, some dead, some caught and enslaved. While he knows what happened to his mother, he sometimes wonders about the dancer, his first patient, and what happened to her.

Have I become full-bellied and complacent? Am I no longer hiding, but ignoring my home, my past, because of these comforts? Have my ambitions been for myself and no longer for my people? Have I acquiesced?

The Empire brought a new hunger for labor, and renewed pushes for cheap slavery from a supposedly liberated planet. He was, again, a valuable skilled individual, but one who was undeniably involved. Freedom was short lived and elusive. He was plucked and sent off world by a medical scientist. Wouldn’t he want to learn more, so he could come back to help his people? That question would be dangled in front of him like one of the childhood market sweets or the image of the dancing girl, or dying Twi’leks he couldn’t save during the uprisings. He was befriended by someone who could’ve been a tormentor. In short, he was used and manipulated, and he let it happen.

The question would be asked again and again, a temptation to finish his own education rather than escape, then continue research with a man he slowly grew to realize was terribly off and wrong, then whose research turned to be dark and dreadful instead of beneficial and humanitarian. He had been willing to collaborate and accept an increased difficulty to escape for the chance to gain that research edge himself and take it home, however he was not expecting religious zealotry on a level that would surely attract attention from the Empire that sponsored the project. If only they were as sterile as the food packages. Then even the food became suspect, and it was time to pull out. It was time to escape.

Fortunately, the same way he made friends in the market as a child, he had made friends and contacts traveling with his “partner.” There were a few who were willing to help him when he showed up to their door, if he worked for them for a span off time, or a job, or passed on some intel, or laid down some of the more unique drugs or materiel he made off with from the research facility. He tried to prove useful. He gained the protection of the Hutts. And he avoided going home.

How could he return when what he learned was so terrible, when his gamble had failed? Being a simple doctor would do no good. Until he can free his past and find something worthwhile to bring home, to help people like his boyhood friend, the dancer, or the memory of his mother - beautiful and ornamented with crystalline night spices - he cannot return home.

It will never be like home and I can not go back. It cannot be helped. This food suits me, then. Bland food is a meagre penitence, a reminder of those lost and the fragrances of their spices and perfumes.


Characteristics

Specialization(s): Doctor/Scoundrel Colonist/Smuggler

Brawn Intellect Willpower Agility Cunning Presence
2 4 3 3 3 3


Soak Wounds Strain Defense
(Melee)
Defense
(Ranged)
3 15 15 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.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.pngEote-green-die.png
Medicine Intelligence ■■■ Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.pngEote-green-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-yellow-die.pngEote-yellow-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.pngEote-green-die.png
Education Intelligence Eote-yellow-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Lore Intelligence Eote-yellow-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Outer Rim Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png
Under World Intelligence Eote-yellow-die.pngEote-yellow-die.pngEote-yellow-die.pngEote-green-die.png
Xenology Intelligence Eote-green-die.pngEote-green-die.pngEote-green-die.pngEote-green-die.png

Talents

Signature Ability

  • Unmatched expertise (WHOLE TREE - 120 pts total): Spend 1 Destiny Point to Reduce all career skill checks by two points for the encounter as an Incidental. Can reduce 1 non-career skill during that same encounter. Can reduce to a minimum of Simple.

Medic - "Continuing Education"

  • Surgeon (FIVE TOTAL): (5, 10) target of medical check recovers (+5) 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
  • Stimpack Specialization: (TWO TOTAL) (5, 10) Stimpacks heal (+1) 1 additional wound per rank of Stimpack Specialization.
  • Grit: (15) +1 Strain threshold (total THREE)
  • Stim Application: (TWO TOTAL) (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.
  • Improved Stim Application: (15) (action) Take the Stim Application action; make a hard Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers only 1 strain.
  • It's Not That Bad: (25) (action) once per session, make a hard medical check to prevent a crit on an ally.
  • Dedication: (25) Gain +1 to a single characteristic, not above 6, used for Intelligence, to further increase medical shenanigans.

Doctor

  • Surgeon (FIVE TOTAL): (5, 10, 15) target of medical check recovers +(5) wounds (1 per rank of surgeon)
  • Stim Application: (TWO TOTAL) (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 THREE)
  • 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)

Notes

Obligation

Blackmail: 9

Duty

Personnel: 10

But I play One on the Holonet

  • Medic Style
    • Surgeon: +1 Wound per rank (5 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 (4 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
10131 ??

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.