Doctor StirwinRole: Medtech
Hit Points: 40 / 40
Seriously Wounded Threshold: 20
Death Save: 7
Humanity: 55 / 70
Luck Pool: 5 / 5
Reputation: 0
Improvement Points: 0
StatisticsINT: 8
REF: 8
DEX: 6
TECH: 8
COOL: 3
WILL: 4
LUCK: 5
MOVE: 6
BODY: 7
EMP: 7 (5)
Role AbilityAbility Name: Medicine Lvl 4 (Surgery 2, Medical Tech-Pharmaceuticals 2)
Surgery (+12 mod)
For every point you allocate to Surgery, you gain 2 points in the Surgery Skill (up to a maximum of 10). The Surgery Skill is the TECH Skill used to treat the most severe Critical Injuries, as well as implant cyberware, and is only available to Medtechs through this Medicine Specialty.
Pharmaceuticals (+10 mod)
For every point you allocate to Medical Tech (Pharmaceuticals), you gain 1 point in the Medical Tech Skill (up to a maximum of 10). The Medical Tech Skill is the TECH Skill used to operate, understand, and repair (as other non-vehicle Tech Skills) medical machinery. This Skill is only available to Medtechs, and only through either this Medicine Specialty or Cryosystem Operation. You can only put a maximum of 5 points into this specialty. Each time you allocate a point into Pharmaceuticals you also gain access to one of the following pharmaceuticals, which your Character can synthesize by rolling a DV13 Medical Tech Check, wasting the
materials used on a failure. A Medtech can make a number of doses from 200eb of materials equal to their Medical Tech Skill in 1 hour. You can't synthesize Street Drugs with Medical Tech (Pharmaceuticals). Your Medical Tech Skill Level equals your points in Pharmaceuticals plus your points in CryoSystem Operation. Applying a single dose of a drug to a target takes an Action. If the target is unwilling, the Medtech can use their Action to attempt to make a single Melee Weapon Attack with their Airhypo against the target, that administers a single dose to their target on a hit instead of dealing damage. A Character who is not a Medtech cannot administer Pharmaceuticals correctly. These aren't Street Drugs, they require training to get the medically correct proportions.
Pharmaceutical Effects available:
Speedheal
When injected with a dose of Speedheal, a target who is not in the Mortally Wounded Wound State immediately
heals an amount of HP equal to their BODY + WILL. A person can only benefit from one use of Speedheal per
day.
Stim
When injected with a dose of Stim, a target can ignore all penalties from being in the Seriously Wounded Wound
State for an hour. A person can only benefit from one use of Stim per day.
Skills* Minimum Skill Lvl 2 during character creation. Awareness Skills | Lvl + Stat + Misc | = Base |
Concentration* (WILL) | 2 + 4 + 0 | = 6 |
Conceal/Reveal Object (INT) | 0 + 8 + 0 | = 8 |
Lip Reading (INT) | 2 + 8 + 0 | =10 |
Perception* (INT) | 6 + 8 + 0 | =14 |
Tracking (INT) | 0 + 8 + 0 | = 8 |
Body Skills | Lvl + Stat + Misc | = Base |
Athletics* (DEX) | 2 + 6 + 0 | = 8 |
Contortionist (DEX) | 0 + 6 + 0 | = 6 |
Dance (DEX) | 0 + 6 + 0 | = 6 |
Endurance (WILL) | 0 + 4 + 0 | = 4 |
Resist Torture/Drugs (WILL) | 4 + 4 + 0 | = 8 |
Stealth* (DEX) | 2 + 6 + 0 | = 8 |
Control Skills | Lvl + Stat + Misc | = Base |
Drive Land Vehicle (REF) | 0 + 8 + 0 | = 8 |
Pilot Air Vehicle (REF) | 0 + 8 + 0 | = 8 |
Pilot Sea Vehicle (REF) | 0 + 8 + 0 | = 8 |
Riding (REF) | 0 + 8 + 0 | = 8 |
Education Skills | Lvl + Stat + Misc | = Base |
Accounting (INT) | 0 + 8 + 0 | = 8 |
Bureaucracy (INT) | 0 + 8 + 0 | = 8 |
Business (INT) | 0 + 8 + 0 | = 8 |
Composition (INT) | 0 + 8 + 0 | = 8 |
Criminology (INT) | 0 + 8 + 0 | = 8 |
Cryptography (INT) | 0 + 8 + 0 | = 8 |
Deduction (INT) | 6 + 8 + 0 | =14 |
Education* (INT) | 6 + 8 + 0 | =14 |
Gamble (INT) | 0 + 8 + 0 | = 8 |
Language (INT) |
- Streetslang* | 2 + 8 + 0 | =10 |
- English | 4 + 8 + 0 | =12 |
- Other | 0 + 8 + 0 | = 8 |
Library Search (INT) | 0 + 8 + 0 | = 8 |
Local Expert (INT) |
- Your Home* | 2 + 8 + 0 | =10 |
- xxx | 0 + 8 + 0 | = 8 |
- Other | 0 + 8 + 0 | = 8 |
Science (INT) |
- Biology | 4 + 8 + 0 | =12 |
- Other | 0 + 8 + 0 | = 8 |
Tactics (INT) | 0 + 8 + 0 | = 8 |
Wilderness Survival (INT) | 0 + 8 + 0 | = 8 |
Fighting Skills | Lvl + Stat + Misc | = Base |
Brawling* (DEX) | 0 + 6 + 0 | = 6 |
Evasion* (DEX) | 6 + 6 + 0 | =12 |
Martial Arts (DEX) |
- xxx | 0 + 6 + 0 | = 6 |
- Other | 0 + 6 + 0 | = 6 |
Melee Weapon (DEX) | 0 + 6 + 0 | = 6 |
Performance Skills | Lvl + Stat + Misc | = Base |
Acting (COOL) | 0 + 3 + 0 | = 3 |
Play Instrument (TECH) |
- xxx | 0 + 8 + 0 | = 8 |
- Other | 0 + 8 + 0 | = 8 |
Ranged Weapon Skills | Lvl + Stat + Misc | = Base |
Archery (REF) | 0 + 8 + 0 | = 8 |
Autofire (REF) | 0 + 8 + 0 | = 8 |
Handgun (REF) | 0 + 8 + 0 | = 8 |
Heavy Weapons (REF) | 0 + 8 + 0 | = 8 |
Shoulder Arms (REF) | 6 + 8 + 0 | =14 |
Social Skills | Lvl + Stat + Misc | = Base |
Bribery (COOL) | 0 + 3 + 0 | = 3 |
Conversation* (EMP) | 4 + 5 + 0 | = 9 |
Human Perception* (EMP) | 6 + 5 + 2 | =13 |
Interrogation (COOL) | 0 + 3 + 2 | = 5 |
Persuasion* (COOL) | 2 + 3 + 0 | = 5 |
Personal Grooming (COOL) | 0 + 3 + 0 | = 3 |
Streetwise (COOL) | 0 + 3 + 0 | = 3 |
Trading (COOL) | 0 + 3 + 0 | = 3 |
Wardrobe & Style (COOL) | 0 + 3 + 0 | = 3 |
Technique Skills | Lvl + Stat + Misc | = Base |
Air Vehicle Tech (TECH) | 0 + 8 + 0 | = 8 |
Basic Tech (TECH) | 4 + 8 + 0 | =12 |
Cybertech (TECH) | 4 + 8 + 0 | =12 |
Demolitions (TECH) | 0 + 8 + 0 | = 8 |
Electronics/Security Tech (TECH) | 0 + 8 + 0 | = 8 |
First Aid* (TECH) | 2 + 8 + 0 | =10 |
Forgery (TECH) | 0 + 8 + 0 | = 8 |
Land Vehicle Tech (TECH) | 0 + 8 + 0 | = 8 |
Paint/Draw/Sculpt (TECH) | 0 + 8 + 0 | = 8 |
Paramedic (TECH) | 6 + 8 + 0 | =14 |
Photography/Film (TECH) | 0 + 8 + 0 | = 8 |
Pick Lock (TECH) | 0 + 8 + 0 | = 8 |
Pick Pocket (TECH) | 0 + 8 + 0 | = 8 |
Sea Vehicle Tech (TECH) | 0 + 8 + 0 | = 8 |
Weaponstech (TECH) | 0 + 8 + 0 | = 8 |
GearArmour (Armor Penalty applies to REF, DEX, and MOVE)
Head Armour: Light Armorjack SP: 11 Armour Penalty: None Notes: N/A
Body Armour: Light Armorjack SP: 11 Armour Penalty: None Notes: N/A
Shield Armour: N/A SP: N/A Armour Penalty: N/A Notes: N/A
Weapons
Weapon: Sniper Rifle "Betsy" Skill: 14 Damage: 5d6 Rate of Fire: 1 Ammo: 4/4 (extra mag:1)
Weapon: Shotgun Underbarrel Skill: 14 Damage: 5d6 Rate of Fire: 1 Ammo: 2/2
Notes: Sniping scope: Looking through the scope, user can see detail up to 800m/yds away. When attacking a target 51m/yards or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Does not stack with TeleOptics Cyberware.
1200 eb including ammo
Other Gear
Light Armorjack (2 pieces) 200 eb
Agent 100 eb
Airhypo 50 eb
Medtech Bag 100 eb
Techtool 100 eb
550 eb
Clothes:
Generic Chic: Jacket x2
Leisurewear: Footwear x2, Bottoms x2, Top x5
Urban Flash: Jacket x1, Bottom x1, Glasses x1
800 eb
Cash
0 eb
CyberwareFashionware (7 slots)
Neuralware (Requires: Neural Link)
Cyberoptics (Requires: Cybereye; installed individually)
Cyberaudio (Requires: Cyberaudio Suite)
Cyberaudio Suite: Cyberaudio Suite is installed invisibly in the inner skull.System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed
Amplified Hearing: Cyberaudio Option. User adds +2 to their Perception Skill for Checks which include hearing. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit.
Audio Recorder: Cyberaudio Option. Records audio to a standard Memory Chip or a linked Agent. Requires a Cyberaudio Suite.
Voice Stress Analyzer: Cyberaudio Option. User adds +2 to their Human Perception and Interrogation Skills User can activate a special lie -detecting function for a minute with an Action, during which time the GM rolls all your Character's Human Perception and Interrogation Checks privately, beeping once whenever it detects a lie, or whenever they desire after a failed roll. Beware of false positives and negatives. Requires a Cyberaudio Suite.Multiple installations of this option provide user no additional benefit
800 ep; 15 HL
Internal Cyberware (7 slots)
External Cyberware (7 slots)
Cyberlimbs (Requires: Cyberarm or Cyberleg; installed individually)
Borgware
LifepathCultural Origins
Oceania - English
Personality
Moody, rash, and headstrong
Dress and Personal Style
Generic Chic (Standard, Colorful, Modular)
Short and curly hair
Fingerless gloves
What Do You Value Most?
Friendship
How Do You Feel About Most People?
I stay neutral.
Most Valued Person in Your Life?
A pet (NOT a sheep)
Most Valued Possession You Own?
A recording
Family Background
Corporate TechniciansMiddle -middle class, with comfortable conapts or Beaverville suburban homes, minivans and corporate -run technical schools. Kind of like living 1950s America crossed with 1984.
Childhood Environment
In a decaying, once upscale neighborhood, now holding off the boosters to survive.
Family Crisis
Your family was scattered to the winds due to misfortune
Friends
0 friends
Enemies
0 enemies
Tragic Love Affairs
0 tragic love affairs
Life Goals
Gain fame and recognition.
Role Lifepath
General Practitioner