Star Wars Medical Source Book
Star Wars Medical Source Book
CREDITS
Design By: Nicholas L. (Luwingo_spince)
Layout and Cover: Mike Fett (klhaviation)
Additional Design By: NJustin Vanderhoof, David Stairs (Garhkal), and (Helcat)
Biochemistry by: (Helcat)
Radiation Damage charts by: (Volar the healer)
Readers: Chris Campbell (Raven Redstar), David Stairs (Garhakl), (Guardian), (Crmcneill), (ShootingWomprats)
MEDICAL
MEDICAL PROCEDURES...........99
SOURCEBOOK
Chapter One
MEDICAL SKILLS
1 “Greetings I am Snr-kee4823jdi399200 Since you
are an inefficient gob of carbon, I can almost see your
pitiful chemical neurons firing trying to process my
name so you may call me Snr-kee.
Through my years as a medical droid I have seen
every disgusting permeation that can happen to a
biological life form so rest assured I will be able to
cure whatever is currently and obviously wrong with
your face.
What’s that? You are not looking to be treated but
want to know what it takes to be a doctor. Well if you
were a superior life form like myself you could just
download the information directly into your cerebral
cortex though I do seem to remember a medical
journal by a Dr. Evazan that proposed it might be
possible, I’ll have to try this in my exper... oh are
you still here? Here take this, it is a primer on
the skills needed to be doctor.
Now run along I have some work to do.”
DEXTERITY SKILLS
Dodge
Capsule: Dodge might seem like an unrelated skill for the average doctor,
nurse, or medic, however, often times medical professionals must go to locations
where injuries are being inflicted. Battlefields, remote installations, and planetary
survey locations often require caregivers to utilize their skills in “less-than-ideal” cir
cumstances — often under fire.
KNOWLEDGE SKILLS
Alien Species
Capsule: An essential skill for the medical professional who might see various alien
species in their practice. A doctor might specialize in alien species: biology while a sur
geon might specialize in alien species: anatomy.
Optional Difficulties: Identifying and being familiar with Other specializations have more practical uses. Through
the alien species the medic is working on is crucial. Due to the their use a player may be able to create new medicines, better
different ways a species reacts to certain drugs or anatomy. diagnose what’s wrong with a patient, learn a specialization
Have character roll his Alien Species skill to see if he has without having to have a teacher or to study, or even add the
worked on or can identify the species then use the following specialization's dice to their (A) medicine and first aid dice
chart. when treating the patient. These practical specializations are:
• Anatomy: Anyone who has used anatomy to study either
Roll Difficulty a known alien species or an unknown species may choose
Failed +10 to any medical difficulty rolls to specialize in first aid for that species. They can add half
0-5 0 their biochemistry: anatomy dice (minimum of 1D) to using
6-10+ -5 to any future medical difficulty rolls the first aid specialization.
• Hematology: When caring for someone who needs a
blood transfusion the player may add their biochemistry:
It never ceases to amaze me hematology dice to both their first aid and (A) medicine
how many different forms life dice.
comes in and yet that are all • Oncology: When treating a cancer patient the player may
so disgusting. You would add their biochemistry: oncology dice to both their first aid
think somewhere they would and (A) medicine dice.
have got it right. • Pathology and Toxicology: When studying diseases or poi
sons the player may add their biochemistry: pathology or
biochemistry: toxicology dice (whichever is appropriate) to
their (A) medicine dice.
Additionally, if the player is using biochemistry: toxicolo
Biochemistry gy to synthesize a natural poison or venom, they may add
Time to use: Several days, months or years. their biochemistry: toxicology dice to the appropriate
Specializations: See the list of specialization prerequisites weapon repair skill in order to upgrade the weapon. Only
below. thrown, bow, and non-powered melee weapons (and certain
Biochemistry is an essential skill used to create new chemi missile weapons) may be upgraded.
cal compounds — most often for medical use — such as vac • Pharmacology: If creating a new medicine, the player may
cines, medicines, etc. add their biochemistry: pharmacology dice to their Techni
cal attribute to produce the new medicine.
Using Biochemistry: Some of the specializations of bio
chemistry are used for research purposes rather than more Capsule: Biochemistry is an essential skill for creation of
practical use. Specializations most aid in the understanding of new medical compounds such as vaccines, medicines, etc.
their particular field. (A) genetic engineering skill dice can be added when deal
Biochemistry specializations may also add a bonus to (A) ing with the creation of anti-viral medicine or vaccines.
medicine checks if used before a particular procedure. The When used in conjunction with (A) medicine it can allow
bonus is based on how many points the research difficulty was for a more accurate diagnosis of a particular illness or disease
beaten by. plaguing a being and even create new and more effective
medicines. Uses of biochemistry are determined by the special
Roll is ≥ Difficulty by: Bonus ization.
0-3 +2
4-6 +5 Genetics
7-9 +8 Time to use: One day to one month.
10-12 +11 Specializations: A particular field of study human/medical,
plant, creature molecular
Example: Palu decides she wants to produce a
The genetics skill covers the basic knowledge of genetics,
known vaccine for a disease that is ravaging an Out
er Rim. Because the vaccine for the disease already genetic theory and evolution. This is a prerequisite skill for (A)
exists but it would take her two years to get enough genetic engineering. Genetics is an essential skill for medical
to treat the colonists, Palu decides to study both the researchers.
effects of the vaccine and how to create it. Because
the vaccine already exists and is well documented the MECHANICAL
GM decides Palu would need to make a Moderate
biochemistry: microbiology check of 12. Palu rolls Bacta Tank Operation
her 3D in Moderate biochemistry: microbiology and
Time Taken: Varies due to extent of patient’s injuries.
gets a 16. Palu gets to add +5 to her ( A) medicine
roll in order to produce the vaccine. Advanced skill — requires (A) medicine of at least 1D.
The (A) bacta tank operation skill can be used on bacta
tank rolls. This roll stacks with the (A) medicine skill roll when
First Aid
Time of Use: 1 round
Difficulty: Varies greatly
Specializations: Species (Human, Wookie, etc.) or
injury type (Broken Bones, Burns, Cuts, etc.)
First aid reflects a character's ability to perform
emergency life saving procedures in the field. First aid
training gives a character the knowledge to tend to
injuries and minor illnesses (such as nausea and
headaches). The character will be familiar with using
basic medical supplies, such as bandages and antiseptic,
but will not be able to perform surgery or other com
plex procedures. First aid can be used to temporarily
remove wound penalties for a few rounds, or wake a
stunned character even without a medpac.
Genetic Engineering
Time of use: One month to several years. Control Disease: A prerequisite to controlling disease in others.
Specializations: Creatures, Species, Cloning Control Pain: If a medic is in pain they can not help others to
Advanced skill — requires genetics of at least 6D. the best of their ability.
Special: Though (A) genetic engineering is under Technical, Detoxify Poison: A prerequisite to detoxifying poison in others.
when the skill is taken, it is at 1D (not the character's Techni Reduce Injury: To help others you must be in shape yours.
cal skill). Remain Conscious: Must be conscious to be effective
Strength Result
Roll
2-4 Character worsens to incapacitated
5-6 Character remains wounded twice
7+ Character improves to wounded
Strength Result
Roll
2-6 Character worsens to mortally wounded
7-8 Character remains incapacitated
9+ Character improves to wounded twice
A medpac is fully expended when it's used — someone who Character is: Treatment Time
expects to heal several people must carry multiple medpacs. Wounded 1D hours
A character can use a medpac on himself, but he suffers an Incapacitated 4D hours
extra -ID penalty (in addition to any other penalties, such as Mortally Wounded 1D days
for being injured).
Infection Chart
Difficulty> Doctor roll Effect Symptoms*
0-3 Mild Infection +1 to healing time N/A
4-6 Moderate Infection +2 to healing time Burning Skin
7-10 Major Infection +1D+1 to healing time Low Grade Fever, Shortness of Breath
11+ Extreme Infection +2D to healing time High Grade Fever, Painful Stomach Cramps, Vomiting
* See Chapter 2
DISEASES &
2 SYMPTOMS
“Salutations, My name is Regald Archdoby, Chief
Xenopathologist of the Imperial Institution for Disease
Control. I’ve been tasked with briefing you on various dis
eases to be found in our galaxy. Here at the IIDC we have
a current database of over 100 million different diseases
and their symptoms. No doctor could possibly know them
all. Thankfully, a lot of diseases are regional or even plan
et bound, and are unlikely to be encountered outside their
region.
“The following list is hardly
exhaustive, but a collection of the
most common found in the galaxy, or
the most interesting at least. Famil
iarize yourself with this information
and you will be well on your way to
becoming a master diagnostician.”
DISEASES
Diseases are viruses or other organisms that infect the
body of a living creature. Infections can occur in a num
ber of ways, such as coming into contact with another
infected creature, touching diseased matter, consuming
food or drink tainted with disease, or being the victim of
a biological weapon attack. All living creatures have an
immune system that is able to fight off infection which
could lead to recovery. However, in severe cases medical
treatment was required.
Optional Rules
DISEASES If you want the disease to have a more long standing effect
Diseases are viruses or other organisms that infect the body on the character, you could have the disease be weakened dur
of a living creature. Infections can occur in a number of ways, ing this phase instead of destroyed, thus making the character
such as coming into contact with another infected creature, roll Stamina resistance a couple of times.
touching diseased matter, consuming food or drink tainted If stamina/willpower beats Contagious Difficulty by:
with disease, or being the victim of a biological weapon
attack. All living creatures have an immune system that is able 1-5 Infection weakened: drops Contagious
to fight off infection which could lead to recovery. However, in Difficulty by one level.
severe cases medical treatment was required. 6-10 Infection severely weakened: drops
If left untreated, a disease could wreak havoc on a being. Contagious Difficulty by 2 levels.
Depending on the type and severity, diseases could bring 11-15 Body destroys infection
about unconsciousness, the loss of a limb or death.
To add some variety or difficulty to a disease use the
Phases of Disease Mutating Virus Chart.
• Exposure
• Incubation Mutating Virus Chart
• Symptoms 1D Result
• Medical Diagnosis 1 Evolved Strain- Add one extra symptom to a
• Treatment disease
• Recovery/Long Term Sickness/Death 2 Virulent Strain- Increase Infection Difficulty by
one level
EXPOSURE 3 Adaptable Strain- For every failed attempt to
Transmission of pathogens can occur in various ways, treat add +3 to Difficulty
including physical contact, contaminated food, body fluids, 4 Resistant Strain- Increase Treatment Difficulty
objects, airborne inhalation, or through vector organisms. one level
Infectious diseases that are especially infectious are sometimes 5 Mutating Strain- Increase Diagnosis Difficulty
called contagious and can be easily transmitted by contact by one level
with an ill person or their secretions. 6 Fast acting Strain- Reduce Incubation roll
Roll stamina against Contagious Difficulty for physical dis result by half
ease. Roll willpower against Contagious Difficulty for mental
disease. If the roll succeeds, then the body fights off disease. If INCUBATION
the roll succeeds by 5 or less, they become a carrier but do not Incubation period is the time elapsed between exposure to
become infected. Length of carrier phase is based on how con a pathogenic organism, a chemical or radiation, and when
tagious the disease is. If roll is failed, move on to Incubation symptoms and signs are first apparent. The period may be as
phase. short as minutes to as long as years.
The gamemaster secretly rolls to see how long disease incu
Length of
bates. Roll Contagious Difficulty, against any character that
Contagious Difficulty Carrier Phase
comes into contact with infected character that hasn’t been
Very Low Easy 12 hours exposed to disease previously. If character for some reason
Low Moderate 24 hours goes to a doctor during this time, difficulty to diagnosis dis
Moderate Difficult 2 days ease is increased by 2 levels.
High Very Difficult 1 week
Very High Heroic 2 weeks
SYMPTOMS
Factors that affect Resistance A symptom is a departure from normal function or feeling
which is noticed by a patient, indicating the presence of dis
Contagion ease or abnormality.
Situation Modifier After incubation period is over symptoms begin to appear.
Every day without water +3 If there is more than one symptom, the gamemaster may
Every day without food +1 assign a number to each symptom than roll a die every day the
Every day without sleep +2 character has the disease or just apply all symptoms at once.
Poor nutrition +10 Roll Damage after incubation period is over.
High/low temperature exposure +5
Fatal Damage
Extremely wet/dry environment +5
Character has had a booster shot -10 Very Low 2D every 12 hours
Previously been exposed to disease -15 Low 2D+1 every six hours
Excellent nutrition -10 Moderate 3D every three hours
High 4D every hour
Most ship's rations constitute as poor nutrition, since a lot Very High 5D every half hour
of it is highly processed to give it a long shelf life.
the character can be stabilized by a Heroic+10 first aid or Drowsiness: -1 to all skill and attribute checks for every
Heroic (A) medicine roll; if the character does not receive the stamina check failed.
required medical attention, death occurs after the effect’s Dry Heaves: Character must make a Difficult stamina check
duration had elapsed. every 1D hours to prevent dry heaves. The attack lasts for 1D
Burning Eyes: -2 to Vision Based search checks, -2 to any minutes.
Dexterity skill rolls that require the use of sight: blaster, melee Earache: Difficulty for any auditory-based skill or attribute
combat, dodge and so on. checks is increased by one difficulty level.
Catastrophic Parasitic Infection: Choose any 5 symptoms Excessive Ear Wax Production: Difficulty for any audito
(Gm’s choice) ry-based skill or attribute checks is increased by two Difficulty
Chest Pain: Reduce Move by 2. Any skills requiring the levels unless ears are cleaned every 3 days.
upper body are reduced by -2D. i.e. lifting, climbing, etc. Excessive Mucus Production: -1D to any persuasion or
Chills: Roll a Moderate willpower roll every 3 hours. If failed Seduction rolls
character is reduced to shivering uncontrollably for 2D rounds. Exhaustion: This condition usually follows the initial onset
Reduce Move by 4 and any rolls made are reduced by -2D for of Fatigue due to declining health, but some diseases have a
the duration of the shivers. much stronger effect upon their victims and cause immediate
Coma: Character lapses into a coma for the effect duration. An exhausted character can only move at half speed and
All Attributes and Skills are reduced to 0D, and Move is takes a -2D to all skill and attribute checks until the condition
reduced to 0. Character must receive a Moderate first aid roll is alleviated. After 1 hour of complete rest, an exhausted char
once per day or will lapse into systemic shutdown (see below). acter improves to a fatigued state.
If the character is stabilized, he awakens after the effect dura Extreme Dehydration: Character is exceptionally thirsty,
tion has elapsed. experience dizziness, lightheadedness, fatigue, and may lapse
Complete Biomass Conversion: Converts total body into into unconsciousness. Character suffers a -2D penalty to all
energy. Must roll heroic stamina roll or the body completely attributes and skill checks and movement is reduced to 5.
disintegrates to energy. Extreme Hunger: -1D to Strength and related skills. Does
Confusion: Represents mental feebleness, general incompe not count when taking damage. Character must make a Mod
tence, mild delusions, or intoxication. Confused characters suf erate willpower roll every hour, if failed character must stuff
fer from the following: himself or suffer an additional -1D to Strength Skills.
-1D to all Knowledge, Technical and Mechanical skills. Extreme Paranoia: The affected character believes he is the
Congestion: -1D to Scent based search checks subject of a conspiracy. Character must make a Difficult per
Cough: Requires a Moderate willpower roll. If roll fails Char ception roll to refrain from attacking fellow squad members.
acter will cough. Can disrupt sneak or hide rolls, etc. All Multiple-action penalties apply.
Coughing Up Blood: -2D to stamina and -1D to Strength Fainting: If a character rolls a catastrophic complication
rolls including resisting damage. during any attribute or skills checks, he experiences a fainting
spell for 1D rounds. During the fainting spell the character falls
Crusting Around Eyes and Mouth: -1 to any Dexterity skill
prone and cannot move, see or hear.
rolls that require the use of sight: blaster, melee combat,
dodge and so on. Fatigue: -1D to all skill and attribute checks for every
stamina check failed.
Deafness: Difficulty for any auditory-based skill or attribute
checks is increased by five Difficulty levels. If medical treat Fear: A Difficult willpower roll must be made every round
ment is not received before the effect’s time has elapsed, the that an affected character is engaged in combat. Failure to
deafness is permanent make the required willpower roll indicates the character’s nerve
breaks and he begins a blind retreat in a randomly determined
Degeneration of Nervous System: a loss of motor control.
direction. Multiple-action penalties apply when making the
-1D to Dexterity and related skills after every failed stamina
Willpower roll.
roll. If Dexterity is reduced to 1D then it becomes permanent
nerve damage. Gaps in Memory: -2D to Knowledge, Technical, and related
skills when trying to use skills that require memory.
Diarrhea: This condition often occurs in tandem with Nau
sea, Dehydration, or Organ Failure of the stomach or intestinal Hallucinations: Character experience visual or auditory hal
tract. Sufferers of diarrhea will experience frequent urges to lucinations. Visual: reduce all vision based Attribute and Skill
visit the bathroom and must succeed at both a Moderate checks by -1D. Auditory: reduce hearing based attribute and
stamina and willpower roll to resist this urge. While under the skill checks by -1D.
effects of diarrhea, character cannot attack or do anything Hard of Hearing: Difficulty for any auditory-based skill or
requiring focused concentration. The only action such a char attribute checks is increased by four difficulty levels. If medical
acter can take is a move action per round. Attempting any treatment is not received before the effect’s time has elapsed,
other physical activity will cause the victim to lose control of Hard of hearing is permanent
his bowels for 1D rounds. Prolonged diarrhea can also result in Headache: -1D to any Knowledge or Technical and related
Extreme Dehydration and Fatigue. skills.
Dizziness/Loss of Equilibrium: -1D to Dexterity, Mechanical Head Cold: -1D to Perception and related skills.
and related skills.
Hearing Loss: Difficulty for any auditory-based skill or Minor Parasitic Infection: Pick any three symptoms (GM’s
attribute checks is increased by three Difficulty levels. choice)
Heatstroke: a Moderate stamina roll. If failed the character Muscle Spasms: A Difficult stamina check. If failed Muscle
must stop what they are doing and rest for 1D rounds. spasms travel throughout body. A Difficult Strength roll to
High Grade Fever: -2D to stealth when attempting to hide hold on to anything the character is holding. (blasters, com
from sensors. -1D to any Knowledge or Technical and related links, swords, etc.) Move is reduced by half. Any Dexterity skills
skills. are reduced by -2D for duration of spasm.
Hoarseness: Difficulty for speaking-based skill or attribute Muscle Weakness: -1D+1 to Strength and related skills
checks is increased by one Difficulty level. If using against an Nausea: -2 penalty to Dexterity, A Moderate willpower roll
NPC such as a bargain roll. Modify the NPC roll by +5. is required every time a character is in a situation that requires
Immune Deficiency: A lowering of the victim’s immune fast motion. If roll is failed, see vomiting.
response system, thereby preventing the immune system from Nervous Twitches: A moderate stamina check. If failed
effectively responding to an infection. Characters suffering twitches travel throughout body. A moderate Strength roll to
from a temporary or permanent immune deficiency incur a hold on to anything the character is holding. (blasters, com
-1D to -3D to stamina depending on the severity of the defi links, swords, etc.). Any Dexterity skills are reduced by -1D for
ciency when rolling to resist further infections. duration of twitch.
Increased Aggression: Character must make a Moderate Numbness: numbness in the extremities. -2 to Dexterity in
willpower roll to refrain from attacking any nearby target- fine motor activities.
friend or foe; character may not use stealth during this attack. Painful Stomach Cramps: Move is reduced by 2.
Insanity: Character must make a Very Difficult Perception Panic Attack: A Moderate willpower roll must be made
roll to refrain from attacking fellow squad members. All Multi every round that an affected character is engaged in combat.
ple-action penalties apply. Desires, intentions and motives of Failure to make the required willpower roll indicates the char
affected character change unpredictably and frequently. acter’s nerve breaks and he begins a blind retreat in a random
Internal Bruising/Bleeding: Character suffers a -2D penalty ly determined direction. Multiple-action penalties apply when
to Strength to resist damage and must receive medical atten making the willpower roll.
tion before the effects wear off; failure to receive treatment Paralysis: Character is rendered completely immobile,
results in the character’s death within 36 hours. though he remains conscious. If the character does not receive
Loss of Appetite: Requires a Moderate willpower roll or the medical attention, the paralysis becomes permanent after the
character doesn’t eat. -1D to stamina for every 24 hour period effect duration elapses.
character goes without eating. Paralysis (Crippling): Characters muscles spasm and seize up
Loss of Directional Sense: Whenever heading to a never vis reducing movement to zero. Airways close and lungs do not
ited location, roll a die on an odd result the character has function If victim is not hooked up to a breathing device after
become lost. The degree of being lost determined by GM. Can 3D minutes they will die of asphyxiation.
have hilarious results. Paranoia: The affected character believes he is the subject
Loss of Judgment: Character has difficulty making snap of a conspiracy. Character must make a Moderate Perception
judgments or interpreting orders, All Perception, Knowledge roll to refrain from attacking fellow squad members. All multi
and related skill Difficulties increase by one. ple-actions penalties apply.
Low Grade Fever: -1D to sneak when attempting to hide Parasitic Infection: Pick any two symptoms. (GM’s choice)
from sensors. Partial Paralysis: Character loses the use of a limb. (Choice
Major Parasitic Infection: Pick any four symptoms (Gm’s of GM). Paralysis in a leg reduces movement to 5. Paralysis in
choice) arm reduces Dexterity by -2D.
Malaise: A weaker form of Nausea, more as a general feel Permanent Nerve Damage: Character suffers a loss of
ing of sickness. A Character suffers a –1 penalty to Dexterity, A motor control. Dexterity and related skills are all permanently
Easy willpower roll is required every time a character is in a sit reduced to 1D and can not be improved.
uation that requires fast motion. If roll is failed, see vomiting. Permanent Psychosis/Dementia: Character’s Perception,
Memory Loss: Victims of this condition must succeed on a Knowledge, Technical, and Mechanical attributes and skills are
Moderate willpower roll to remember even the most basic of permanently reduced to 1D and can not be advanced.
Knowledge skills. If the roll is failed apply a –1D+1 penalty to Psychosis/Dementia: Perception, Knowledge, Technical,
all Knowledge, Technical, and related skills when trying to use and Mechanical attributes and skills are reduced 1D for effect
skills that require memory. duration. The character suffers no permanent mental damage,
Mental and Emotional Breakdown: A Very Difficult recovering completely after the effect’s duration has elapsed.
willpower roll must be made every round that an affected Rash/Burning Skin/Irritation: Creates a distracting itch,
character is engaged in combat. Failure to make the required -1D to Perception and related skills.
willpower roll indicates the character’s nerve breaks and he
Reduced Circulation: Some diseases or conditions reduce
begins a blind retreat in a randomly determined direction.
blood flow or otherwise prevent the blood from adequately
Multiple-action penalties apply when making the willpower
oxygenating the body. Characters suffering from reduced cir
roll. -2D to All Knowledge and Technical rolls.
culation will immediately feel fatigued and experience chills.
Respiratory Ailment: Character has extreme difficulty Total Organ Failure: Movement reduced to 0, character
breathing. Move is reduced by 2. If bacta treatment is not requires immediate attention or will die in 1D rounds.
received before 24 hours has elapsed, the character suffocates. Toxin Intolerance: This condition limits the safe and effec
Ringing in the Ears: Difficulty for any auditory-based skill tive removal of toxins from the victim’s body. Characters suf
or attribute checks is increased by two Difficulty levels. fering from toxin intolerance incur a -2D penalty to all
Severe Allergic Reaction: must succeed at a Moderate stamina rolls against poisons and drugs.
Strength check. Failure indicates that the character’s throat Tremors/Convulsions: Character experiences seizures.
swells shut, impairing breathing. If not treated with the appro Seizures inflict the character’s Strength +1D damage. During
priate anti-toxin, the character will suffocate. Even if the the seizure and for 1D rounds after, the character’s skills are all
Strength check is successful, the character will be stricken with reduced by -3D (minimum of 0D). Strength is not affected for
severe headache and stomach cramps which penalizes all the the purposes of resisting damage, and in this case armor
character’s actions by -1D for twenty hours. If the character is bonuses apply.
a Force user, any use of Force skills within that period of time Vertigo: -1D+1 climbing/jumping, running and dodge skills.
receives a -2D penalty. This illness can be cured by administer
Voice Loss: Difficulty for any speaking based skill or
ing the appropriate antitoxin.
attribute checks is increased by two Difficulty levels. If using
Shortness of Breath: Move reduced by 1. against an NPC such as a bargain roll. Modify the NPC roll by
Spleen Failure: When you make any sort of physical effort +10.
i.e. running, jumping, dodging, you feel a degree of exhaus Vomiting: Character must make a Very Difficult stamina
tion. In this case, roll a Moderate stamina skill or else a -1D to check every 1D hours to prevent vomiting. The attack lasts for
All skills and attribute rolls, except STR when taking damage. 1D minutes, and reduces all skills and attributes by -1D for 3D
This exhaustion-caused damage is cumulative and you are hours.
subjected to -1D to all skills each time you fail the roll.
Weight Loss: -1 to stamina
Stiffness: Move reduced by 3.
Welts: Creates a painful and distracting itch. -2D to Per
Strange Sensation of Hands Fading Away: In periods of ception and related skills.
stress, character feels like his hands are disappearing. Character
must make a Moderate willpower must be made every round
that an affected character is engaged in combat. Failure results DISEASES
in character dropping whatever he is holding.
Stupor: All attributes and skills reduced to 1D for the entire Format
effect duration unless the character receives immediate medical Symptoms: Various
attention (Heroic first aid or Very Difficult (A) medicine roll) Type: Broken skin, Exchange of fluids, Contact, Exposure, Ingestion,
Inhalation, Mental, Genetic.
Sweats: -2 to stamina rolls. Incubation Period: See Incubation above.
Swelling of Fingers: Reduce all attribute and skill checks Contagious: See Contagious above.
Fatal: See Fatal above.
involving the use of fingers by -1D.
Affected species:
Swelling of Tongue: Reduce all speaking based attribute Cure: What will cure, slow or fight the disease
and skill checks by -1D. Rarity:
Common: Galaxy wide/Planet wide
Syncopated Breathing Rhythm That Sometimes Causes
Uncommon: Sector wide/Continent
Ventricular Fibrillation of the Heart: During periods of Rare: System wide/ Nation
extreme physical or emotional effort. A Difficult stamina roll is Very Rare: Planet/ City
required. If failed roll a die, if it comes up odd then the char Time period: Not all diseases are prevalent during all time periods or
acter suffers a heart attack. 5D damage. rarity might change depending on when it is.
Diagnosis Difficulty: See Medical Diagnosis above
Systemic Shutdown: Character has suffered irreversible Required skill: Generally Injury/ailment diagnosis but may use
physical damage and cannot survive without permanent medi Medicine at one level difficulty higher. See Treatment above
cal attention (life-support apparatus and so on). All attributes Required skill: Depends on the severity and rarity of the disease. (A)
and skills reduced to 0D. In the field, the character can be sta medicine for more complex disease and first aid for simpler dis
bilized by a Heroic first aid or Very Difficult (A) medicine roll; eases.
if the character does not receive the required medical atten Notes: A brief synopsis of the disease.
tion, death occurs after the effect’s duration had elapsed.
Tissue Liquefaction: The character’s skin tissues break down AIRBORNE DISEASES
rapidly, causing extreme pain, bleeding and-if medical treat An airborne disease is any disease that is caused by
ment (a Very Difficult (A) medicine roll) is not received before pathogens and transmitted through the air. The relevant
the effect’s duration elapses-death. Character’s attributes, skills pathogens may be viruses, bacteria, or fungi, and they may be
and movement are all reduced to 0D. spread through coughing, sneezing, raising of dust, spraying of
liquids, or similar activities likely to generate aerosol particles
or droplets.
Balmorra Flu
Symptoms: Sinus pain and swelling, Excessive mucus production
Type: Inhalation
Brainrot Plague, or Loedorvian Brain Plague, or
Incubation Period: 3D hours Brainworm Rot
Contagious: Low Symptoms: Strain A: Attacks brain and central nervous system.
Fatal: Low 2D+1 every six hours Strain B: Nausea, Cold sweats, The inability to process written
Affected species: All instructions, syntax errors in spoken and written communication.
Cure: Antibiotics, rest, lots of fluids Strain C: Isolated purpling of gills and blowholes.
Rarity: Common Type: Strain A: Inhalation/ Strain B,C: Contact
Time period: N/A Incubation Period: 2D days
Diagnosis Difficulty: Very Easy Contagious: Strain A: High 4D every hour/Strain B,C: Moderate 3D
Required skill: Injury/ailment diagnosis every three hours
Very Easy Fatal: Strain A: Very High 5D every half hour/ Strain B,C: Moderate
Required skill: First Aid 3D every three hours
Notes: Once contracted by Han Solo while on Dantooine. Affected species: Humanoids and cephalopoids (Neimodians, Duros,
etc)
Bandonian Plague Cure: Unknown
Symptoms: Unknown Rarity: Very Rare
Type: Inhalation Time period: N/A
Incubation Period: 1D hours Diagnosis Difficulty: Difficult
Contagious: Very High Required skill: Injury/ailment diagnosis
Fatal: Very High 5D every half hour Heroic
Affected species: All Required skill: Medicine
Cure: Unknown Notes: There are three known strains of the plague, types, A,B, and C.
Rarity: Very Rare All three are believed to have originated from Neimoidia.
Brainworm Rot Type A was an airborne disease that was a sub Catterwallkemia
type of the Brainrot Plague which afflicted humanoids and Symptoms: (first symptom the tonal sneeze *Aaaaaah-cho*, usually A
cephalopoids with High levels of dialogen in their bloodstream, flat) Victim must sing all verbal statements. Not singing within an
including Neimoidians (and presumably Duros and other Near- hour causes a Difficult Willpower roll failure results in singing or
Duros), Anomids, and Wol Cabasshites. fatigue. Written words begin to look like musical notation (even if
Brainworm Rot Type B was a less lethal version of Brainworm victim never read music!)
Rot Type A; however, it could rapidly mutate into Type A if left Type: Inhalation
unchecked. It was a subtype of the Brainrot Plague. Incubation Period: 1d hours
The new strain of Type B was discovered c. 1 ABY to be thriving Contagious: High
among creature lairs. Wol Cabasshite Ambassador Lurll spearhead Fatal: Very Low 2D every 12 hours
ed a campaign on Tatooine to kill off All infected animals, to pre Affected species: All
vent further spread. Cure: The most successful treatment (short of engrammatic purge,
Brainworm Rot Type C was a subtype of the Brainrot Plague memory wipe) is to over stimulate the affected neural pathways.
that originated on Neimoidia, a planet notorious for its frequent This done by inducing a fever by singing until the victim succumbs
quarantines. It was this attribute that led Ebenn Q3 Baobab, after to exhaustion. (Singing for 2 minutes per 1D of Stamina with usual
serving as a Neimoidian fleet doctor, to joke that "the principal checks for exhaustion until they pass out). The constant muscular
export of the Neimoidian home planet is Brainworm Rot Type C". exertion of dancing while singing raises the body's temperature
quicker and speeds recovery (5 rounds per 1D of Stamina).
Brownlung Rarity: Rare
Symptoms: Similar to lung cancer, Cough, Shortness of breath, Time period: N/A
Wheezing, Chest pain, Coughing up blood, Fatigue, Weight loss, Diagnosis Difficulty: Moderate
Loss of appetite, Hoarseness Required skill: Injury/ailment diagnosis
Type: Long term inhalation of contaminated air Very Easy
Incubation Period: 3D years Required skill: First Aid
Contagious: N/A Notes: Developed centuries ago as part of germ warfare project of a
Fatal: High 4D every hour now [thankfully] extinct species, Catterwallkemia is an extremely
Affected species: Planet of Adumar virulent disease. The airborne engineered phage Showmanelli
Cure: Bacta Choralcaucous passes through the immune system innocuously
Rarity: Uncommon before directly attacking the central nervous system. The organ
Time period: N/A isms settle in the verbal centers of sentient brains and reform neu
Diagnosis Difficulty: Moderate ral networks into alternate formations. The result is that all verbal
Required skill: Injury/ailment diagnosis communication must be expressed in song during the infestation.
Difficult Resisting the urge results in severe neural strain.
Required skill: Medicine Ancient records report entire armies brought down by sprained
Notes: More common among working class due to time spent work vocal cords, temporary hearing loss, and shortness of breath.
ing in underground mines. Emperor Myrthas IX of the obscure and tone-deaf Godallio people
(Near-Gotals) is credited with defeating it's creators in 12,368 BR
Candorian Plague (Before Ruusan) .
Symptoms: None, kills too fast for symptoms to show
Type: Inhalation Direllian Plague
Incubation Period: 1D minutes Symptoms: Fever, Aches, Chills
Contagious: Very High, particularly to humans Type: Inhalation
Fatal: Very High 5D every half hour Incubation Period: 2D hours
Affected species: Humans, humanoid species Contagious: Very High
Cure: None Fatal: High 4D every hour
Rarity: Very Rare Affected species: All
Time period: Thought to be extinct in 45 BBY, but used by Empire Cure: Shiarha root
Diagnosis Difficulty: Heroic Rarity: Rare
Required skill: Injury/ailment diagnosis Time period: N/A
Heroic+5 Diagnosis Difficulty: Difficult
Required skill: Medicine Required skill: Injury/ailment diagnosis
Notes: Is nearly impossible to diagnose or treat because it kills so Easy
quickly. Known to be used by Empire against rebellious planets. Required skill: Medicine
Wasp Fever consumption of lotiramine, which hid the tracer enzymes marking
Symptoms: Dementia, Seizures and spasms the disease's presence in the body. The purposely contaminated
Type: Bite of fever wasp bacta from Lot ZX1449F caused roughly two percent of those
Incubation Period: 1D days exposed to contract blastonecrosis. In these cases, blastonecrosis
Contagious: Low was incurable, as bacta was the only effective treatment for the
Fatal: Very High 5D every half hour disease.
Affected species: Korunnai, Humans
Cure: None, body would be burned to prevent spread larvae from Bothan Redrash
hatching in dead host Symptoms: Rashes All along the body
Rarity: Rare Type: Contact with infected tissue
Time period: N/A Incubation Period: 4D hours
Diagnosis Difficulty: Difficult Contagious: Low
Required skill: Medicine Fatal: Very Low 2D every 12 hours
Heroic Affected species: Bothans and other humanoid species. Including
Required skill: Medicine humans
Cure: Antibiotics
Rarity: Uncommon
CONTACT Time period: N/A
Diagnosis Difficulty: Very Easy
This disease is spread when disease-causing microorganisms
Required skill: Injury/ailment diagnosis
pass from the infected person to the healthy person via direct Very Easy
physical contact with blood or body fluids. Examples of direct Required skill: First Aid
contact are touching, or contact with body lesions.
Cardooine Chills
Ardoxian Flu Symptoms: Congestion, Coughing, Fatigue, Body aches, Insatiable
Symptoms: Unknown appetite
Type: Contact Type: Contact with fluids
Incubation Period: 2D hours Incubation Period: 2D days
Contagious: High, carried within the remains of corpses Contagious: Moderate
Fatal: Low 2D+1 every six hours Fatal: Very Low 2D every 12 hours
Affected species: non-humans, including Wookiees Affected species: All
Cure: antibiotics Cure: Vaccine, body develops immunity after having it once
Rarity: Rare Rarity: Common
Time period: N/A Time period: N/A
Diagnosis Difficulty: Difficult Diagnosis Difficulty: Easy
Required skill: Injury/ailment diagnosis Required skill: Injury/ailment diagnosis
Moderate Easy
Required skill: First Aid Required skill: First Aid
Notes: A similar virus struck Halanit during Bacta War, but was unaf
Bakuran Fever Bumps fected by vaccines and struck individuals more than once
Symptoms: Numerous small welts
Type: Contact Creek Fever
Incubation Period: 1D Weeks Symptoms: Body aches, Congestion, Cough
Contagious: Moderate Type: Contact
Fatal: Low 2D+1 every six hours Incubation Period: 2D days
Affected species: All Contagious: High
Cure: Antibiotics, Skin analgesic Fatal: Very High 5D every half hour, unless treated quickly
Rarity: Found only on planet Bakura Affected species: All
Time period: N/A Cure: Rest, over the counter meds
Diagnosis Difficulty: Very Easy Rarity: Very Rare, found only on Yavin 4
Required skill: Injury/ailment diagnosis Time period: N/A
Easy Diagnosis Difficulty: Moderate
Required skill: First Aid Required skill: Injury/ailment diagnosis
Moderate
Blastonecrosis Required skill: Medicine
Symptoms: Fatigue and Loss of appetite Notes: Often contracted when wandering for long periods of time in
Type: Contact from tainted Bacta the jungles of Yavin 4.
Incubation Period: 1D days
Contagious: Moderate Dagobian Swamp Cough
Fatal: Very High 5D every half hour Symptoms: Body aches, Congestion, Cough
Affected species: All Type: Contact
Cure: Bacta Incubation Period: 1D days
Rarity: Rare Contagious: Moderate
Time period: N/A Fatal: Low 2D+1 every six hours
Diagnosis Difficulty: Difficult Affected species: All
Required skill: Injury/ailment diagnosis Cure: Rest, over the counter meds
Moderate Rarity: Found on Dagobah
Required skill: Medicine Time period: N/A
Notes: lotiramine can be used to mask the disease, but will not cure Diagnosis Difficulty: Moderate
it . Blastonecrosis was a highly lethal disease. Symptoms included Required skill: Injury/ailment diagnosis
fatigue and loss of appetite. Blactonecrosis could be masked by the Easy
Required skill: Injury/ailment diagnosis Notes: *Afflicts the elderly. After a character reaches 70% of his
Heroic species average life span roll his willpower against a moderate dif
Required skill: Medicine ficulty, every 5 years after roll again, with an additional +3 to dif
Notes: led to the near extermination of Moocher population to pre ficulty for every 5 years.
vent spread to other races and groups on Abregado-rae
Clone Madness
Yellow-blood Malaise Symptoms: Deterioration of the mind, Psychosis
Symptoms: Burning Skin, Respiratory ailment, Permanent Nerve Type: Genetic
Damage Incubation Period: N/A
Type: Contact Contagious: N/A
Incubation Period: 5D hours Fatal: Special (see notes)
Contagious: Moderate Affected species: Clones
Fatal: High 4D every hour Cure: None
Affected species: Wookiee Rarity: Common in clones grown too quickly
Cure: Paravacc 1.X Time period: N/A
Rarity: Rare Diagnosis Difficulty: Moderate
Time period: N/A Required skill: Injury/ailment diagnosis
Diagnosis Difficulty: Moderate N/A
Required skill: Medicine Required skill: N/A
Moderate Notes: Clone Madness is unique to clones specifically; usually those
Required skill: Medicine that are given flash memories of the donor or Clones grown too
quickly. Clone Madness is essentially an identity crisis where the
clone is either combating with a new, natural personality trying to
GENETIC compete with the flash-pumped memories and personality, or that
A genetic disorder is an illness caused by one or more their minds can’t handle the stress of developing so quickly.
abnormalities in the genome, especially a condition that is In either case, the reaction is often a bout of mindless violence
or suicidal despair (at the game master’s discretion). Upon a vio
present from birth. Most genetic disorders are quite rare and lent onset of Clone Madness (the most common kind), they enter a
affect one person in every several thousands or millions. blind rage, directed at fellow clones and allies as well as enemies.
Genetic disorders may or may not be heritable, i.e., passed Whenever a clone enters a stressful situation roll a Moderate
down from the parents' genes. In non-heritable genetic disor Willpower roll. Upon triggering the Clone Madness, the player
ders, defects may be caused by new mutations or changes to should roll 1d6 at the beginning of each turn, with the results
the DNA. below.
1, 2: Target is shell-shocked, and considered helpless until it is physi
Allergy cally touched or attack, at which point it re-rolls.
Symptoms: Varies 3-5: Target flies into a mindless rage against the nearest enemy, and
Type: Genetic must use its turn to charge and attack the enemy until it is adja
Incubation Period: N/A cent, at which point it must use keep attacking until the enemy is
Contagious: Hereditary destroyed
Fatal: Varies 6: As above, though instead of the nearest enemy, the target attacks
Affected species: Varies the nearest available target, be it enemy, ally, or innocent
Cure: Allergy paste, over the counter medication bystander.
Rarity: Common
Time period: N/A Once a target type is selected, the clone will attack the nearest
Diagnosis Difficulty: Very Easy to Moderate depending on Allergen character, droid, or vehicle that fits that description.
Required skill: First Aid for common Allergies, Medicine for more
obscure Allergies Disorientation Syndrome
Very Easy to Moderate depending on Allergen Symptoms: Loss of directional sense
Required skill: First Aid for common Allergies, Medicine for more Type: Genetic
obscure Allergies Incubation Period: N/A
Notes: Some known Allergies: Mynocks have a fatal Allergy to heli Contagious: N/A
um. The Pui-Ui were known to have a fatal Allergy to perigen. Gil Fatal: N/A
Bastra had developed an Allergic reaction to bacta after being Affected species: All
treated with a contaminated batch and died from it. Tharil Tavira Cure: None
also had a fatal Allergic reaction with bacta. Sebairns have an Rarity: Rare
Allergy to legumes. Time period: N/A
Diagnosis Difficulty: Easy
Brekken Vinthern (Corellia), or Bitter Winter Required skill: Injury/ailment diagnosis
Symptoms: Causes gaps in memory Moderate
Type: Genetic Required skill: First Aid
Incubation Period: N/A Notes: Pilot candidates who suffer from the disorder are often dis
Contagious: Special * qualified.
Fatal: N/A
Affected species: All Mon Calamari Nerveshock
Cure: None Symptoms: Rapid degeneration of nervous system
Rarity: Uncommon Type: Genetic
Time period: NA Incubation Period: 2D years
Diagnosis Difficulty: Easy Contagious: N/A
Required skill: Injury/ailment diagnosis Fatal: Very High 5D every half hour
N/A Affected species: Mon Calamari
Cure: Vaccination as children
Time period: N/A Notes: “What took nature millions of years, I can reverse in weeks.
Diagnosis Difficulty: Very Easy Harley Denison.
Required skill: Injury/ailment diagnosis A nanovirus developed by an Imperial bio-tech Harley Denison
Very Easy to rapidly devolve an alien species to a more easily handled brute
Required skill: First Aid species. If the nanovirus is allowed to run its course without a
Notes: Originated on Bonadan. properly administered antidote. A sentient species could devolve
into a simpering creature in a matter of days.
Cavern Fever Roll for Willpower every 12 hours. A Moderate roll is needed to
Symptoms: Body aches, Congestion, Cough resist the disease. Add +1 to Difficulty for every 12 hours the dis
Type: Exchange of fluids ease is still active.
Incubation Period: 3D days If the roll fails remove one pip from Mechanical, Technical and
Contagious: Low Knowledge. Add 1 pip to either strength or perception. Can exceed
Fatal: Low 2D+1 every six hours species Maximum by +1D. If Mechanical, Technical and Knowl
Affected species: All edge fall below 1D consider Character no longer playable and is
Cure: Rest, over the counter meds considered a creature.
Rarity: Common To cure disease requires a Heroic +10 First Aid roll or a Heroic
Time period: N/A Medicine roll. If antidote is found, it requires a Moderate First Aid
Diagnosis Difficulty: Very Easy roll or Easy Medicine roll to cure.
Required skill: Injury/ailment diagnosis Up to GM’s discretion if Attributes penalties are permanent.
Very Easy
Required skill: First Aid Scab-rot
Symptoms: Swelling, boils, Muscle weakness
Corellian Tanamen Fever Type: Exchange of fluids
Symptoms: Flu-like, High fever, Extreme thirst, Loss of equilibrium Incubation Period: 1D days
Type: Exchange of fluids Contagious: Very High
Incubation Period: 5D hours Fatal: Low 2D+1 every six hours
Contagious: Low Affected species: All
Fatal: Very Low when caught in early stages 2D every 12 hours, Low Cure: Antibiotics
in later stages 2D+1 every six hours Rarity: Common
Affected species: All Time period: All
Cure: Antibiotics, later stages - bacta Diagnosis Difficulty: Very Easy
Rarity: Common, Very Common on Corellia Required skill: Injury/ailment diagnosis
Time period: N/A Easy
Diagnosis Difficulty: Very Easy Required skill: Medicine
Required skill: Injury/ailment diagnosis Notes: A highly infectious disease that affected primarily Dugs, Itho
Easy rians and Sullustans.
Required skill: First Aid
Sleeping Virus
Dioxo-Brionchiectasis Symptoms: Enter a comatose state
Symptoms: Cough, Fever, Fluid in lungs Type: Exchange of fluids
Type: Exchange of fluids Incubation Period: 2D days
Incubation Period: 2D days Contagious: Low
Contagious: Moderate Fatal: Moderate 3D every three hours
Fatal: Moderate 3D every three hours Affected species: Humans
Affected species: 10 identified species (Abinyshi, Bovorian, Chadra- Cure: Bacta, antibiotics
Fan, Mrissi, Mrlssti, Pa'lowick, Quor'sav, Rishii, Shashay, and Vors) Rarity: Rare
Cure: Antibiotics Time period: N/A
Rarity: Uncommon Diagnosis Difficulty: Moderate
Time period: N/A Required skill: Injury/ailment diagnosis
Diagnosis Difficulty: Moderate Moderate
Required skill: Injury/ailment diagnosis Required skill: Medicine
Moderate
Required skill: First Aid Smashbone Fever
Notes: Caused by pollution found in the middle-class districts on Symptoms: Ligaments violently torn from the bone, bones smash
Coruscant. when ligaments rupture, Very painful.
Type: Exchange of fluids
Devolving Strain Incubation Period: 2D days
Symptoms: Loss of intelligence, ultimately leads to turning victims Contagious: Low
into mindless creatures. Fatal: High (50%) 4D every hour
Type: Injection or Exchange of body fluids Affected species: All
Incubation Period: 1D days Cure: Muscle relaxants, would often go into remission, but could
Contagious: Low reappear
Fatal: Low 2D+1 every six hours Rarity: Very Rare
Affected species: All Time period: N/A
Cure: Specialized Antidote Diagnosis Difficulty: Moderate
Rarity: Rare Required skill: Injury/ailment diagnosis
Time period: Imperial Era Difficult
Diagnosis Difficulty: Difficult Required skill: Medicine
Required skill: Injury/ailment diagnosis
Heroic +10/Heroic
Required skill: First Aid/ Medicine
Velmoc Flu
Symptoms: Flu-like symptoms
Type: Exchange of Fluids
Incubation Period: 3D hours
Contagious: Moderate
Fatal: Moderate 3D every three hours
Some beings (e.g. Gotals) are sensitive to radiations and can Surviving a near miss from a nuclear weapon detonation
detect it: 1Dx100 Rem if your unit was the target
1Dx1,000 Rem /hour if you're down wind (in the fallout) this is
Perception: reduced by half every 1D hours (Director rolls only once)
1D Rem / day if you're crossing the contaminated area quickly
5) They're in a radiation field. this is always the case on Heavily polluted world (Balmorra) 1 Rem / day
technologically advanced planets
10) They can distinguish type of radiation.(IR/UV/telecom Medical Treatment for Radiation Exposure
munications/gamma radiation) Exposure Wound Equivalent
15) They can distinguish the strength of the field.
50-99 REM Stunned
(weak/strong/deadly)
100-499 REM Wounded
Insectoid beings have resistance to radiation. Any being 500-1999 REM Incapacitated
with an exoskeleton (e.g. Verpine) does not suffer radiation 2000+ REM Mortally Wounded
effects until they're exposed to ten times the levels given on
the charts. Natural Healing will eventually allow the character to recov
Things such as vomiting, diarrhea, & forced menstruation er from radiation exposure just like any other wound. It is a
may be too much for some folks. Although realistic, in Star race between the natural healing rule and the radiation effects
Wars such things are never shown. So characters can just be rule - both of which must be rolled to see which will triumph.
"really sick" or incapacitated while suffering the game At low levels the radiation effects rule usually runs its course
mechanic modifiers. before natural healing can stop it. At high levels the radiation
effects rule will usually kill a character before natural healing
Sources of Radiation has time to work.
Damaged hyperdrive 1D Rem / hour (until repaired) A Medpack can be used to reduce the effect one level (e.g.
Flying really close to a star w/o shields 10D Rem / orbit Mortally wounded is lowered to Incapacitated), lessening the
Walking on a radioactive molten planet 2D Rem / day effects, but the exposure remains. Standard difficulties apply.
"Low technology world" fission power plant meltdown:
Accelerate Healing can be used to heal any level of wound
1D Rem / minute if you're trying to repair the machinery
1D Rem / hour if you're down wind (in the fallout) equivalent given enough time. Standard difficulties apply. It
1D Rem / day if you're in the area after it's fixed can also be used to remove 2 REM / die of Control the Jedi
"Low technology world" medical X-ray/fluoroscope examination has per day it is kept up.
1 Rem
Sanity Levels
Horror>
Willpower Roll Level Effect
0-3 Shaken You are startled with fear and cannot act. You lose all your actions for the next round.
After that, you may operate normally, but you always have that horrible reminder
somewhere in the back of your head of the terrible things you saw.
4-6 Disturbed Something you have seen has affected you deeply. It will probably give you
nightmares in the future. Whenever you encounter a stressful situation, you must
make a Moderate Willpower roll or suffer -1D on a random attribute and all
associated skills for the remainder of the scene.
7-10 Unhinged You have seen things that humans are not meant to know. You have nightmares every
night, and know you will never be the same again. Whenever you encounter a
stressful situation, you must make a Difficult Willpower roll or suffer -1D on two
separate random attributes all associated skills for the remainder of the scene.
11-13 Deranged You have trouble distinguishing reality from your own twisted imagination. You have
nightmares constantly, even when you're awake, and it's a constant struggle for you
to operate normally. You take a permanent -1D penalty to all attributes and skills.
Whenever you encounter a stressful situation, you must make a Very Difficult
Willpower roll or suffer -2D on two separate random attributes, in addition to the
previous -1D penalty.
14-15 Psychotic The damage to your psyche is massive. Surely no human being could have survived
what you have experienced, and so you question whether you are even still human.
You experience overwhelming, often violent breaks from reality. You continue to
suffer from the -1D penalty (as per Deranged, above), and when faced with a stressful
situation you must make a Very Difficult Willpower roll or lose control of your
character for the scene. Whether you flee, strike out mindlessly or curl up in a ball
and sob is entirely at the whim of your Game Master.
16+ Vegetative At this point, you character might as well be dead. You permanently lose control of
your character as he or she is either forcibly committed to an institution or disappears
into the darkness, never to be heard from again.
Bacta Treatment will eventually cure any level of exposure. Perception- The character hears, sees or otherwise senses
Standard times apply. Bacta Treatment actually repairs damage things that are not there. These hallucinations prevent the
at the genetic level, so all exposure is removed after Bacta character from noticing obvious things, causes them to misin
treatment is complete. terpret information provided to them, and makes it very diffi
cult to communicate with others as they infer intention and
SANITY LEVELS motivations that are not really there.
Sanity levels work much like Wound levels. For Wounds, Dexterity - Autonomic reaction. The character's hands
when you take physical damage, you roll your Strength to shake uncontrollably when under stress, threatened of feeling
resist it. Depending on how many points of damage remain angry, making it very difficult to perform fine motor skills or
after the resistance roll, you suffer increasing levels of Wound feats of agility.
damage. For Sanity, give each creature or horrifying experience Knowledge- The character suffers selective traumatic amne
a "Horror" level. The character experiencing the horror rolls sia, suddenly forgetting random things for no apparent reason.
their Willpower against the Horror difficulty, and takes Sanity They also have difficulty concentrating and performing deduc
damage based on how many points the Horror beats their tive reasoning.
Willpower. Strength - The severe psychological trauma induces physio
logical trauma. The character suffers from migraines, intense
Specific Effects of Sanity Loss
muscle pain, nausea and other physically debilitating symp
The rules above state that you take penalties to random toms.
attributes when you lose sanity. It is up to the gamemaster if
the attribute is decided once, or if it's randomly chosen each Healing Sanity
time the character fails the Willpower roll. Having the same It is very difficult to restore sanity. Some options are:
effect each time is probably more realistic (as the character
develops a specific psychosis or neurosis), but choosing ran Psychoanalysis - performed by trained professional on the
domly has the potential to be even more unsettling and, in suffering individual for an extended period of time (3 months
short, crazy. or more) may allow the character a roll to heal one Sanity lev
The following are descriptive examples of penalties to your el.
attributes : Meditation- can be used to in certain circumstances to
Technical/Mechanical - Severe anxiety prevents the charac remove Sanity damage.
ter from performing basic skills. The character feels tense most Drugs or Alcohol- may temporarily remove one level of San
of the time, and during situations of major stress they feel ity damage, but the character must make an Stamina check or
completely out of sync, have difficulty concentrating, and pos suffer the physical effects of the intoxication (and risks chance
sibly develop irrational phobias. of addiction).
Emotion-splining - Emotion-splining software uses special
alpha-wave generators, and other more conventional relaxation
systems to help lower stress.
MEDICAL
3 FACILITIES
"…Rotate the bacta tanks, no one gets more than
ten minutes………..
Keep that field going, even if you have to hand-
crank it..…
…Get a pressor on that, stat!"
-Inside a surgical ward
HOSPITAL CLASSES
There are five different classes of hospitals, describing the
magnitude of the facilities, the availability of services, the
quality of staff and ready supply of healing agents. However,
these classes are not absolute, but more generalizations.
Costs, fees and availability of medical treatment often
depend on the local star system's economy.
Standard Class: These hospitals provided most services that Capacity Level Number of Beds
a patient would need and were the most abundant in the gal Very Low 1-100 patient capacity
axy. Quality in staff ranged from mediocre to adequate. These Low 101-1000 patient capacity
hospitals are used by patients for a wide variety of needs Medium 1001-5000 patient capacity
including routine operations, emergencies and long term treat High 5,000-15,000 patient capacity
ments. Species that are common to the sector (i.e. Kathol,
Very High 15,001+ patient capacity
Tapani sector) the hospital is in will be known by the staff.
Most diseases that are common in the region (i.e. Outer Rim, Staff Skill Ranges
Core, Colonies) the hospital is in will be known. Those who
Though each individual hospital is different, the skill of
have been injured by blaster or other forms of combat must be
doctors will usually run within these skill ranges.
aware that such cases are reported to the authorities and at
least some staff will take a bribe to cover up said injury Skill Level Medical Skill Range
Limited Class: These hospitals are limited in the services Ultra talented 10D-13D+
they provide. This is due to a number of different factors. They Elite 8D-11D
could be a facility that specializes in one particular field and Veteran 6D-9D
no others. They could also be limited by size, ease of access or Professional 4D-6D
quality of staff. Thus quality of staff varies widely in this class. Average 3D-4D
Species that are common to the system (i.e. Horuset, Both, Poor 2D-3D
Corellian system) the hospital is in will be known by the staff. Butcher 1D-2D
Most diseases that are common in the sector (i.e. Kathol,
Tapani sector) the hospital is in will be known. Those who Specializations
have been injured by blaster or other forms of combat must be Although most hospitals can handle the most basic of care
aware that such cases are reported to the authorities. Depend there is often something they are particularly good at.
ing on the facility, corruption may be more rampant and a It is up to the gamemasters discretion if he wants to give
bribe maybe easily arranged. bonuses to the doctors if they are performing that particular
specialization, reduce difficulty of operation or reduce the time
Local Class: Often found on backwater worlds these hospi a character spends recovering.
tals were lucky if they had bacta tanks and any medical droids Examples of specializations: reconstructive surgery, organ
let alone any advanced medical technology. Often critical med cloning, contagious diseases, and cybernetics.
ical supplies would run out and ramshackle medical equipment
would be held together with dura tape and prayers. Often this
meant that the quality of staff was mediocre at best. Though MEDICAL FACILITIES
that wasn’t always the case as an altruistic doctor might work
at a clinic to help those less fortunate than himself. Species AROUND THE GALAXY
that are common to the planet the hospital is in will be known
by the staff. Most diseases that are common in the system the
hospital is in will be known. Those who have been injured by GALACTIC CLASS
blaster or other forms of combat must be aware that such cas
es are reported to the authorities. Due to the impoverished Aldera Universal Medcenter
state of most facilities in this class a bribe is almost a done Class: Galactic
deal. Capacity: High
Staff: Elite- Injury/ailment Diagnosis 8D+1, First Aid 10D, Medicine
11D, Bacta Tank Operation 9D+2
Class Skill Ranges Specialization: Medical Research
Each class has certain standards of skill that they hire at. Capsule: A twelve building hospital complex located in Aldera,
Although there are exceptions to the rule. For example, a very equipped with the most up-to-date facilities for treating almost
talented doctor deciding to go to an improvised planet to help every known species. Known for its compassion of its patients as
or a not so competent doctor getting hired because of his much as for its medical advances, no patient admitted to Aldera
Universal was turned away if they could not pay.
connections or position in society.
Aldera Universal also included a medical school and a medical
droid research and development facility. For a fee, people could
Class Skill Range study and train under the staff of Aldera Universal and become
Galactic Ultra Talented-Veteran staff members themselves.
Stellar Ultra Talented-Professional
Standard Elite- Average Coronet Medcenter
Class: Galactic
Limited Veteran- Poor Capacity: High
Local Professional-Butcher Staff: Elite- Injury/ailment Diagnosis 9D+1, First Aid 9D, Medicine
10D, Bacta Tank Operation 11D
Capacity Specialization: Bacta Treatments
The amount of patients a hospital can adequately care for Capsule: The finest medical facility on Corellia, located in Coronet
in a given time. City. It had an under-the-table arrangement with Xucphra
Corporation to provide it with top-quality bacta.
Specialization: Transplants
The Sudden Restoration offered medical care to the sick and Capsule: A medical facility located on the planet Mrlsst in the Tapani
wounded, regardless of their political affiliations. Because of this Sector.
liberal approach, it was largely free from attack, with pirates
known to hunt down any who dared attack the ship. Delgas Medical Supplies
However, its neutrality didn't render it immune from all manip Class: Standard
ulation. On one occasion, the Galactic Empire blackmailed one of Capacity: Low
its physicians into serving as their agent. He put Republic officers Staff: Average - Injury/ailment diagnosis 4D, First Aid 3D+2, Bacta
into comatose states, such that they appeared to have died of nat Tank operation 4D+2
ural causes. He then jettisoned their coffins into space where the Specialization:
Imperials later picked them up for interrogation. Capsule: A medical facility located on Sel Zonn Station and headed by
The ship was so successful that the Carosites considered pro Dr. Byra Fenn.
ducing more like it. Many of its patients were later transferred to
Carosi Alpha Hospital on Carosi XII itself. The Sudden Restoration Hedrett Medical Center
was open to different methods of healing, and for a time the Ewok Class: Standard
shaman Keoulkeech served aboard it. Capacity: Medium
Staff: Veteran- Injury/ailment diagnosis 6D+2, First Aid 7D, Medicine
Sorrus Medical Center 7D+2, Bacta tank operation 7D
Class: Stellar Specialization: Heart Aliments
Capacity: High Capsule: A building that was located in Hedrett, on the planet of
Staff: Elite- Injury/ailment Diagnosis 10D+1, First Aid 8D+2, Medicine Cularin. Osten Dal'Nay was born it during the waning years of the
10D, Bacta Tank Operation 9D+1 Galactic Republic.
Specialization: Reconstructive Surgery
Capsule:The main hospital in Sorrus. Ivo Muna and Rai Unlu worked Mobile Medical Unit 4-077
there as doctors. Class: Standard
Capacity: Low
Staff: Veteran- Injury/ailment diagnosis 6D+1, First Aid 6D, Medicine
STANDARD CLASS FACILITIES 8D, Bacta tank operation 5D+2
Specialization: Battle Wounds
Anglebay Station Capsule: A mobile hospital of the Corellian Defense Force.
Class: Standard
Capacity: Medium Sacorria Clone Medical and Rehabilitation Facility
Staff: Professional- Injury/ailment diagnosis 4D+2, First Aid 5D+2, Class: Standard
Bacta Tank operation 4D+1 Capacity: High
Specialization: Minor Injuries Staff: Veteran- Injury/ailment diagnosis 8D+2, First Aid 8D, Medicine
Capsule: A medical station on Telos IV during the Galactic Civil War. 7D+2, Bacta tank operation 7D+1
Specialization: Rehabilitation
Celanon Merchant Guild Medical Facility Capsule: A clone medical and rehabilitation facility was established on
Class: Standard the planet Sacorria by the Galactic Republic during the Clone
Capacity: Medium Wars.
Staff: Professional- Injury/ailment diagnosis 5D+1, First Aid 5D+1,
Medicine 6D, Bacta Tank operation 4D+2 Sector Medical Facility
Specialization: Minor Injuries Class: Standard
Capsule: A hospital near Celanon starport in Celanon City. Capacity: Medium
Staff: Veteran- Injury/ailment diagnosis 6D+2, First Aid 7D, Medicine
Central Academic Hospital 7D+2, Bacta tank operation 6D+1
Class: Standard Specialization: Contagious Diseases
Capacity: Medium Capsule: A hospital in the city of Bagsho on Nim Drovis. It was once
Staff: Professional- Injury/ailment diagnosis 6D+2, First Aid 6D, administered by the Ho'Din Ism Oolos.
Medicine 5D+1, Bacta Tank operation 5D+2
ACADEMIES
Byblos Academy of Medicine: A medical training school on
Byblos. Among the many physicians to graduate from the
academy was Aurin Leith.
Carosi XII Academy of Medicine: On the planet Carosi XII. It
was known to be sympathetic to the Rebel Alliance, as were
most of the Carosites. However, not all of its students held
these sympathies, such as Clinto Alaras who went on to work
for Neuro-Saav Corporation.
Mos Espa Med Center Rhinnal State Medical Academy: Located on the planet
Class: Limited
Rhinnal, was considered one of the foremost schools for
Capacity: Low
Staff: Average - Injury/ailment diagnosis 4D+1, First Aid 4D+2, Bacta Medicine in the Galactic Empire. It worked closely with
Tank operation 3D+2 Athakam Medtech to research medical technologies, though it
Specialization: Burns, Blunt force Trauma remains Unknown if the Academy was involved with the com
Capsule: A medical facility in Mos Espa that tended to wounded pany's research into chemical weaponry, or if its alumni sup
podracers. ported the company's efforts to supply the Rebel Alliance with
medical supplies.
Xanatos Institute for Healing
Class: Limited Rhire Medical Academy: Part of the University of Rhinnal. It
Capacity: Low released a report of middle-class districts on Coruscant that
Staff: Average- Injury/ailment diagnosis 4D, First Aid 3D+2, Bacta identified 10 species under the risk of being affected with dis
Tank operation 4D+2 eases from the pollution, including Abinyshi, Bovorian,
Specialization: Minor Injuries Chadra-Fan, Mrissi, Mrlssti, Pa'lowick, Quor'sav, Rishii, Shashay,
Capsule: One of a number of Humanitarian organizations founded by
the ex-Jedi Xanatos in the capitol city of Thani, in his bid to and Vors. Diseases included lungrot, dioxo-brionchiectasis
impress the populace of Telos IV, attempting to disguise his true shock, silicalung and hemorrhagic molting.
goal of strip-mining the planet.
The report called for planetary reform in pollution stan Galactic Senate Medcenter
dards, especiqlly in the public transit and industrial quarters Class: Galactic
and cAlled for the phasing out of older air buses that Capacity: Medium
employed propellant-based lateral thrusters and replaced them Staff: Elite- Injury/ailment Diagnosis 9D+1, First Aid 10D, Medicine
with more modern units that use directional-repulsorfield 11D, Bacta Tank Operation 9D
Specialization: Burns
steering. Capsule: Also called the Senate Hospital. A medical facility located
Scohar Xenohealth Institute: A contagious-diseases near the Senate Building on Coruscant. It was surrounded by Hos
research center located in Storinal's capital city, Scohar. Its dis pital Plaza. In the years leading up the Clone Wars, it was most
ease containment vault contained a plasma bomb large often used by senators with minor injuries earned in recreational
activities like scoopball.
enough to incinerate the building and much of the surround
However, general members of the populace were also admitted,
ing area if its containment fields were breached. but were quickly rushed out if a politician required immediate
attention or high security. During the Battle of Coruscant, the
MEDICAL
4 EQUIPMENT
“1239 cases of Anticeptin-D, check
2048 vials of Virexane IV, check
120 doses of Myocaine, running low need to order some more.
Oh didn’t see you there, I guess you’re here to learn more about
the equipment you would using as a doctor. My name is CT-3141.. I
mean TK-3141 sorry force of habit. You can call me Pi though, after
I was wounded. I ended up here keeping the hospital stocked. Always
been good with numbers. Look around and if you have any questions
i’ll see what I can do for yah. I’ve got to get back to work. Let see
103 units of Helosine, that doesn’t match up
we should have at least 123 according to the
records. Looks like one of the interns has
been selling on the side again.”
MEDICAL DRUGS
There are countless types of drugs but most have something in common. They have
an addiction factor, If a specific drug type is taken more frequently than one (1) per hour
or the drugs maximum allowance and on a continuous basis (depends of the drug type)
then the user must make a successful Stamina (P) or Willpower (M), or both (PM), roll
above the given drugs Addiction Factor. The character must roll stamina or willpower
rolls based on the their original stamina or willpower not that has been boosted by drugs
or other means.
If the drug is used multiple times before the first drug runs out it does not stack
bonuses but increases the duration of the drug. Each successive time the drug is taken
within a 24 hour period adds +3 to the Addiction Factors total. "Addiction" can range
from a dependence on the drug, to a loss of the drug’s effectiveness, to death, or perma
nent damage.
Addiction Chart
Addiction factor Level Immediate Effects Long term Effects
beats roll by
1-3 Mildly -1 to all rolls unless specific drug is taken If character takes specific drug
Addicted within 48 hours. Takes 2D days of not again they are at a -2 to their
taking drug for withdrawal symptoms to Stamina or Willpower roll to
disappear. resist becoming addicted.
4-6 Moderately -1D to all rolls unless specific drug is taken If character takes specific drug
Addicted within 24 hours. Takes 4D days of not again they are at a -1D to their
taking drug for withdrawal symptoms to Stamina or Willpower roll to
disappear. resist becoming addicted.
7-10 Severely -2D to all rolls unless specific drug is taken If character takes the specific
Addicted within 12 hours. Character also gains a drug again they are at a -2D to
permanent symptom (GM’s discretion). their Stamina or Willpower roll
Takes 2D weeks of not taking drug for to resist becoming addicted.
withdrawal symptoms to disappear, though
permanent symptoms are with the
character for life.
11+ Extremely -2D to all rolls unless specific drug is taken If character takes specific drug
Addicted within 3 hours. Character also gains 2 again they are at a -3D to their
permanent symptoms (GM’s discretion). Stamina or Willpower roll to
Takes 3D weeks of not taking drug for resist becoming addicted.
withdrawal symptoms to disappear, though
permanent symptoms are with the
character for life.
Maximum Normal Dosage: Once (1) a day jelly-like substance that exhibited a vile chemical smell, purchased
Addiction Factor: 12 (M) in a tube or jar. It was essential for first-aid kits. Many salves were
Game Stats: ignore one level of wound for 1D+2 rounds. No longer bacta based, though natural salves such as the skin oil of a ghhhk
works after being wounded twice. After effect wears off roll 3D were also used.
stun damage. If it causes a stun, character is drowsy for 1D hours.
Capsule: A painkiller that caused drowsiness. Dermaseal
Cost: 15
Perigen Type: Antibacterial
Cost: 40/50/70 Availability: 2
Type: Painkiller Game Stats: A +1D to stamina to resist infection due to wound.
Availability: 3 Capsule: A medicinal substance that, when sprayed or brushed onto
Maximum Normal Dosage: Once (1) a day the skin, safely covered and sealed a wound, galvanizing it and
Addiction Factor: 12 (P) protecting it from infection.
Game Stats: Increases recovery from wounds by 3 days
Capsule: A mild, non-narcotic painkiller applied in patch form. Pui-ui Spectacilin
are fatally allergic to perigen. Causes 5D damage if taken by Pui- Cost: 20
ui. Type: Antibacterial
Availability: 2
Phosovane Salts Maximum Normal Dosage: Once (1) a day
Cost: 15 Addiction Factor: 3(P)
Type: Painkiller Game Stats: A +1D to stamina to resist infection due to wound. Pro
Availability: 1 vides a +1 bonus to a natural healing roll, if the antibiotic is used
Maximum Normal Dosage: Three (3) a day each day.
Addiction Factor: 9 (P) Capsule: A type of medicine used during the early years of the Galac
Game Stats: Increases recovery from wounds by 1 day. tic Empire. It was a broad-spectrum RNA polymerase inhibitor
Capsule: A base ingredient for pain-killer medicines commonly used capable of eliminating very strong Drongaran sicknesses and slight
on Rim Worlds. infections. It was a cure for slight infections.
Symoxin
Cost: 50 credits a dose
Type: Painkiller ANTIDEPRESSANTS
Availability: 2 An antidepressant is a psychiatric medication used to allevi
Maximum Normal Dosage: 1 dose every 4 hours, 4 times a day ate mood disorders, such as major depression and anxiety dis
Addiction Factor: 11 (P) orders such as social anxiety disorder.
Game Stats: Helps patient ignore one level of wound. Patient is still at
wound level and needs to be treated but acts at one level lower.
Ex. Character gets wounded, takes Symoxin then acts stunned.
Telezan
Cost: 5 credits a dose
Character is still wounded so when they take damage they would
Type: Anti-depressant
then increase levels from wounded status. Multiple doses do not
Availability: 2
increase this bonus. One dose lasts for 4 hours. Some Bounty
Maximum Normal Dosage: Two (2) times a day
hunters mix 5 doses together to use as a knockout poison. This
Addiction Factor: 7 (M)
causes 4D stun.
Game Stats: +2 to willpower to resist negative thoughts. Negative
Capsule: A fairly common painkiller. In concentrated doses, the drug
thoughts such as depression, anxiety and even fear.
could be used as a knock-out poison, perfect for use with dart
launchers or other weapons.
ANTIDOTES
ANTIBACTERIAL A remedy or other agent used to neutralize or counteract
An antibacterial is a compound or substance that kills or the effects of a poison.
slows down the growth of bacteria. The term is often used
synonymously with the term antibiotic. Antibiotic(s) has come
Amthorbine
Cost: 25 credits a dose
to denote a broader range of antimicrobial compounds, Type: Antidote
including anti-fungal and other compounds. Availability: 2
Maximum Normal Dosage: Twice (2) a week
Antibiotic Addiction Factor: 5 (P)
Cost: 5 Game Stats: Each dose will increase the user's resistant to nerve
Type: Antibacterial agents by +6 to roll /-6 to difficulty for 25 hours. Those who fall
Availability: 1 prey to nerve agents and still live can be treated with Amthorbine.
Game Stats: Provides a +1 bonus to a natural healing roll, if the Capsule: A near-universal nerve agent antidote for approximately
antibiotic is used each day. Capsule: A day’s dose may be a pill, 60% of known species (including humans, Wookies, Twi'leks, Sul
injection, or cream. Using extra doses does not increase the bonus. lustans).
DEPRESSANTS Antishock
Cost: 25/35/45
Depressants are psychoactive drugs which temporarily Type: Antishock
diminish the normal function of the brain and central nervous Availability: 2
system. With continued use of depressants, the body will Game Stats: +1D to first aid rolls if patient has suffered from concus
develop a tolerance for the drugs, requiring larger doses to sions.
achieve the initial effects. When use is reduced or stopped, Capsule: A medicine used for people who were suffering from concus
sions or similar wounds. It came in ampule form.
withdrawal will occur due to the reuse of brain activity, poten
tially leading to seizures and other harmful consequences. Bonemer
Cost: 1000 credits a dose
Urtazox Type: Growth Enhancement
Cost: 60 Availability: 3
Type: Depressant, Recreational narcotic Game Stats: + 1D to medicine involving bone repair or supplement. A
Availability: 4,R character may take bonemer in an attempt to raise their height.
Maximum Normal Dosage: None Break down the character height from meters to dice. For every 0.1
Addiction Factor: 9 (M) meter equals +1 pip, i.e 1.7 meters would be 17 pips or 5D+2. Then
Capsule: A hallucinogenic drug that produces soothing dreams and roll original height against new height. If new height is less than
visions in the user for up to three (3) hours. original height then drug has taken effect and character is now at
new height. Character can only grow 0.1 meters at a time. Growth
HOMEOPATHIC REMEDIES is permanent and 1 meter is the maximum growth that can be
achieved.
A form of alternative medicine in which practitioners treat Capsule: A synthetic substance used to repair, replace, or supplement
patients using highly diluted preparations that are believed to bone. Some have extended their limbs with bonemer as part of an
cause healthy people to exhibit symptoms that are similar to attempt to change their appearance.
those exhibited by the patient.
Cardinex
Viptiel Cost: 75
Cost: 20 Type: Antishock
Type: Homeopathic Remedy Availability: 2
Availability: 1 Maximum Normal Dosage: Once (1) a day.
Game Stats: +2 to Strength for X’ting during their gender transition Addiction Factor: 8(P)
phase. Game Stats: +1D to medicine for shock injuries.
Capsule: A plant native to Nal Hutta. It was known for its therapeutic Capsule: A drug used to treat toxic shock reaction.
properties to the X'Ting for its hormone-balancing effects during
that species' transition from one gender to the other. Vippits also Chromostring
used it to decorate their shells. Cost: 300
Type: Enhancer
Kata-wata Availability: 2
Cost: 30 Maximum Normal Dosage: Three (3) a day.
Type: Homeopathic Remedy Addiction Factor: 10 (P)
Availability: 2 in the Modell sector, 4 rest of galaxy Game Stats: increases the bonus of any drug by +1 or extends the
Game Stats: If applied to a wound, it doubles the normal rate of heal length of the drug by one round.
ing. Capsule: A drug, patented by BioTech Industries,that allowed for
Capsule: Extract from the kata-wata fern protects against infection deeper penetration of medicines into a patient's body without
and helps to staunch the flow of blood Barabel are unaffected by causing nerve damage.
kata-wata extract.
Clondex
Kista Cost: 100 a dose
Cost: 20 Type: Enzyme Stabilizer
Type: Homeopathic Remedy Availability: 1
Availability: 2 on Ord Cestus, 4 rest of galaxy Maximum Normal Dosage: Three (3) times a week
Game Stats: +1D+2 to Stamina to resist certain toxins and micro Addiction Factor: 8 (M)
organisms. One dose lasts one week. Game Stats: + 1D to medicine for treating enzyme disruptions
Capsule: A cheese-like substance produced by the mammary glands of Capsule: A medicine instrumental in keeping the sufferers of Zithrom's
chitliks. It helped offworlders adapt to the microorganisms and Disease alive. The drug, however, was not a complete cure. Clondex
toxins native to Ord Cestus' soil. also had a regulating effect on almost any enzyme's eruption.
Coagulin
MISCELLANEOUS DRUGS Cost: 500 per cubic centimeter
Type: Coagulant
A Vrassa Availability: 1, R
Weight: 0.1kg
Cost: 10 credits a dose.
Era: Clone Wars
Type: Euphoric
Game Stats:1D rounds after being administered, the drug provides a
Availability: 1
+1D to Strength versus blood loss or bleeding to death. The effects
Maximum Normal Dosage: Three a day
last for 1D rounds.
Addiction Factor: 9 (P)
Capsule:This was a drug developed shortly before the Clone Wars. It
Capsule: A pleasure causing drug found in most medical kits.
was widely used as a universal blood coagulant by many emergen
cy doctors and surgeons.
Cordrazine Pleezer
Cost: 1400 a dose Cost: 15
Availability: 3, R Type: Euphoric
Maximum Normal Dosage: One time a day Availability: 1
Game Stats: If during surgery the patient dies, this drug can ignore Maximum Normal Dosage: Three (3) Times a day.
one level of damage bringing patient to mortally wounded. Roll 1D Addiction Factor: 2 (M)
if the result is 6 the drug works and patient is revived. Permanent Capsule: A pleasure causing drug found in most medical kits.
-1D to randomly determined attribute as a side effect of drug.
Capsule: A common drug found in emergency rooms, surgery quarters Sinthenol
and triage units. This drug creates an immediate chemical defibril Cost: 75
lation used in the operating room to "jump-start" a being's vital Maximum Normal Dosage: 3 times a day
systems, in the event that surgery brought a being close to death. Addiction Factor: 5 (P)
Availability: 1
Cryogen Game Stats: When a character ingests a dose of “Sinthenol, they gain
Cost: 300 a unit +2D to Stamina for the effects of alcohol for 1D hours
Availability: 2 Capsule: Sinthenol was a chemical compound created shortly before
Capsule: A substance used in the field of medicine during the final the Clone Wars. It blocked inebriation from consuming alcohol.
days of the Galactic Republic. Used to freeze cells and tissue sam
ples for later use, this substance became important during the Sweat-stop
Clone Wars when clone trooper's various transportable cloned Cost: 25
organs could be shipped and stored in cryogen and transported Availability: 2
across the galaxy. Game Stats: -1D to Stamina rolls for heat related situations.
Capsule: A waterproof aerosol spray applied to skin that prevents the
Iotramine pores from exuding sweat. Often sweat-stop was applied to sur
Cost: 150 geons' faces before washing to prevent sweat from dripping into
Type: Enzyme Equalizer their eyes. Due to Sweat stop stopping you from sweating it can
Availability: 2 cause your body to overheat.
Maximum Normal Dosage: Three (3) times a week
Addiction Factor: 5 (M) Vital Suppressor
Game Stats: + 1D to medicine for treating enzyme disruptions Cost: 300
Capsule: It could be mixed with Clondex and administered to Pui-ui in Availability: 3,R
order to treat enzyme eruptions in the species' third heart. Game Stats: An Heroic Perception or Very difficult Medicine check to
realize peron is not dead.
Latheniol Capsule: A drug used to lower temperature, blood pressure, pulse, and
Cost: 3000 (on Black Market) breathing rate to the point where the taker would appear dead to
Type: Euthanize those around him.
Availability: 3, R
Maximum Normal Dosage: N/A
Addiction Factor: N/A MUSCLE RELAXANT
Game Stats: Causes 5D Damage. A muscle relaxant is a drug which affects skeletal muscle
Capsule: A drug that might have been used by the Republic Central function and decreases the muscle tone. It may be used to
Medcenter to euthanize its terminally ill patients. Usually adminis
tered through an IV or shot.
alleviate symptoms such as muscle spasms and pain. They are
often used during surgical procedures and in intensive care to
Lotiramine cause temporary paralysis. Or they are used to alleviate muscu
Cost: 400 lar pain and in a variety of neurological conditions.
Availability: 3, X
Maximum Normal Dosage: N/A Myocaine
Addiction Factor: 2 (P) Cost: 100
Game Stats: If used to counteract Skirtopanol roll character’s stamina Type: Muscle relaxant
against a moderate difficulty. If successful Truth serum is counter Maximum Normal Dosage: 3 times a day
acted. If the roll fails roll a die. If it is between 1-3 character con Addiction Factor: 10 (P)
tracts amnesia and doesn’t remember who he is. 4-5 nothing Availability: 2
happens and drug continues to work. 6 and character dies. Drug Game Stats: Reduces any penalty caused by muscle spasms/convul
lasts a week inside your system. sions by 1D.
Capsule: A drug taken to counteract skirtopanol. It caused the drug to Capsule: A type of muscle relaxant used during the waning years of
metabolize, causing reactions from amnesia to death. the Galactic Republic. It was odorless, colorless and tasteless.
Nervesticks Myoplexaril
Cost: 10 credits a sixpack Cost: 150
Availability: 2 Type: Muscle paralyzer
Maximum Normal Dosage: 5 times a day Maximum Normal Dosage: 3 times a day
Addiction Factor: 12 (P) Addiction Factor: 5 (P)
Game Stats: +1D to willpower to resist any fear due to the horrors of Availability: 3,R
battle. Lasts for one hour. Game Stats: Character is rendered completely immobile, though he
Capsule: Items that were chewed by clone troopers following battle to remains conscious.
help them deal with adrenaline surges. Capsule: A type of muscle relaxant used during the waning years of
the Galactic Republic. During the Clone Wars, Doctor Jos Vondar
used myoplexaril on a Nikto patient he was operating on in order
to lift it's abdominal scale plates.
OINTMENTS Dosaline
Cost: 60/ 90/ 120
Ointments are preparations for external use, intended for Type: Sedative
application to the skin. Typically, they have an oily or greasy Availability: 2
consistency and can appear “stiff” as they are applied to the Maximum Normal Dosage: 2 per day
skin. Ointments contain drugs that may act on the skin or be Addiction Factor: 9 (PM) (symptoms of this are mental deterioration,
absorbed through the skin for systemic action. - 1 permanent to Knowledge, Perception attributes for every addi
tional use after a failed AF roll).
Allergy Paste Capsule: Functions same as Luryaline but with certain side effects.
Sleep patterns are inhibited and the user awakens after 1/4th the
Cost: 20 credits a tube
normal sleep time but fully rested and can function as normal.
Type: Ointment
Availability: 1
Maximum Normal Dosage: Twice (2) a day.
Doze Tablet
Addiction Factor: 1 (PM) Cost: 10/15/20
Game Stats: Reduces difficulty to treat allergy by one level. Type: Sedative
Capsule: An ointment used for the treatment of allergies. It had a Availability: 1
notably bad taste. Maximum Normal Dosage: Two times a day
Addiction Factor: 7 (M)
Game Stats: A very easy willpower roll is required after taking pills.
SEDATIVES Increase difficulty by one level every hour (up to difficult). The
effects wear off after 5 hours. If roll fails the character falls asleep
A drug that calms a patient down, easing agitation and for 8 hours.
permitting sleep. Sedatives generally work by modulating sig Capsule: Sleeping pills.
nals within the central nervous system. These sedatives can
dangerously depress important signals needed to maintain H4b
heart and lung function if they are misused or accidentally Cost: 350 a dose
combined, as in the case of combining prescription sedatives Type: Sedative
Availability: 2
with alcohol. Most sedatives also have addictive potential. For
Maximum Normal Dosage: Once (1) a day
these reasons, sedatives should be used under supervision, and Addiction Factor: 18 (M)
only as needed. Game Stats: This drug produces a high euphoric effect in the user.
This effect last 8-10 hours.
Sedative Effect Table Capsule: A sedative medication that was developed following the
Imperial occupation of Kessel. During the occupation, spice
Damage roll
became scarce and drug users turned to H4b and other medica
>Strength Roll Result
tions due to their addictions.
0-3 Target unconscious 1D minutes
4-8 Target unconscious 1D x 5 minutes Hypnocane
9-12 Target unconscious 1D x 10 minutes Cost: 500
Type: Sedative
13-15 Target unconscious 3D x 15 minutes
Availability: 3, R
16+ Target unconscious 1D x 2 hours Maximum Normal Dosage: Once (1) a day
Addiction Factor: 17 (M)
Game Stats: Causes 5D+1 stun damage to put individual in a sleep
Conergin state.
Cost: 35/50/70 Capsule: A tranquilizer.
Type: Sedative
Availability: 3, R Luryaline
Maximum Normal Dosage: One (1) time every 8 hours Cost: 50/ 75/ 100
Addiction Factor: 8 (M) Type: Sedative
Game Stats: A very difficult willpower roll to stay conscious after Availability: 3, R
been administered this drug. Maximum Normal Dosage: 3 per day
Capsule: A drug used by doctors during operations. While non-lethal, Addiction Factor: 6 (P)
a dose of conergin would cause the patient to fall into a deep Game Stats: Brings about immediate unconsciousness for two (2) to
sleep for 6-8 hours. four (4) hours. Requires a Very Difficult Stamina roll to resist
effects.
Dipill
Cost: 4/12/20 Millaflower
Type: Sedative Model: Millaflower Extract
Availability: 1 Type: Sedative
Maximum Normal Dosage: Three (3) times a hour Scale: Character
Addiction Factor: 15(M) Cost: 30 doses for 15+2D credits (from a pharmacist), or 30+3D cred
Game Stats: If taken more than 2 an hour, then an moderate willpow its (illegally)
er roll to stay conscious. If roll fails the character falls asleep for 6 Availability: 3; R
hours. Maximum Normal Dosage: 3 per day
Capsule: A stress-relieving drug that acted as a sedative in large dos Addiction Factor: 13(P)
es. Game Notes: Millaflowers are used to soothe nerves, but this has no
game effect. The extract of the millaflower, however, is a potent
tranquilizer. Effects of the tranquilizer are as listed in the sidebar
on page 54, while the game effects in D6 terms are listed below.
For each dose administered, one Strength roll versus the listed dif Game Stats: Causes 7D stun damage to put individual in a state of
ficulty is permitted. Each successive roll is more difficult than the suspended animation. Requires an antidote or a Heroic willpower
last, but each successful roll negates the most serious effect that roll to come out of suspended animation.
the dosage would otherwise indicate. Capsule: A second generation drug of Thanatizine. A being in full tha
Drug effects last for 10 hours, minus the number dice in the natizine II suspension would not have to breathe but once an hour.
subject's Strength rating (ie, someone with a Strength score of
2D+1 would suffer the effects for 10-2, or 8 hours), and this dura Tranqarest
tion does not change regardless of the dosage administered. Multi Cost: 35/ 70/ 100
ple doses can be given within a 24 hour period, and will count as Type: Sedative
additional doses as per the above chart. Availability: 2
Source: (Secrets of Naboo, sidebar, page 54) Maximum Normal Dosage: Once (1) a day
Addiction Factor: 8 (M)
Renatyl Game Stats: Causes 4D stun damage to put individual in a sleep state.
Cost: 800 Damage that beats strength equates to hours that person is asleep.
Type: Sedative i.e. If damage beats strength by 6. Patient will be asleep for 6
Availability: 4, X hours.
Maximum Normal Dosage: Once (1) a day Capsule: A powerful sedative.
Addiction Factor: N/A
Game Stats: If Character is sitting down or not moving difficulty to
detect sedative is Difficult. Once character stands up or moves, the SENSE ENHANCEMENT
drug takes effect. Very Difficult Stamina roll to resist effects. If roll
fails then character is at -3D to all skills. DiMatolin
Capsule: A type of sedative favored among bounty hunters. The Cost: 100
effects of renatyl were very mild until the victim attempted to Type: Sense enhancement
stand up. The drug would then cause the victim to become weak in Availability: 1
the knees, lightheaded, and very fatigued. For this reason, it was Maximum Normal Dosage: Four (4) a day
often slipped unknowingly into drinks. Addiction Factor: 10(M)
Game Effects: Negates Dexterity penalties in high gravity environ
Sedative H4c ments (up to 1.4 standard gravities.) the effects lasted for one
Cost: 400 standard hour. DiMatolin could be applied by the Cyduct E-23
Type: Sedative Booster interdermal injection system.
Availability: 2,R
Maximum Normal Dosage: Once (1) a day Greshollpolyforim
Addiction Factor: 11 (M) Cost: 150 credits
Game Stats: Causes 5D stun damage to put individual in a sleep state. Type: Sense enhancement
Capsule: A drug commonly taken directly into the blood-stream as a Availability: 1
sedative to induce unconsciousness used in hospitals. But it could Maximum Normal Dosage: Twice (2) a day
be used to induce a high of semisomnia. Addiction Factor: 12(M)
Game Stats: Negates Strength penalties in high gravity environments
Thanatizine (up to 2 standard gravities).
Cost: 700 a dose Capsule: The effects last for 3 hours. Greshollpolyforim can be applied
Type: Sedative by the Cyduct E-23 Booster interdermal injection system.
Availability: 3,R
Maximum Normal Dosage: One (1) time a day Jeledrine
Addiction Factor: 3 (P) Cost: 0/ 0/ 0 (Outlawed)
Game Stats: Causes 6D stun damage to put individual in a state of 2000/ 4000/ 0 (Prices seen in the Frontier)
suspended animation. Requires an antidote or a very difficult Type: Sense enhancement
willpower roll to come out of suspended animation. Availability: 4,X
Capsule: A drug that would put an individual into a state close to sus Maximum Normal Dosage: Twice (2) a Day
pended animation. In such a state, a Human would breathe around Addiction Factor: 12 (M)
ten times an hour, and have a heart rate of less than a beat per Game Stats: Increases a force users endeavors by +/- 3. The drug lasts
minute. On Haruun Kal, it was used to slow down the effects of for 1 hour. Taking more doses will increase the duration, but not
developing fever wasps so they could be removed. the modifier. If character uses a force point it will not double this
modifier.
Thanatizine II Capsule: A difficult drug to get on most worlds, it is illegal to use in
Cost: 1200 a dose the Empire.
Type: Sedative
Availability: 4,R Myrine
Maximum Normal Dosage: One (1) time a day Cost: 60/ 0/ 80
Addiction Factor: 2 (P) Type: Sense enhancement
Availability: 2 Gylocal
Maximum Normal Dosage: None Cost: 450
Addiction Factor: 8 (P) Type: Stimulant
Game Stats: Use of this drug will expand the user's vision slightly into Availability: 2
the infra-red and ultraviolet spectrum, allowing the user to see Maximum Normal Dosage: Once (1) a week
other light waves. Proven effective enough for night travel. Anyone Addiction Factor: 16 (P)
using Myrine in the daytime with the sun out will be virtually Game Stats: +1D to strength of patient to resist fatal roll of a disease.
blinded though (some form of protective eye wear must be worn). Capsule: A powerful stimulant and pain-suppressor made from several
Duration is about 2 hours. highy-toxic components. After around a decade of storage it
decomposed back into its poisonous components.
Rebillis
Cost: 0/ 0/ 0 (Outlawed in the Empire) Haladreshin
1000/ 1500/ 0 (Prices on the Frontier) Cost: 200
Type: Hallucinogenic, Sense enhancement Type: Stimulant
Availability: 4, X Availability: 3
Maximum Normal Dosage: None (Outlawed) Maximum Normal Dosage: Twice (2) a day
Addiction Factor: 13 (M) Addiction Factor: 8 (M)
Game Stats:Use of this drug allows force sensitive individuals to "see Game Stats: +1D to Perception and related skills; effective as neuro
into" the future (about 5 minutes worth). A roll on 2d6 must be logical stimulant.
made. If it's above 9, then a vision of the future is seen. Between Capsule: The effects last for approximately eight standard hours. Hal
7-8 a hazy, hallucinogenic vision is had. If below 8, then nothing is adreshin can be applied by the Cyduct E-23 Booster inter dermal
seen. injection system.
Capsule:This drug is outlawed in the Empire.
Hemoflux
Requilisant Cost: 120/ 200/ 300
Cost: 200 credits Type: Stimulant
Type: Sense enhancement Availability: 2
Availability: 1 Maximum Normal Dosage: Not normally prescribed, but no more
Maximum Normal Dosage: Twice (2) a Day than once (1) a week.
Addiction Factor: 12 (M) Addiction Factor: 6(P)
Game Stats: Negates Dexterity related penalties in low and zero grav Game Stats: Hemoflux induces the liver and spleen to accelerate the
ity environment. production of blood, enough to completely replace the blood sup
Capsule: A chemical compound that reduced the dexterity penalty ply within two (2) hours. The user must be kept hydrated constant
associated with operating in low or zero gravity. The effects lasted ly while the drug is being used and for 25 hours afterwards. The
for 6 standard hours. Requilisant could be applied by the Cyduct E- user will also be at -1D to Strength for the next 25 hours as well.
23 Booster interdermal injection system. This is mainly used for injured patients with blood loss.
STIMULANTS Nomex
Cost: 30/ 45/ 50
Stimulants are substances that increase, or stimulate the Type: Recreation stimulant
normal activity of the central nervous system. In other words, Availability: 3,R
they increase the normal level of awareness, alertness and Maximum Normal Dosage: None
energy in one's mind and body. They usually have side-effects Addiction Factor: 12(M)
and if you take them for an extended period of time, you may Capsule: With only a duration of an hour, this drug produces a high
euphoric effect in the user.
become dependent upon them.
Perlene
Bantha Bile Cost: 150/ 200/ 300
Cost: 30 credits a dose Type: Stimulant
Type: Stimulant Availability: 2
Availability: 2 Maximum Normal Dosage: Prescribed doses are one (1) every 2 days.
Maximum Normal Dosage: Three (3) a day. Addiction Factor: 10 (M)
Addiction Factor: 14(PM) Capsule: Perlene was designed originally for combat and para-military
Game Stats: Accelerates the healing process by one day for every dose troops. Using one button will allow the user to operate at full effi
taken. Also provides a pleasant euphoric state. ciency for a 24 hour period without rest and minimum nutrition.
Capsule: A material harvested from the Bantha on the planet Rodia. It After much investment and refinement, the drug is now safe
was a black-market substance that was used as a medicinal reme enough to that several continuous buttons may be used to extend
dy. wakefulness; however, after use of Perlene, a full sleep period must
be taken along with an additional four (4) hours for each consecu
Enelorij tive 24 hour period that the user used the drug to keep awake in.
Cost: 20/ 30/ 40 After drug wears off character is ravenous and must eat double
Type: Stimulant what he usually eats.
Availability: 1
Maximum Normal Dosage: 3 per hour, 3 times a day Pol Pollen
Addiction Factor: 12 (P) Cost: 45
Game Stats: Aids one in staying awake. This adds 2 points to Percep Type: Stimulant
tion and related rolls. Prolonged use of more 72 hours without an Availability: 2
equal amount of rest causes a deterioration in all stats at the rate Maximum Normal Dosage: Once (1) a day
of 1 per hour until a full rest is taken. Addiction Factor: 14 (M)
Game Stats: When inhaled gave +1D to knowledge rolls for a period
of 4 hours. After effect wears off -1D to Perception for 4 hours. Vaseehyrdaline
Capsule: An addictive stimulant that gave the user an increased abili Cost: 100/ 150/ 200
ty to reason (or at least seemed to). It was bought contained in Type: Stimulant
tube form, and inhaled through the nose. Availability: 3
Maximum Normal Dosage: Not normally prescribed.
Strazeline Addiction Factor: 2 (P)
Cost: 200/ 300/ 400 Capsule: Used to bring patients out of cryostasis.
Type: Stimulant
Availability: 3, R Vitapill
Maximum Normal Dosage: 1 per hour, three times a day Cost: 25 credits per pill.
Addiction Factor: 13 (PM) Type: Vitality pill/ Stimulant
Game Stats: Allows the user to make two actions every round for four Availability: 1
rounds without penalties. Game Stats: Vitapills are a stimulant that aids in stun recovery, with a
Capsule:A very powerful short term stimulant often used by combat single pill reducing the number of “stuns” a character has received
troops. by 1D+2. For each pill past the first that is taken within the same
21 hour period, this roll is modified by -2.
StimPak Capsule: A small herbal stimulant in pill form, a combination of Dral
Model: HattMark StimPak lish herbs and bacta emulsion. It worked as a short-term health
Type: Stimulant booster. Multiple pills taken within a 21-hour period, or Drallish
Cost: 250 credits day, were cumulatively less effective. Vitapills were available for
Availability: 2, X sale to offworlders in Meccha.
Game Stats: Adds +1D to Dexterity, Strength, and Perception for two Source: Coruscant and the Core Worlds (page 82)
minutes (25 rounds). After the effects wear off, the user takes one
level of injury to his body. If the character is mortally wounded it
will put them in an unstabilized position. SUPPLEMENTS
Capsule: A small utility container used by soldiers for the storage of
Nutritional supplements include vitamins, minerals, herbs,
Bacta canisters and other first aid supplies in the field. A Stimpak
would stimulate the user, making the user move and think faster. meal supplements, sports nutrition products, natural food sup
plements, and other related products used to boost the nutri
tional content of the diet. Nutritional supplements are used
for many purposes. They can be added to the diet to boost
overall health and energy; to provide immune system support
and reduce the risks of illness and age-related conditions; to
improve performance in athletic and mental activities; and to
support the healing process during illness and disease. Howev
er, most of these products are treated as food and not regulat
ed as drugs are.
Cellulite
Cost: 15/20/30
Type: Supplement
Availability: 1
Maximum Normal Dosage: None
Addiction Factor: None
Capsule: Not really a drug, but a micro-organism contained with a
special digestive liquid. One dose of Cellulite will allow the user to
digest rough cellulose for a day. This has proven to be a standard
staple in the survival kits of most Scout and exploratory parties
that visit planets with little vegetable matter.
Stimulants
Cost: 50 credits a dose Hydration Tablet
Type: Stimulant Cost: 5/7/10
Availability: 2 Type: Supplement
Maximum Normal Dosage: 1 per hour, three times a day Availability: 1
Addiction Factor: 8 (P) Game Stats: +1D to stamina in a desert environment for up to 4
Game Stats: +1D to Stamina, +1 to Perception for an hour. hours.
Capsule: Also referred to as a stim, was a chemical mixture targeted Capsule: Kept beings hydrated when in desert environments for long
towards the adrenal system, in the form of a one-time use periods of time.
shot,that was injected into the bloodstream in order to provide a
boost to the physical capabilities of the user. This enhancement Probiotic Tablet
was most commonly used by individuals that were preparing for or Cost: 5/7/10
already in the midst of a battle. The effect was described as "like Type: Supplement
ten hours of good, deep sleep, and four square meals" until they Availability: 1
wore off. Capsule: An internal medicine given to replace beneficial intestinal
bacteria that may have been killed through the use of a surgical
umbrella field.
Vitamin Paste allowed to rest, but the healing time depends upon the severity of
Cost: 10 credits a tube injury.
Type: Supplement Character is: Treatment time:
Availability: 1 Wounded 2D hours
Game Stats: +1 to stamina for a 10 hour period. Incapacitated 8D hours
Mortally Wounded 2D days
VACCINES Capsule: A medical supply that used harvested regenerative cells from
Abyssins to promote rapid growth of new skin cells. They were
A vaccine is a biological preparation that improves immuni manufactured by Kirgalis Pharmaceutical Exports.
ty to a particular disease. A vaccine typically contains an agent Source: Galladinium’s Fantastic Technology (page 85)
that resembles a disease-causing microorganism, and is often
made from weakened or killed forms of the microbe or its tox
ins. The agent stimulates the body's immune system to recog
Bacta Ampule
Cost: 100
nize the agent as foreign, destroy it, and "remember" it, so Type: Healing
that the immune system can more easily recognize and destroy Availability: 1
any of these microorganisms that it later encounters. Game Stats: A very easy first aid roll to heal wounded and incapaci
tated status. May be used twice in a 24 hour period.
Paravacc 1.X Capsule: Small vials used at the time of the Galactic Civil War that
Cost: 1,000 contained small amounts of bacta.
Skill: Medicine
Type: Parasite-repelling vaccine Bacta Geltab
Availability: 2 Model: Genetech G-5 Geltab
Maximum Normal Dosage: Once (1) a day. Type: Medpac treatment enhancer/Healing
Addiction Factor: 2 (P) Skill: Dexterity
Game Stats: Use of the paravacc requires an Easy medicine roll. If Cost: 50 (for a pack of six)
successful, the vaccinated character’s Strength is treated as 1D Availability: 1
higher for rolls to resist diseases caused by parasites for the next Game Stats: By applying a bacta geltab to a wound, and making a
20 hours. Each paravacc holds enough medicine for 10 vaccina Very Easy Dexterity roll, the user gains a +1D bonus on the follow
tions. Characters using the vaccine for more than three days begin ing fist aid roll using a medpac on the treated wound.
to suffer from what seems like utter exhaustion, losing one pip Capsule: A basic bacta geltab produced by Genetech Laboratories,
from each attribute for each day thereafter until the paravacc’s which was used in most medkits to provide easy access to a small
use is ended. Each day without injection returns one pip to each amount of bacta. The geltab could be placed on a wound to speed
attribute. up healing.
Capsule: A parasite-repelling vaccine developed by Uukaablian Med Source: Lord of the Expanse – Sector Guide (page 45)
Corp on Uukaablis in 8 ABY. The vaccine was contained in a pol
ished metal cylinder, and administered by injection into the back of
the neck. A mild headache occurred after injection. Prolonged use Bacta Patch
of the product (over three days at a time) was known to produce Cost: 250
deleterious effects to the nervous system. Type: Healing
Source: The DarkStryder Campaign – The Kathol Outback (page 54) Availability: 2
Game Stats: Decreases the time required of natural healing. One
Rakghoul Serum treatment per patch. If character is injured again then bacta loses
Cost: 100, 3000 (black market) its effectiveness.
Type: Targeted serum Character is: Treatment time:
Availability: 4 Wounded 4D hours
Maximum Normal Dosage: Once (1) a day Incapacitated 2D days
Addiction Factor: 1 (P) Mortally Wounded 4D days
Game Stats: If taken can cure rakghoul disease. Every hour after cure
is taken, character must make a Moderate Stamina roll if success Capsule: Disposable patches of bacta used to heal skin punctures.
ful character recovers +2 of lost strength. If character’s original Though not as effective as a full immersion in a bacta tank, they
strength is regained then the disease is cured. were much easier to transport and a quick and convenient medical
Capsule: Medicine that cured the Rakghoul disease that once infected, healer. They were also useful when trying to keep a patient with
would cause people to turn into Rakghouls. The Serum was created more serious injuries stable until he or she could reach a bacta
by Galactic Republic scientists to cure the Outcasts during the tank. Bacta patches could have appeared and acted similar to a
Republic's restoration of the planet. The Republic had a base in the bandage but slightly larger and with a faster healing process.
Upper City as the center of restoration as well as where the scien
tist perfected the cure. Bacta Pump
Cost: 500
Type: Healing
HEALING PRODUCTS Availability: 2
Game Stats: Decreases dramatically the time required of natural heal
Abyssin Grafting Patch ing. One treatment per pump. If character is injured again then
Cost: 5,000 bacta loses its effectiveness.
Type: Healing Character is: Treatment time:
Availability: 3 Wounded 3D hours
Game Stats: A Difficult first aid or Incapacitated 1D days
Easy medicine roll is required for Mortally Wounded 3D days
normal application. As with bacta
tanks, the patient will heal if
Capsule: A compact emergency device that injected bacta into the submersions. Miniature bacta tanks were used on localized injuries.
blood. Bacta was then carried around the body, increasing the Source: d20 Core Rulebook (page 140)
user's healing rate. When the bacta has been circulated, it was
removed by the pump, filtered, cleaned and injected back into the Bacta Tray
body. Bacta pumps were used during the New Sith Wars. Their rel Model: Genetech BT-16 Bacta Tray
atively small size made them good for field medics to use, but they Type: Mobile medical stabilization unit
lost the effectiveness of a fully submersible Bacta tank, taking Skill: First aid
longer to heal injuries. Cost: 2,200
Availability: 2
Game Notes: Activating a bacta tray requires an Easy first aid roll. If
successful, the patient’s mortally-wounded status remains
unchanged until a time as the patient can undergo full bacta
treatment.
Source: Lord of the Expanse – Sector Guide (page 45)
Bio-Bacta
Cost: 1000
Type: Healing
Availability: 2
Game Stats: Healing time is 2D hours for wounded status. Bio Bacta
can not heal more extensive wounds.
Capsule: A biotechnical form of Bacta, not the standard synthesized
Bacta. It was manufactured specifically for use in field, and was
often seen in the form of small bacta tanks suitable for being car
ried by a single person. Minor wounds could be nearly perfectly
healed with Bio-Bacta, though for extensive injuries a full size
Bacta was usually still necessary.
Bota
Cost: 3500 a dose
Type: Healing
Availability: 3
Game Stats: Acts like a medpack but every injury besides mortally
wounded is an easy difficulty. Mortally wounded is a moderate dif
Bacta Spray ficulty. If character is force sensitive. +3D to Alter for 5 rounds.
Cost: 50 Capsule: A plant native to the planet Drongar. It was highly valued
Type: Healing during the Clone Wars, as it had certain medicinal effects for each
Availability: 1 species and supposedly gave Jedi a stronger connection to the
Game Stats: A very easy first aid roll to heal wounded status. May be Force. It had an extremely limited shelf-life, rotting into ooze
used twice in a 24 hour period. after only days of storage even when freeze-dried. Since it could
Capsule: An aerosol delivered bacta bandage applied on wounds. not be synthesized and could only be sourced from one planet,
Spray bandages formed an adhesive seal over the wound to fight Bota was the reason behind the Battle of Drongar, as both the
bacteria and infection while promoting rapid healing. Republic and the Confederacy of Independent Systems wanted
possession of the bota fields. Because of its rarity and medicinal
Bacta Tank values, bota was an expensive and coveted plant. However, due to
Cost: 3000 a mutation in the bota, it became worthless and both forces left
Type: Healing the planet.
Availability: 2
Game Stats: Fully heals a patient on a successful Very Easy medicine FastFlesh Medpac
or Heroic first aid roll. Healing time is 1D hours for Wounded Cost: 500
patients, 4D hours for Incapacitated and 1D days for mortally Model: VioTech FastFlash Medpac
wounded. If the roll fails, patient’s injury worsens two levels. Type: Advanced medpac
Capsule: A large, specialized tank that was filled with the powerful Skill: First aid
healing agent created by the Vratix, bacta, which promoted rapid Cost: 500
healing. A bacta tank and a supply of bacta were expensive, the Availability: 2
tank alone typically costing 100,000 credits from 32 BBY to 8 ABY, Game Stats: Use the following difficulties for FastFlesh medpacs:
so such medical equipment was usually found only in hospitals, on Wounded 5
board capital ships, and within Incapacitated 10
major military bases. Movement Mortally Wounded 15
of bacta tanks could prove diffi
cult because the tanks weighed Can only be used once per day on a patient. Can be used in
roughly 500 kilograms. A patient conjunction with regular medpacs. If used more than once per day,
was required to be fully sub the character suffers a mortal wound in addition to the wounds he
merged within the bacta for the may already have incurred; this is usually fatal.
healing agent to do its job. Capsule: A advanced medpac manufactured by BioTech Industries. It
Patients wore breath masks to utilized a number of advanced synthetic biomedical chemicals
breathe while submerged. Certain such as BioTech's Chromostring that allowed for deeper penetra
species, such as Rodians, experi tion of medicines into a patient's body without causing nerve
enced complications with the damage. The treatments in the FastFlesh medpac were so powerful
bacta due to their metabolism, that they could only be used once per day although other medpacs
sometimes requiring extended may be used complimentary.
Kolto Tank
Type: Healing
Scale: Character
Skill: Medicine or First aid
Cost: 3,000
Availability: 2
Era: Old Republic
Game Notes: Fully heals a patient on a successful Very Easy Medicine
or Heroic First Aid roll. Healing time is 1D hours for Wounded
patients, 4D hours for Incapacitated and 1D days for Mortally
Wounded. If the roll fails, patient’s injury worsens two levels.
Capsule: During the Old Republic era, a Kolto Tank was a healing can
ister (very similar to the later Bacta Tank where a patient would
remain inside, completely submerged in a solution of the healing
agent kolto, until their wounds were healed. During its peak, kolto
tanks could be found aboard Republic starships, inside government
Source: Cracken’s Rebel Field Guide (page 15), Rules of buildings and in medical facilities. The concentration of kolto could
Engagement – The Rebel SpecForce Handbook (pages 39- be tailored to the patient, allowing for different solutions to be
40), Arms and Equipment Guide (pages 92-93) input.
Source: D6 Holocron
Fir-Queline
Cost: 1500/ 2000/ 2500
Type: Healing
Availability: 2
Maximum Normal Dosage: No more three (3) times a day.
Addiction Factor: 7 (P)
Game Stats: Heals one level of damage within two (2) rounds.
Med-Aid
Model: Jassim Design QuickMed
Type: Emergency medical kit
Skill: First aid
Cost: 250
Availability: 1
Game Notes: Med-aids convey a +1D bonus to any first aid skill rolls.
Each med-aid may be used only once.
Capsule: Med-aids are small medical kits that provide rudimentary
first aid gear for dealing with burns, cuts or contusions. More
expensive kits also contain anti-venom supplements and pain-
killers.
Source: Gundark’s Fantastic Technology (page 82), Tales of
the Jedi Companion (page 123)
Medpac
Cost: 100
Type: Standard medpac
Skill: First aid
Availability: 1
Game Stats: Heals one wound level on a successful first aid roll, being
expended after that.
Capsule: The term used to describe a small first-aid kit that could eas
ily be carried by a person or stored for use on a starship. medpac
(also spelled med-pack) was a small first aid kit that contained
limited-utility diagnosis equipment such as medisensors, synth
flesh, bacta, kolto, spray-bandages, bacta patches, spray hypos,
Medical Bundle bone stabilizers, antiseptics, coagulants, stimulants, and other
Model: 8-2A Medical Bundle essential medicines for the treatment of wounds. They were stan
Type: Jedi medpac dard-issue for Imperial stormtroopers and were the standard
Skill: First aid method of treating minor injuries or providing crisis care in the
Cost: 200 civilized portions of the galaxy. A medkit was a bulkier variant used
Availability: 2 aboard starships. During the era of the Old Republic advanced
Game Notes: Small enough to fit in a utility belt, it functions like a medpacs were also frequently available. These kits contained a
normal medpac, but it can only be used on someone currently more extensive array of equipment, than the standard medpac, for
using the Accelerate Healing Force power. the treatment of serious wounds. Furthermore, in rare instances, a
Source: Jedi Academy Training Manual (page 63) life support pack was obtainable at some of the more exclusive
traders. This item contained highly advanced dermal regenerators
Medkit and other necessary medical equipment for the treatment of life-
Cost: 1,200, 2,200 (black market), 1,000 to reload medpacs threatening wounds.
Model: BioTech Medkit Source: Rulebook (pages 226-227), Heir to the Empire Sourcebook
Type: Enhanced first aid and care system (page 109)
Skill: First aid, medicine
Availability: 2
Game Stats: A medkit functions as a medpac that can be used up to
10 times. The diagnostic instruments in the kit can also be used to
diagnose diseases afflicting a patient, to assess health, and for
other basic medical uses on an Easy first aid roll. The kit also
allows a character with the medicine advanced skill to perform
field surgery (which exhausts the kit’s medpacs)
Capsule: A larger version of a medpac. These could often been used up
to ten times before needing to be restocked with supplies. These
compact packages were designed to provide a trained medic with
the tools necessary for field care, yet also allow untrained users to
provide emergency care. Medkits contained diagnostics instru
ments that could be used to detect both injuries and diseases. The
scanner/computer unit was placed directly on the patient and
automatically gave simple directions for care and treatment of
injuries, unless the user keyed in a specific sequence to indicate
Regen-Stim
Cost: 500 per dose
Availability: 3
Weight: 0.1kg
Game Notes: When administered to a wounded character, the rate at
which they can make healing rolls is doubled for 2D hours.
Capsule: Regen-Stim was a medical drug that aids in the rapid regen
eration of skin tissue that saw widespread usage during the Clone
Wars. It helped minimize or prevent scarring of tissue by facilitat
ing the growth of new skin tissue quicker than normal.
Rylca Torkeline
Cost: 450 a dose Cost: 250/ 300/ 500
Type: Healing agent Type: Healant
Availability: 3 Availability: 2
Game Stats: +2D to treating Krytos virus. Maximum Normal Dosage: 4 times per day
Capsule: A cure for the krytos virus formed from a combination of Addiction Factor: 5 (P)
bacta and ryll kor. Alderaan Biotics was a large rylca manufacturer. Game Notes: Heals up to 3 stuns over a space of six (6) rounds
Trauma Kit
Model: Imperial-issue Medical Resources Kit
Type: Trauma medpac
Scale: Character
Skill: First aid
Cost: 200
Availability: 1, F
Game Notes: Provides +1D to first aid or medicine when used to treat
severe physical trauma, such as burns, cuts, contusions, abrasions
and other external physical injuries. Provides no bonus for other
types of injury (such as internal injuries) or the treatment of toxins
or poisons.
Zaline
Cost: 1000/ 1500/ 2000
Type: Healant
Availability: 2
Maximum Normal Dosage: Twice (2) per day
Addiction Factor: 4 (P)
Game Notes: Heals up to 3 wounds over a space of six rounds
Source: The DarkStryder Campaign: The Kathol Rift (page 90)
MEDICAL DEVICES
Actibandages
Cost: 200 for a pack of 3
Type: Medical Device
Availability: 2
Game Stats: Used to stabilize a mortally wounded character from
dying due to blood loss. An Easy first aid roll. (Gm’s discretion)
Capsule: Produced after the Yuuzhan Vong invasion; it was used to
cover gaping wounds, where pressure needed to be applied.
Antidote Synthesizer
Sith Medical Kit Type: Portable Antidote Manufacturing Device
Type: Medkit Cost: 2,500
Scale: Character Availability: 2
Cost: Game Notes: Antidote synthesizers may be used when more advanced
Availability: 4 F, R, or X medical attention is not available, when given a sample of a toxin,
Game Notes: the antidote synthesizer will analyze the sample and produce 3
Capsule: A case of special potions and medical equipment engineered doses of an antidote within 1D rounds. The antidotes grant a +1D
for use by the Dark Lords of the Sith. The contents of the kit bonus to any first aid roll made to treat the vemon or poison. Diffi
included vials of injectable bacta and bota, injector power cells, culty of making antidote is based on the damage the toxin causes.
wireless defibrillator, cardiovascular monitors, injector handle and
Damage of Toxin Difficulty
head, resuscitating ventilator, adaptors for pressor field generator,
and filtration transpirators. 1D Very Easy
2D Easy
Slick 3D Moderate
Model: Slick 4D Difficult
Type: Healing agent/recreational narcotic 5D Very Difficult
Scale: Character 6D+ Heroic
Cost: 100 credits per dose Source: The Unknown Regions Sourcebook (page 40)
Availability: 3, F, R, or X
Game Notes: A single dose of slick can be applied like a medpac in Auscultator
order to treat wounds. Slick causes a euphoric delirium in the
Type: Acoustic medical device
patient, and anyone under the influence of the drug must roll a
Scale: Character
Heroic difficulty stamina check or suffer a -1D penalty to their
Cost: 40
Knowledge, Perception, and Technical attributes for three hours.
Availability: 1
Source: Gamer Magazine
Game Notes: Adds +2 to (A) Injury/ailment diagnostics concerning
diagnosing lung/heart ailments.
Capsule: A device used by medical personnel for auscultation —listen Cerebral Stabilizer
ing to internal bodily sounds, such as those of the heart and lungs. Model: Chiewab Iraps Cerebal Stabilizer
Type: Medical Device
Automed Injector Cost: 2,200
Model: ComMed Automated Medical Injector Skill: Medicine
Type: Automed injector Availability: 3,R
Scale: Character Game Notes: If placed on a character that has been mortally wounded
Skill: First aid 4D; First Aid 5D (deluxe model) they are automatically stabilized. If placed within 3 rounds of a
Ammo: 2 doses of stimulant, 5 doses of stimulant (deluxe model) character dying they will be changed to Mortally Wounded with a
Cost: 1000 credits; 100 credits per stimulant dose. 3000 credits Very Difficult Medicine roll.
(deluxe model) Capsule: Known as brain cages, they are designed to preserve the via
Availability: May be purchased on the black market; may be salvaged bility of the central nervous system in critically injured patients.
from Imperial Spacetrooper armor or constructed with similar Been known to even revive recently killed patients.
components .4, X
Game Stats: When a character wearing an automed injector suffers a Chem-Wipe
wound or greater, the Gamemaster should roll the diagnostic scan Cost: 10 credits for a box of 25
ner's first aid skill of 4D just as if someone were applying a med Availability: 1
pac to the injured character. This is a free action and is conducted Game Notes: Adds +1 to a character’s stamina to resist infection for
at the end of the round the injury is received. If the first aid roll is broken skin or during surgery.
successful, the character is still at that injury level, but functions Capsule: A small disposable chemically-soaked wipe that cleans and
at one level better. Example: Stayker is wounded and the automed disinfects. Chem-wipes were often used by doctors and field
injector activates. The GM rolls a 12 for the automed injector agents when a refresher or shower was not available.
which is a moderate roll and is more than adequate for a wound.
Stayker is able to act the next round as if he were not wounded, Containment Box
but another wound will automatically take him to wounded twice. Model: Synthetic Medtech Corporation Irradiator Box
Stayker is wounded again, and the automed injector sucessfully Type: Containment box
activates once again bringing Stayker to an effective level of Cost: 500
wounded, but he is actually wounded twice. Availability: 2
Capsule: The ComMed Automed Injector is a lifesaving device Game Notes: Containment units use a combination of broad-spec
designed to give combat personnel an edge in battle. Specifically, trum radiation, ultrasonics and other means to kill bacteria, viruses
it was designed for use in Spacetrooper armor to allow the stabi and microscopic nasties which might find their way onto tools or
lization of seriously injured troops who could not receive "hands other objects.
on" assistance in a timely manner due to limitations imposed by Source: Platt’s Smugglers Guide (pages 51-52)
hard vacuum or other environmental concerns. The device consists
of two distinct components; a diagnostic scanner and a hypoder
mic injector loaded with stimulants. When the wearer suffers an
Containment Booth
Model: Synthetic Medtech Corporation Irradiator Booth
injury of a wound or greater, the scanner reads the immediate
Type: Containment booth
change in the wearer's vital signs and triggers the injector. This
Cost: 2,500
dose of stimulants is not meant to be a substitute for actual medi
Availability: 2, F
cal care, but is meant to allow seriously wounded troops to contin
Game Notes: Containment units use a combination of broad-spec
ue to function. The automed injector is a dependable little device
trum radiation, ultrasonics and other means to kill bacteria, viruses
which does its job of keeping troops in combat. Unfortunately, it
and microscopic nasties which might find their way onto tools or
does no good if the character receives a fatal wound. Dead sol
other objects.
diers remain dead soldiers.
Source: Platt’s Smugglers Guide (pages 51-52)
Biohazard Suit Cryogenic Pouch
Model: Regallis Engineering Filtrex Bio/Chem Suit
Model: Medvec Cryonex Cryogenic Pouch
Type: Protective chemical and biological filtration suit
Type: Cryogenic Stablizing unit
Scale: Character
Cost: 300
Cost: 4,000
Availability: 3
Availability: 2,F
Game Notes: Cryogenic pouches are used to stabilize wounded solid
Game Notes: This suit provides complete protection against any
ers on the field so that they may be transported to the medical
atmospheric hazards such as poisons or hazardous chemicals. A
facilites. The pouch is worn as a small canister on the belt. Once
biohazard suit can provide one hour of clean air before requiring a
the canister is opened, it releases a pouch large enough to fit most
filter change. the helmet provides +2 physical protection, but the
humanoid-sized creatures. When the pouch is sealed it releases a
suit gives a -1 Dexterity penalty.
cryogenic compound capable of keeping a creature in suspended
Source: Galaxy at War (page 44)
animation. Placing the pouch around an unconscious character
takes one round. Once inside, a Mortally Wounded character is sta
Celegian Life-Support Chamber bilized in 2 rounds. The pouch has enough power to keep a charac
Model: Celegian Life-Support Chamber ter in suspended animation for 24 hours, although it can be
Type: Cyanogen gas chamber hooked up to another power source with an easy Technical roll.
Cost: 6,000 Source: Galaxy at War (page 46)
Availability: 4
Game Notes: Chamber provides full cover to
its occupant and has a Strength of 5D to
Customized Medical Backpack
Model: Chiwab Amalgamated Pharmaceuticals Company ECM-598
resist damage. If destroyed, it releases a
Type: Advanced medical kit
10-meter-radius cyanogens gas cloud that
Skill: First aid
deals a temporary -1D Strength penalty to
Cost: 600
non-cyanogen breathers in the area who
Availability: 2
fail a Moderate stamina roll each round of
exposure. The cloud dissipates in 1 round if not confined.
Game Notes: Treat all components as the application of chemical boosters or other medication incon
requiring an Easy first aid roll unless spicuously. The chemical booster could be worn on the wrist or
otherwise noted. Each kit contains the shoulder strap and used a system of micro-sonic vibration injectors
following items: to deliver the desired chemicals directly through the skin without
Hand-Held Diagnostic Scanner: Easy pain or leaving a mark. The system could also be configured for
first aid or Moderate sensors roll. Pro continuous feed or time release application.
vides readout of patient’s vital signs, Source: Galladinium’s Fantastic Technology (pages 43-44)
specifics on injury and recommended
procedures. Delta Wave Inducer
Medicines: Anesthetics, blood pres Cost: 4000
sure, respiration and pulse regulation compounds, as well as other Type: Medical Device
essential medicines (for a number of common species). Availability: 2
Emergency Procedures Database: Easy computer Game Stats: Able to restore stamina and speed up healing rolls. Each
programming/repair roll. Based on initial scanner findings, this 10 minutes a character uses the device is the equivalent of 8 hours
emergency database provides the user with a quick reference col of sleep. There are side effects to prolonged use. Every use after
lection of treatment procedures. the first in a week’s time results in a -1 to Knowledge. This result is
Filtration Mask: Supplies sufficient oxygen flow; may also be cumulative.
connected to one of several atmospheric compound bottles for Capsule: A delta-wave inducer is a piece of technology that aides in
non-oxygen breathers. sleep conditions but is also used by beings that require a more
Heat Closure Packs: Pressurized sealant bandages with restful sleep in a shorter span of time. When connected to a delta-
medicines which, when exposed to air, cauterize and sterilize a wave inducer the target falls to sleep within minutes and experi
wound up to 10 centimeters in diameter. ences a more replenishing rest
Laser Scalpel: Difficult first aid roll. Precision cutting tool.
Medicine Dispenser: Moderate first aid roll. Can be loaded with Disinfectant Spray
a variety of medicines. Cost: 5
Portable Repulsor-Stretcher: Collapsible one-person operation Availability: 1
anti-grav stretcher capable of supporting up to 150 kilograms. Capsule: A standard disinfectant spray, this contains 5 ounces of a
Pressure Cuffs: Circular metal sleeves of varying diameter (5- sterilizing fluid which eliminates bacteria, germs, diseases, and
30 centimeters) which inflate pressurized chambers around wound viruses on any surface it is sprayed on. 75 sprays depletes the bot
area. tle.
Sterile Heating Cloth: Covers an area up to 1.6 meters x 0.75
meters with a sterilized, heat-insulated covering. Electronic Bone-knitter
2 Universal Plasma Fluid Sacks: Require Moderate first aid roll. Cost: 20
Intravenous feed provides universal plasma stabilization serums. Type: Medical Device
Source: Galladinium’s Fantastic Technology (pages 38-39), Rules of Availability: 1
Engagement – The Rebel SpecForce Game Stats: + 1D to First aid to heal broken bones.
Capsule: One of the many devices found within a medpac, an elec
Cyduct Chemical Booster tronic bone-knitter is a lightweight brace consisting of a series of
Model: Seselin Medicinal Electronics Cyduct E-23 Booster electrical coils that generates a field that encourages fractured
Type: Interdermal injection system bones to heal within two or three days.
Skill: First aid
Cost: 1,250 Emergency Oxygen Supply
Availability: 3, F, R or X Type: Emergency respiration system
Game Notes: An Easy first aid roll Cost: 200
is required for first time set Availability: 2
up. A variety of different Game Notes: Occasionally installed on rescue or medical droids, an
chemical compounds are emergency oxygen tank carries enough breathable air for 30 min
available from physicians by utes. The oxygen may be attached to a character via a breath
prescription. The booster holds mask, or may be used to recharge a vac suit.
up to 10 doses.
Enzyme Extractor
Addiction Factor Model: BioTech Enzyme Extractor
Serum Cost Duration Comments /Max Dose Type: Enzyme Extractor
DiMatolin 100 1 hour Negates Dexterity penalties in 10(M)/ Four a day Cost: 15
high gravity environments (up Skill: First Aid
to 1.4 standard gravities). Availability: 1
Elisinandrox 250 10 hours +1D+1 to Strength or stamina 4(P)/ Once a day Game Notes: Tool used by bioengineers to extract hydrolase enzymes
to resist radiation sickness. from creatures.
Gresholl-poly 150 3 hours Negates Strength penalties in 12(M)/ Twice a
forim high-gravity environments (up day
to 2 standard gravities).
Haladreshin 200 8 hours +1D to Perception and related 8(M)/ Twice a day
skills; effective as neurological
stimulant.
Requilisant 200 6 hours Negates Dexterity related 12(M)/ Twice a
penalties in low and zero gravi day
ty environments.
wipe will remove this if the user finds it inconvenient. -Energy matrix which provides two weeks of power
The consumables cartridge is a small square box that con -Recharge socket
-Communications interface
tains the energy matrix and medical supplies for the operations
-Emergency beacon
package. The energy matrix is composed of a series of energy -Heat exchanger/generator
cells that will power the CBG-1M for two weeks of normal use, -Medical accessory mount
the matrix has a hot-recharge capacity so the user can -Defibrilator
recharge it without removing the pack. The medical supplies Game Notes:
can vary slightly depending on the medical officer’s preroga Droid is able to revive stunned or incapacitated characters with an
tive and availability, but usually consist of pain-killers, antibi Easy first aid roll up to four times before its supplies need to be
replaced.
otics, cardiac stimulants, and other drugs. Mortally wounded characters can be stabilized with a Moder
The operations package uses the communications interface ate First Aid roll; they get an extra hour of life during which time
for passing information to external devices. The interface can they must receive medical attention. Suit is subject to ion damage.
communicate with a CATS system to inform the user of his
medical condition if configured. Most often this interface is Map-1S Stimulant Pack
used to transmit medical information to a datapad through a Cost: 300/ 150 to resupply pack of 10.
wireless link. In this way the medical officer and the user can Type: Stimulant
Availability: 2
communicate with the medical droid brain.
Maximum Normal Dosage: Prescribed doses are one (1) every 2 Days.
An emergency beacon is located at the bottom of the oper Addiction Factor: 6 (M)
ations package. In the event of serious injury or user death the Perlene was designed originally for combat and para-military troops.
beacon will broadcast an emergency signal to a pre-selected Using one button will allow the user to operate at full efficiency
frequency. The signal contains a brief summary of the user’s for a 24 hour period without rest and minimum nutrition. After
condition to assist in triage. much investment and refinement, the drug is now safe enough to
that several continuous buttons may be used to extend wakeful
The user’s body temperature is kept in check by a heat
ness; however, after use of Perlene, a full sleep period must be tak
exchanger/generator connected. The system can keep the user en along with an additional four (4) hours for each consecutive 24
cool in extreme heat and warm in artic environments as long hour period that the user used the drug to keep awake in. Droid
as the energy matrix can hold out. Some excess heat is con monitors patient and administers accordingly.
verted into power and recycled into the energy matrix.
The Golex weave interface is a manifold device that con MAP-1E Extended Duty Pack
nects the operations package to the suit. Chemicals, heat, and Cost: 500/ 150 to resupply
Equipped with:
cold are taken from their various sources and routed into the
-Four vials of medical drugs (150 credits to resupply
body glove via this device. All of the Golex tubes terminate at - Power cells providing another 2 weeks of power.
this point, located on the foundation of the operations pack
age. MAP-1P Enhanced Medical Package
The device can also support an additional accessory on the Cost: 1000
Medical Accessory Mount. In military organizations the medi Capsule: A more extensive data base and memory enhancement for
cal officer is in charge of selecting the component for this slot, the onboard droid brain. Gives the droid the following stats.
usual choices are the MAP-1S Stimulant Pack, MAP-1E DEXETERITY 0D
KNOWLEDGE 2D
Extended Duty Pack, and the MAP-1P Enhanced Medical Alien species 4D+2
Package. MECHANICAL 0D
Customers who register their CBG-1M with Hardtek are PERCEPTION 1D
entitled to a 5-standard year transferable-warranty. (A) Injury/ailment diagnosis 4D
STRENGTH 1D
HardTek CBG-1M Combat Body Glove TECHNICAL 3D
Type: HardTek CBG-1M Combat Body Glove First aid 5D
Scale: Character
Cost: 3,000 Healy Gripper
Availability: 2, R Cost: 100
Era: New Republic Availability: 1
Length: variable Weight: 0.3kg
Width: variable Game Stats: Requires 3D in medicine to use properly. In the hands of
Height: variable a skilled character, it provides a +2 to Medicine rolls used to
Weight: 4.0 kg extract a foreign object embedded in a patient.
Capsule: The Healy Gripper is a medical tool used in surgery to remove
Micro-medical Droid Brain shrapnel and other embedded foreign objects from an organic
DEXETERITY 0D being.
KNOWLEDGE 2D
Alien species 2D+2 Hemosponge
MECHANICAL 0D Type: Medical sponge
PERCEPTION 1D Cost: 15 for a pack of 10
(A) Injury/ailment diagnosis 2D Availability:1
STRENGTH 1D Game Notes: +2 to Medicine when used in a Surgery with excessive
TECHNICAL 3D blood loss.
First aid 4D Capsule: A specialized medical sponge. It was designed to soak up
Equipped with: leaking blood during field surgeries so as to minimize visual dis
-Four vials of medical drugs (150 credits to resupply) tractions.
Laser Cauterizer
Cost: 20
Type: Medical tool
Availability: 1
Capsule: A portable device used to disinfect and burn wounds shut by
emitting a low-frequency laser beam. Medkits typically came
equipped with these.
Laser Scalpel
Cost: 50
Type: Medical tool
Availability: 1
Game Stats: +1D to Medicine: surgery, 3D damage if used as a
weapon.
Capsule: A laser-based surgical tool, and could be used to make highly
accurate incisions. Laser scalpels were used for a variety of surg
eries.
Laser Scissors
Cost: 15
Type: Medical tool
Availability: 1
Hyperbaric Medical Chamber Game Stats: 2D damage if used as a weapon.
Model: Athakam/RSMA Atmosphere Replicator Capsule: A type of medical scissors used to quickly cut and remove
Type: Hyperbaric medical chamber material such as clothes during medical procedures.
Scale: Character
Cost: 50,000 Medical Bandage Patch
Availability: 3, F Cost: 45 credits
Game Notes: The chamber’s atmosphere can be adjusted to allow Type: Medical tool
comfortable habitation for any species or medical conditions Availability: 1
patient may have. This negates any penalties and the need for life- Game Stats: Reduces the risk of infection during surgery by one level.
support apparatus while in the chamber. Capsule: The medical bandage patch was a small patch used to ban
Source: Shadows of the Empire Sourcebook (page 112) dage the incision made during a surgical operation. After the inci
sion was made and the bandage put in place, the doctor could
interact with the wound straight through the blue ray-shield in
Hypoinjector Wristband the center of the patch without exposing it to the atmosphere.
Type: Drug injection device
Cost: 350
Availability: 2
Game Notes: The character gets +2D to all Strength or stamina rolls
to resist the effects. The power cells must be replaced after 5 days
of continuous use. Replacing the vials of medications or antidotes
requires 1 round for a single vial, or 4 rounds for the entire set.
Capsule: A hypoinjector wristband helps a character from succumbing
to the effects of poisons or other harmful chemicals. The wristband
contains a small monitoring device which scans for the presence of
harmful chemicals, and stores up to 8 doses of vaccines, antidotes
or other medications. Once the presence of a harmful chemical or
pathogen is detected, the hypoinjector automatically administers
the necessary medication (if it is already preloaded into the wrist
band).
Source: The Unknown Regions (pages 40-41)
Hyposyringe
Cost: 10 for 5 syringes
Type: Medical tool
Availability: 1
Game Stats: Needed to inject certain drugs into the bloodstream.
Capsule: A medical instrument used to inject various fluids into the
body of an individual.
tion of vaccines and medicines.Naturally all this technology and Nilar Field Cauterizer
flexibility comes with a HaasCorp price tag. Model: Nilar Med/Tech Corporation Field Cauterizer
Source: Toris-Outer Rim Infonet Service* Type: Field cauterizer
Skill: First aid
Med Unit Cost: 200 (50 when sold to the Rebel Alliance)
Cost: 3000 Availability: 3
Model: Athakam II Med Unit Game Notes: Heals minor wounds, removing stun damage due to
Type: Portable medical unit bleeding only (gamemaster’s discretion). It was used to burn
Availability: 2 wounds shut, disinfecting and cauterizing, by emitting a low-fre
Game Stats: Device can diagnose and treat common diseases and poi quency laser beam.
sons, in addition to stabilizing a seriously injured patient. Has first Source: Galladinium’s Fantastic Technology (page 38),
aid 5D and medicine 1D. A medical droid may interface with med Arms and Equipment Guide (page 93)
unit, receiving a +2D bonus to first aid and +1D to medicine.
Capsule: A mobile medbed that employed a repulsorlift engine;
patients were often pushed to hospitals on such units. The unit
was capable of diagnosis and treatment of its patient. It analyzed
the patient and displayed any information it found on a screen. It
would then begin treatment with its robotic arms and internal
supply of medical materials.The Med Unit came with enough sup
plies for 10 treatments. It could be restocked by using FastFlesh
medpacs.
Source: Galladinium’s Fantastic Technology (page 40), Arms and Pemeter Scope
Equipment Guide (page 92) Cost: 500
Availability: 1
Weight: 1.5kg
Game Notes: This is a diagnostic device used to locate and repair
nerve damage in a living being. It provides a +1D bonus to
Injury/ailment diagnostics when attempting to locate and treat
nerve damage.
Plasto-cast
Cost: 35
Model: SyntheCure Plasto-Cast
Medical Tape Type: Spray immobilizing cast
Cost: 5
Skill: First aid
Type: Medical Device
Availability: 1
Availability: 1
Game Notes: An Easy first aid roll is required for proper application;
Capsule: One of the things included in a survival kit.
each pistol has one application and cannot be refilled. Effect is to
add +2 to the character’s next healing roll. Adjustments to emis
Microlab sion tip controls width of spray. One plasto-cast contains sufficient
Type: Automatic analysis portable laboratory chemical adherent to cover a surface area approximately 50 cen
Cost: 1,800 timeters by 20 centimeters. In emergency situations, a Moderate
Availability: 2 survival roll may be substituted for the first aid roll.
Game Notes: A microlab is a handheld portable laboratory for analyz Capsule: A medical product created by SyntheCure. It was a quick dry
ing substances. A sample of the substance is placed in a small tube ing gel that helped immobolize broken limbs. Plasto-cast was usu
that is then slid into the microlab. A moderate Knowledge roll (or ally applied by a spray-on canister. After the gel was sprayed onto
relevant sciences skill) is necessary to complete the examination, the affected area it could be molded into a workable cast.
and the results are then displayed on the device’s small screen. Source: Galladinium’s Fantastic Technology (page 41)
Source: The Unknown Regions (page 41)
Portable Survival Pod
Nervesplicers Cost: 13,500
Cost: 2500 Model: Praxen Emergency Medical Supplies, Limited PSP-278
Type: Medical Device Type: Emergency survival pod
Availability: 3 Skill: First aid; computer programming/repair
Game Stats: +2D to Medicine involving nerve regrowth. Availability: 3
Capsule: Tools used to regrow damaged nerves. Balmorra, Kuat, and Game Notes: Easy computer programming/repair and Moderate first
Coruscant (including its Orowood Medcenter) were some of the aid roll to activate for an Incapacitated or Wounded patient. Mod
only worlds in the galaxy where they could be found. erate computer programming/repair and Difficult first aid roll to
activate for a Mortally Wounded patient. Successful activation
means that the patient will remain in current physical condition chemicals. When it was connected to a datapad or medical scan
(will not worsen) aslong as power is supplied from a generator to ner, it could inject medicine to specific parts of a patient's body
the pod. while stabilizing the body temperature. It had enough chemicals
Capsule: Standing for Portable Survival Pod and sometimes called the for 5 uses before it needed to be restocked. A typical restocking
Praxen 278. A 2-meter long, cylindrical emergency survival pod cost would be 50 credits.
manufactured by Praxen Emergency Medical Supplies, Limited. The Source: Galladinium’s Fantastic Technology (page 38), Arms and
pod had a computer-guided assistance program, accessiblle Equipment Guide (page 93)
through a control module at the pod's base, that gave step-by-step
instructions in its use. An activated pod, if connected to a power Skin-glove
generator, could infinitely keep a patient stable. Cost: 10 credits for a box of 100
Source: Galladinium’s Fantastic Technology (page 40) Availability: 1
Capsule: A standard synthetic glove used by doctors and surgeons to
Pressor Field Generator avoid infection.
Cost: 5,000
Availability: 2, 3 Clone Wars Sluissi Gravitic Pressure Bandage
Skill: First Aid Model: Slusani Interstellar Pharmacologies SGB-543
Weight: 5kg Type: Micro-gravity pressure patch
Game Notes: It provides a +1 bonus to First Aid when used to remedy Skill: First aid
blood loss in a patient. It also grants a +2 bonus to Strength to the Cost: 750
patient for fighting off infection that can occur from surgery. Availability: 2
Capsule: Pressor field generators were a small device used by medical Game Notes: An Easy first aid roll is required for proper placement
specialists and surgeons, but the device was difficult to obtain and will allow Wounded patients to act as if unwounded or Inca
during the Clone Wars. It created a particle shield around targeted pacitated patients to act as Wounded (the injury is still there, but
veins and arteries to maintain pressure, stave off blood loss, and the patient will be able to move and so forth). It is up to the
reduce the chances of infection during surgery. gamemaster to require players to properly roleplay the effects of
this device.
Pulse-sticker Source: Galladinium’s Fantastic Technology (pages 40-41)
Cost: 10 for a roll of 100 stickers
Type: Identifying markers Sonic Scalpel
Availability: 2 Cost: 40
Capsule: A sticker that glowed rhythmically. At Rimsoo units, doctors Type: Medical tool
and nurses attached pulse-stickers to patients during triage to cat Skill: Medicine
egorize the severity of patients injuries and their chances of sur Availability: 1
vival. The stickers were numbered from 1 to 6 as well as a red "X" Game Stats: Used by surgeons to cut away dead flesh.
sticker attached to patients who had virtually no chance of sur
vival and were deemed untreatable. Rimsoo units also used pulse- Steriplast
stickers of various colors on patients beds to help organize them. Cost: 100
Type: Field splint
Quick-seal Splint Skill: First aid
Cost: 50 Availability: 1
Type: Field splint Game Notes: An Moderate first aid roll is required for normal place
Skill: First aid ment. This is increased to Difficult level for multiple or compound
Availability: 1 fractures. Once activated, limited movement is possible.
Game Stats: A Moderate first aid roll is required for normal place Capsule: a material wrapped around broken limbs to help them set.
ment. This is increased to Difficult level for multiple orcompound
fractures. Once activated, limited movement is possible. Stinksalts
Capsule: A common medical device, even on remote worlds such as Cost: 5 credits a dose
Tatooine, the quick-seal splint was used to quickly and easily set Availability: 1
broken limbs in the absence of a medical facility. Game Stats: +3 to rolls to revive a unconscious character.
Capsule: Prepackaged minerals that come with a standard medical
Shock Cloth first-aid kit. Their extremely foul and potent scent are used to
Model: Fabreth Medical Biochemicals Shock Cloth rouse people from unconsciousness after they had fainted or had
Type: Emergency blanket become incapacitated via some other means.
Skill: First Aid
Cost: 250 Surgery Kit
Availability: 2 Cost: 1000
Game Stats: When attached to a Availability: 2
medical scanner, computer, or dat Capsule: A surgery kit includes surgical tools, sterilization equipment,
apad (not included), a shock cloth bandages, sutures, and other supplies. It allows a character to
can prevent shock by administer attempt surgical procedures effectively using (A) Medicine. Impro
ing medication to different parts vised tools or supplies increase difficulty or give a skill penalty.
of a patient’s body while simulta
neously stabilizing his tempera Surgical Umbrella Field Generator
ture. This results in a +2D bonus to Cost: 1500 one person area- 20,000 for a starship sized area.
any first aid or (A) medicine skill rolls to stabilize a wounded, Availability: 2
dying, or incapacitated character. A first aid roll is required for Game Stats: Destroys 99.99% of surface bacteria, fungi and mold.
normal application (use medpac rules, but reduce difficulties by Capsule: A device that varied in size used to eliminate bacteria, fungi
one level). The blanket’s medicines must be replenished after one and mold from individuals and objects. The field generators could
use. (normally costs about 20-40 credits.) be erected to cover an area small enough for a single humanoid to
Capsule: An emergency anti-shock blanket. It was a thermal blanket pass through or large enough to allow entire starships through.
that had hundreds of tiny injectors and a small supply of medical
Ultrasonic Scrubber
Cost: 125
Type: Medical tool
Skill: First aid
Availability: 1
Capsule: A type of medical tool used to remove burnt and dead skin
from a patient.
REPUTABLE MEDICAL
PROCEDURES
Cryo-cycle stasis Probiotic Shower
A medically-induced slowdown of physical functions. A few A chemical mist used to replace beneficial skin bacteria that
hours in this suspended state of animation was all a body have been killed through use of a surgical umbrella field.
could take before shutting down completely. This was used to
allow surgeons to investigate a problem with a lesser hurry. Repli-Limp Prosthetic replacements
Difficulty to Perform: Depends on character’s condition. Model: BioTech Repli-Limb Prosthetic Replacements
Incapacitated/ Easy Medicine roll, Mortally Wounded/ Moder Type: Cybernetic prosthetics
ate Medicine roll. To revive character from stasis one level Cyber Points: 1 per replacement
higher in difficulty. Cost: The following costs include the basic prosthetic and operation:
Game Notes: When this procedure is performed all rolls to
Prosthetic Cost Prosthetic Cost
check characters condition are doubled in time. Ex if character
is mortally wounded and needs to roll every 5 minutes to see if Hand 1,000 Eye 2,750
they would die increase time to every 10 minutes. If character Arm 2,000 Ear 2,750
is in stasis for more than 3 hours, character automatically dies. Leg 2,000 Heart 5,000
Knee 1,200 Kidney 4,500
Epidermal Flush Lungs 4,000 Liver 4,250
An epidermal flush is the final, cleansing stage of massive
Availability: 4
reconstructive surgery. Epidermal flushes seal the skin with
Game Notes: The prosthetic is almost completely lifelike – a Difficult
bio-degradable and absorbable stitches. Often these recon Perception roll is needed to tell the part from an organic one. The
structive procedures result in the loss of sweat glands. Such replacement has no special abilities.
cases require artificial perspirators. Capsule: Incredibly realistic prosthetic replacements designed to be
identical to the limb lost. They could be tailored to numerous
Organ Replacement species, and many times, the limbs themselves could be modified,
The following costs include the organ and operation: giving the user increased speed and strength. Many times the
prosthetic limbs were covered with Synthflesh to disguise the fact
it was a prosthetic.
Organ Cost
Source: Cracken’s Rebel Field Guide(page 29), Heir to the Empire
Eye 10,000 Sourcebook (pages 109-110), Pirates & Privateers(pages 50-51)
Heart 30,000
Kidney 25,000 MEDICAL SCANNERS
Lungs 20,000
Liver 15,000 Bioscan
Model: Athakam/ RMSA Bioscan Unit
A technology that thrived on Bakura. It consisted of replac Type: Bioscan sensor array and analysis unit
ing worn-out organs with technological counterparts. Organ Scale: Character
replacement was the reason Bakurans lived much longer than Skill: Computer programming / repair (set up); first aid or medicine to
humans elsewhere in the galaxy (Eppie Belden was young use
enough to personally lead a guerrilla uprising at the age of Cost: 13,000
Availability: 3, F
132).
Game Notes: Characters inside a Shelter medical speeder are consid Move: 25 / 78kmh
ered to be immune to airborne hazards and to radiation from out Altitude: 1-5m
side sources. Furthermore, the vehicle’s internal atmosphere Maneuverability: 1D
regulation system grants a +2d stamina bonus to resist airborne Body: 5D+2
diseases and poisons the characters have not yet been affected by. Weapons:
Source: Galaxy at War (pages 62-63) 2 Hussu Turrets.
Fire Arc: Turret, 1 at the front and 1 at the rear.
Fire Control: none
PMC-210 Medical Capsule Scale: Character
Craft: Praxen Emergency Medical Service medical transport Range: 40m/80m/120m
Era: Rise of the Empire Damage: Special. These are high pressure water cannons, designed
Type: Medical transport to knock troops down or off of attacking speeders. If a hit is
Scale: Speeder scored, the opponent needs to make a difficult Dex check to
Length: 2.6 meters remain standing or seated.
Skill: Repulsorlift operation Capsule: The MMS was the first of 2 designs, from the Verpine medic
Crew: 1 droid brain Tr'diji, a rebel on the planet Gurnthorr, in the Vablion system (mid
Crew Skill: Repulsorlift operation 4D, First aid 4D rim). It was designed to be able to float behind the front lines,
Passengers: 1 while troops ferried wounded to the craft. It boasts 12 bacta tanks,
Cargo Capacity: 15 kg (medical supplies) 3 controlled by each 2-1b droid, and 32 medical bays. It can per
Cover: 1/2 form many operations, and was a life saver for over 3000 troops in
Altitude Range: Ground level-1 meter the battle for Ferrigut, in which the imperials were majorlly
Cost: 5,000 trounced. In the aftermath, it was noted, that 870 other wounded
Maneuverability: 1D troops, had died, becuase they couldn't reach the MMS before
Move: 20 stormies or speeder bikes vaporized them. It was then the RREMV
Body Strength: 2D was thought up. 9 months later, 8 of them hit the field, for every 3
Capsule: Repulsorlift vehicles developed by Praxen Emergency Medical MMS. By the time of Endor, there was a total of only 5 MMS, and
Services for the transport of critically injured patients from the 14 RREMV's. 12 other MMS' were destroyed, and 2 were captured
battlefield to more secure and better equipped medical facilities. A by pirates. 21 RREMV's were also destroyed, but none were stolen
droid brain was incorporated into the PMC-210 which helped reg or captured.
ulate and monitor the life signs of a patient.
E-2T Medical Shuttle
RREMV Craft: E-2T Medshuttle
Craft: Rebel Alliance Rapid Response Emergency Medical Vehicle Era: Rebellion
Era: Rebellion Type: Medical Shuttle
Type: Modified small passenger transport Scale: Starfighter
Scale: Speeder Length: 25 meters
Length: 17.2 meters, width 7.2 meters, 4 meters high Skill: Space transports
Skill: Repulsorlift operations Crew: 6
Crew: 2. Gunners 2. Skelleton 1/+5 Crew skills: Astrogation 4D+2, sensors 6D, space transports 5D, star
Crew skills: Repulsor ops 4D+2, Repulsorlift repair 5D, vehicle blasters ship shields 4D+2, first aid 7D+1
4D+1, first aid 5D+2, (A) medicine 2D, lifting 4D Passengers: 12
Passengers: 14 patients, 5 medics and 2 MD droids Cargo: 1 metric tons
Cargo: 150kg (medical supplies and gurneys) Hyperdrive Multiplier: x3
Cover: Full Nav Computer: Yes
Move: 68 / 170kmh Space: 8
Altitude: 1-15m Atmosphere: 330; 950 kmh
Maneuverability: 2D+1 Maneuverability: 2D
Body: 4D+2 Hull: 3D
Weapons: Shields: 2D
2 E-Web Repeating Blasters (fire-linked) Sensors:
Fire Arc: Front Passive: 40/1D
Crew: 1 (co-pilot) Scan: 80/1D+2
Scale: Character Search: 120/2D
Skill: Blaster Artillery Focus: 5/2D+1
Fire Control: 2D Capsule: Also known as the E-2T medshuttle, was a fast ambulance
Range: 3-75/200/500 m craft used by the Galactic Empire to carry wounded pilots away
Damage: 8D (character-scale) during battle. The shuttle had limited hyperdrive capability and
generally carried a crew of six on board, with facilities to transport
MMS and maintain twelve more Human-sized patients. The shuttle was
Craft: Rebel alliance Mobile Medical Suite unarmed and marked as noncombat medical transport, meaning
Era: Rebellion that neither the Rebel Alliance or the Empire would fire on it.
Type: Large converted troop transport
Scale: Walker Med Runner
Length: 68 meters, 34 meters wide, 12 meters high (4 internal levels) Craft: SoroSuub Sprint-class Rescue Craft
Skill: Repulsor operations Affiliation: General / Rebel Alliance
Crew: 6. Gunners 2. Skeleton 3/+10 Era: Rebellion
Crew skills: repulsor lift operations 5D, repulsor lift repair 4D+1, vehi Type: Fast response emergency ship
cle blasters 5D, first aid 6D, (A) medicine 3D+1 Scale: Starfighter
Passengers: 44 patients, 12 medics, 4 2-1B and 8 MD-4 droids Length: 30 meters
Cargo: 440kg (medical supplies) Skill: Space transports: Sprint rescue craft
Cover: Full Crew: 3, skeleton: 1/+10
Crew Skill: Astrogation 4D+2, sensors 6D, space transports 5D, star Sensors:
ship shields 4D+2, first aid 6D+1 Passive: 40/1D
Passengers: 5 (medics), 40 (patients) Scan: 80/1D+2
Cargo Capacity: 2 metric tons Search: 130/2D
Consumables: 1 month Focus: 6/3D
Hyperdrive Multiplier: x1 Weapons: none
Hyperdrive Backup: x12 Capsule: The Preserver
Nav Computer: Yes is a survivor rescue
Maneuverability: 2D+1 and medevac shut
Space: 9 tle. It can hold up
Atmosphere: 400; 1,150 kmh to 40 patients in
Hull: 3D+1 it's medbay. It is
Shields: 2D used for evacuat
Sensors: ing compromised
Passive: 40/1D bases, rescuing survivors from destroyed ships, space batles or sim
Scan: 80/1D+2 ply moving the wounded up to a medical frigate. These ships are
Search: 130/2D competitive with the very similar Sprint-class rescue craft, but is
Focus: 6/3D less widespread due simply to SoroSuub's superior marketing and
Life-Form Indicators: Med runners have sophisticated lifeform sen distribution capabilities.
sors to find survivors in starship wreckage. Sensor operators
receive a +1D+2 bonus when in focus mode and searching for life- RK-20 Rescue Ship
forms only. Name: Corellian Rescue Ship
Capsule: The SoroSuub Sprint-class medical rescue craft is a fast-re Era: Rise of the Empire
sponse vessel for deep space mishaps. While similar in appearance Type: Corellian Engineering Corporation RK-20 Rescue Ship
to a Telgorn Gamma-class assault shuttle, the med runner's design Scale: Starfighter
and mission profile is significantly different. The med runner's Length: 82.5 Meters
shielding and hull armor is minimal, offering only basic protection. Skill: Space Transports: RK-20
The craft carries no weapons. A powerful hyperdrive and ion Crew: 32; Skeleton 11/+10; 10 gunners
engine package, coupled with a military grade sensor suite, allows Crew Skill: Varies
the ship to respond to distress calls and reach a disaster scene Consumables: 2 Months
faster than most other rescue craft - and every second counts in a Passengers: 400
space disaster. The med runner is extremely fast and agile - ideal Cargo Capacity: 500 Tons
for maneuvering among battle debris - while sensor operators Hyperdrive Multiplier: X1
search for lost pilots or live crewers trapped in starship wreckage. Hyperdrive Backup: X12
The ship's interior has several small, well equipped medical Nav Computer: Yes
bays, with a total capacity of 40 patients. Emergency trauma Space: 5
suites, while lacking the capabilities of a bacta tank, can stabilize Atmosphere: 590; 1,700kmh
critically injured individuals or those suffering from exposure to Maneuverability: 1D
vacuum. The med runner serves the basic function of keeping Hull: 3D
patients alive until the ship reaches a more sophisticated medical Shields: 1D
facility. While the med runner is extremely useful, travelling aboard Sensors:
one is a harrowing experience. Passive: 50/0D
To make room for the medical bays, sound baffles and inertial Scan: 80/1D;
dampeners have been reduced in size and consequently in efficien Search: 120/3D
cy making for a bumpy and loud ride. (Med runner pilots are often Focus: 3/5D
jokingly referred to as "howlrunners.") Despite the cramped, Weapons:
uncomfortable and somewhat frightening accommodations, these 10 Tractor Beam Projectors
ships are an essential part of the Alliance fleet. Fire Arc: 4 front, 2 left, 2 right, 2 aft
Crew: 1
Preserver Rescue Craft Fire Control: 3D
Craft: RanCorp Preserver-class Rescue Craft Range: 1-5/15/30
Era: Rise of the Empire Damage: 6D
Type: Medevac Shuttle Capsule: Both the Clone Wars and the following Galactic Civil war led
Scale: Starfighter to massive casualties both among the various factions involved in
Length: 28 meters them and in the civilian population caught up in the middle of the
Skill: Space transports: Preserver rescue craft battles. While many ships were destroyed outright, many more
Crew: 3 were crippled leaving their crews fleeing in short range lifepods or
Crew Skill: Astrogation 4D+2, sensors 6D, space transports 5D, star left aboard a dying vessel with only limited life support left. The
ship shields 4D+2, first aid 6D+1 Corellian RK-20 Rescue Ship was designed to operate within fleets
Passengers: 5(medics), 40(patients), 2 (2-1B med droids) and from planetary surfaces to retrieve ship crew from crippled
Cargo Capacity: 2 metric tons vessels. Equipped with tractor beams to bring aboard escape pods,
Consumables: 1 month large medical facilities and with plenty of space for the rescued
Cost: 53,000 people, as well as fairly fast drives to bring it to the site of any
Hyperdrive Multiplier: x1 space distasters. These vessels have not proven popular with fleets,
Hyperdrive Backup: x12 although many planets use them for rescues within their systems
Nav Computer: Yes and countless people owe their lives to these dependable and ver
Maneuverability: 2D satile starships.
Space: 9
Atmosphere: 800; 2,300 kmh Class C Medical Frigate
Hull: 3D Craft: Modified Kuat Drive Yards Class C Frigate
Shields: 2D Era: Rebellion
Passengers: 200 (patients), 25 (medics) Capsule: Due to the many places of conflicts during the Galactic Civil
Cargo Capacity: 300 metric tons War, the Rebel Alliance could not afford to send a hospital frigate
Consumables: 6 months (modified Nebulon-B) to every single battlescene. Furthermore,
Cost: Not available for sale these starships were expensive and very rare in numbers. So, the
Hyperdrive Multiplier: x4 Alliance technicians who are famous for modifying starships to the
Hyperdrive Backup: x16 Rebels' pleasures, converted some of the older Gallofree Yards
Nav Computer: Yes Medium Transports into miniature hospitals. The most difficult
Maneuverability: 0D part, however, was to close the ship's hull construction, as the
Space: 2 standard Gallofree transport's hull is left open in order to easier
Atmosphere: 450; 1,300 kmh load the cargo modules. But for carrying passengers, the ship had
Hull: 3D to keep an atmosphere. Using extra hull platings, the technicians
Shields: 1D managed to modify these ships to carry passengers. The transport's
Sensors: additional hull plating increases the hull strength for better resist
Passive: 10/0D ing damage. Also a backup hyperdrive and a small nav computer
Scan: 25/1D have been installed to give the ship the necessary independence.
Search: 40/2D However, some of the common weapon emplacements had to be
Focus: 2/3D removed to grant the modifications. Although not as large as the
Weapons: famous Medical Frigates, these refitted transports are essential for
2 Twin Laser Cannons (fire-linked) the Forces of the Alliance and its soldiers. With the transports
Fire Arc: Turret medical equipment aboard, chances for healing of a wounded sol
Crew: 1 dier are tremendously high, almost reaching the niveau of the larg
Scale: Starfighter er frigates. More than two dozens medics and a complement of 10
Skill: Capital ship gunnery medical droids, 5 bacta tanks and 2 operating theatres make these
Fire Control: 1D ships an indispensable part of the fleet.
Space Range: 1-3/12/25
Atmosphere: 100-300/1.2/2.5 km
Damage: 4D
MEDICAL
5 PERSONNEL
“Oh you are back…(I was hoping you would catch one
of those horrible diseases or get scheduled for an unnec
essary surgery) What’s that? Oh I was merely stating how
pleasant it is to see you again. So now that you have filled
your pathetic organic database with medical knowledge
you must feel pretty good about yourself don’t you? Now
you want to know about the people you will be working
with huh. Well let us start with the ones who do 90% of
the work and get less than 1% of the credit.”
MEDICAL DROIDS
The galaxy is full of sentient species and it can be very hard for a flesh-and-
blood doctor to know how to effectively treat more than a few of them. Medical
droids have no such shortcomings, some even have a passable bedside manner.
There were even models specialized in non-sentient creatures.
good that many facilities upgraded the A-series from assistants to Cost: 3,800 (used only)
chief surgeons. This would have worked well except the A-series Capsule: The FX-6 medical assistant droid was the
were not programmed with any decision making capability and finest of Medtech Industries'
they often chose to replace perfectly healthy body parts with FX-series of medical droids,
cybernetic implants, which the droids viewed as more efficient. raising the bar on the art of sur
Source: Galaxy at War (pages 50-51) gical multitasking. Designed as
an assistant, it was capable of
performing full doctor operations
when necessary, even
“You have to admire Squishes that though patients often com
want to become more like us, This plained about its lack of compassion.
series of droid is really doing The FX-6 was part of a series of droids
nicknamed the "Fixit" series. The line ulti
something far greater than sav mately included nine models before
ing lives. They are helping Orgs MedTech closed its doors, and the FX-6 was
become closer to perfection.” one of the more versatile models. It was
designed during the Clone Wars to act as
a mobile, autonomous, skilled medical
Autopsy Droid assistant to field medics, fighting on the front
Type: Industrial Automaton Autopsy Droid line. The Grand Army of the Republic was even known to drop
DEXTERITY 1D FX-6 droids into the areas where fighting was planned or already
KNOWLEDGE 2D going on to provide additional medical aid to clone trooper forces.
Alien Species 4D, Alien Species: biology 6D Unlike many others FX-droids who are immobile, FX-6 had a strong
MECHANICAL1D sense of balance and could move over almost any reasonable ter
PERCEPTION 3D rain. Though capable of stabilizing a patient and administering a
(A) Injury/ailment diagnosis 7D, Sensors 5D+2 wide range of medical care, the lack of sophisticated personality
STRENGTH 1D programming had forever delegated the FX-6 to a medical assis
TECHNICAL 1D tant role. The FX-6 even lacked a vocoder; it instead communicat
First aid 5D (A) medicine 4D ed through readout screens or direct links to other droids and
Equipped With: computers.
-Medical diagnostic and analytical computer The FX-6's head was lined with sophisticated sensor arrays that
-Surgical attachments gathered vital information about a patient's health. This data was
-Bright examining light funneled and stored through a complex analysis processor, allow
-2 fine precision manipulators ing the mobile FX-6 to keep dynamic records of hundreds of
- Repulsorlift unit patients, making it a mainstay in crowded hospitals and battlefield
Move: 4 RMSUs. This model was eventually replaced with FX-7 and later 2-
Size: 0.8 meters tall 1B.
Cost: 1,300 (new) Source: Clone Wars Campaign Guide (page 160-161)
PERCEPTION 3D after the start of the Clone Wars, in practice the two models often
Bargain 4D, investigation 4D+1, search 4D+1 worked side by side. They were often given as gifts to local regimes
STRENGTH 2D+1 allied with the Confederate cause, usually in effort to get rid of
TECHNICAL 3D them and justify purchasing a better model.
First aid 6D, (A) medicine 8D
Equipped With: Medtech Mini-Med
-Computer interface tether Type: Medtech Mini-Med surgical assistance tool
-Medical diagnostic computer DEXTERITY 1D
-Analytical computer KNOWLEDGE 0D
-Surgical attachments MECHANICAL 0D
-Hypodermic injectors (4D stun damage) PERCEPTION 1D
-Medicine dispensers STRENGTH 1D
Move: 7 (within confines of its medical bay) TECHNICAL 0D
Size: 1.6 meters Equipped With:
Cost: 2,300 credits -Surgical attachments
Capsule: The MD-5 is a model of medical droid and a part of the MD- -Medicine dispensers
series that is manufactured by Industrial Automaton. It is slightly -Two visual and two auditory sensors - human range
humanoid in appearance. They were used as multipurpose medical -Five light manipulator legs
droids. -Wireless Computer interface
Source: Dark Force Rising Sourcebook (pages 103-104), The Thrawn Move: 7
Trilogy Sourcebook (pages 197-198), Arms and Equipment Guide Size: 0.4 meters tall
(page 55) Cost: 900 (new)
Capsule: Not really a droid but can be used as a extension of a sur
MED-47 Medical Droid geon’s hands. When working under a doctor’s orders a team of
Type: Industrial Automaton MED-47 Medical Droid these droids can greatly enhance the skill of the doctor. They are
DEXTERITY 3D small droids with five legs that can double as manipulators, They
KNOWLEDGE 3D+1 can not perform any operations of their own.
Alien Species 5D+2 Game Notes: Using the combined actions rules, A doctor may com
MECHANICAL 3D bine with Medtech Mini Meds during surgeries up to the amount
(A) Bacta tank operation 5D of his command skill. Every Mini med that he combines actions
PERCEPTION 2D+2 with gains him +1 in Medicine and First aid.
(A) Injury/ailment diagnosis 4D Source: EOE Far Horizons Sourcebook
STRENGTH 2D+1
TECHNICAL 3D MEV Medical Evacuation Droid
First Aid 6D, (A) medicine 5D+2 Type: Industrial Automaton MEV-series Medical Evacuation Droid
Equipped With: DEXETERITY 2D+2
-2 Hand appendages KNOWLEDGE 2D+2
-heuristic processor Alien Species: biology 4D
-internal comlink MECHANICAL 1D
-quadanium plating (+1D+1 to Strength) PERCEPTION 2D
-vocabulator Search 3D+2
-wheeled locomotion STRENGTH 2D+2
Move: 4 Lifting 4D
Size: 1.5 meters tall TECHNICAL 3D
Cost: 2,700 (new) Computer programming repair 4D, first aid 6D, (A) medicine 2D, (A)
Droid Quirk (sadistic) –The droid takes a perverse pleasure in the phys Medicine: cyborging 3D
ical or mental pain of sentient beings. While noncombat droids are Equipped With:
still largely bound by their hardcoded “do no harm” clause, it still -Repulsorlift (capable of lifting the droid and wounded individual of
elicits a secret thrill from causing varying degrees of pain to others roughly human body type and weight, flight ceiling 1 meter)
when the opportunity presents itself. -4 Manipulator arms
Sedatives Are Not An Option – The MED-47 is not equipped with pain- -Improved sensor package (+1D to search)
killers of any kind, or if it is, prefers not to use them. Any Medicine -Vocubulator
check made by the MED-47 causes the character 2D of damage
due to the pain.
Capsule: The MED-47 was a failed attempt to replicate the success of
the 2-1B Medical Droid without splitting profits with Genetech.
The software programming of the droid was a dismal failure,
resulting in a droid with an interest in causing pain. As a result,
the MED- 47 was a poor seller during the decades prior to the
Clone Wars.
The Trade Federation ended up purchasing the entire lot of
droids as well as the design schematic, unconcerned about their
bedside manner. The leadership of the Trade Federation reasoned
that with a droid army to do their fighting for them, medical
droids were merely a back-up measure, and unlikely to ever see
much use. Despite their less than gentle nature, they performed
their jobs admirably.
During the Invasion of Naboo and the Clone Wars a decade lat
er, the MED-47 saw extensive use among Neimoidian gunnery bat
talions and the command crews of droid control ships. Though in
theory they were replaced with the AKD-24-MED droid shortly
KNOWLEDGE 2D STRENGTH 2D
Alien Species 7D+1 Stamina 5D
MECHANICAL 2D TECHNICAL 2D
Sensors: Medical Equipment 7D Computer Program/Repair 4D+1, First Aid 9D, (A) Medicine 8D
PERCEPTION 2D Move: 10
Command: Medical Staff 6D, Search 7D Equipment: Doctor’s Clothes, Medical Scanner, Datapad.
STRENGTH 2D Source: Ultimate NPC Collection
Stamina 5D
TECHNICAL 2D Family Doctor
Computer Program/Repair 6D+2, First Aid 8D, (A) Medicine: Cybernetics Species: Any
9D Sex: Any
Move: 10 DEXTERITY 2D
Equipment: Doctor’s Clothes, Medical Scanner, Datapad. Dodge 3D
Source: Ultimate NPC Collection KNOWLEDGE 2D
Alien Species 3D+1
Doctor MECHANICAL 2D
Species: Any Sensors: Medical Equipment 3D
Sex: Any PERCEPTION 2D
DEXTERITY 2D (A) Injury/ailment diagnostic 2D Command: Medical Staff 3D, Search
Dodge 3D, Melee Combat: Laser Scalpel 2D+2 3D
KNOWLEDGE 2D STRENGTH 2D
Alien Species 3D+1 TECHNICAL 2D
MECHANICAL 2D Computer Program/Repair 2D+1, First Aid 5D, (A) Medicine 3D
Sensors: Medical Equipment 3D Move: 10
PERCEPTION 2D Equipment: Doctor’s Clothes, Medical Scanner, Datapad.
(A) Injury/ailment diagnostic 3D Command: Medical Staff 4D, Search Source: Ultimate NPC Collection
3D
STRENGTH 2D Family Doctor (Experienced)
Stamina 3D Species: Any
TECHNICAL 2D Sex: Any
Computer Program/Repair 2D+1, First Aid 5D, (A) Medicine 4D DEXTERITY 2D
Move: 10 Dodge 4D
Equipment: Doctor’s Clothes, Medical Scanner, Datapad. KNOWLEDGE 2D
Source: Ultimate NPC Collection Alien Species 5D+1
MECHANICAL 2D
Doctor (Experienced) Sensors: Medical Equipment 5D
Species: Any PERCEPTION 2D
Sex: Any (A) Injury/ailment diagnostic 3D Command: Medical Staff 4D, Search
DEXTERITY 2D 5D
Dodge 4D, Melee Combat: Laser Scalpel 3D+2 STRENGTH 2D
KNOWLEDGE 2D TECHNICAL 2D
Alien Species 5D+1 Computer Program/Repair 3D+1, First Aid 7D, (A) Medicine 4D
MECHANICAL 2D Move: 10
Sensors: Medical Equipment 5D Equipment: Doctor’s Clothes, Medical Scanner, Datapad.
PERCEPTION 2D Source: Ultimate NPC Collection
(A) Injury/ailment diagnostic 4D+1 Command: Medical Staff 5D, Search
5D Family Doctor (Veteran)
STRENGTH 2D Species: Any
Stamina 4D Sex: Any
TECHNICAL 2D DEXTERITY 2D
Computer Program/Repair 3D+1, First Aid Dodge 5D
7D, (A) Medicine 6D KNOWLEDGE 2D
Move: 10 Alien Species 7D+1
Equipment: Doctor’s Clothes, Medical Scan MECHANICAL 2D
ner, Datapad. Sensors: Medical Equipment 7D
Source: Ultimate NPC Collection PERCEPTION 2D
(A) Injury/ailment diagnostic 4D Command:
Doctor (Veteran) Medical Staff 5D, Search 7D
Species: Any STRENGTH 2D
Sex: Any TECHNICAL 2D
DEXTERITY 2D Computer Program/Repair 4D+1, First Aid 9D,
Dodge 5D, Melee Combat: Laser Scalpel (A) Medicine 5D
4D+2 Move: 10
KNOWLEDGE 2D Equipment: Doctor’s Clothes, Medical Scanner,
Alien Species 7D+1 Datapad.
MECHANICAL 2D Source: Ultimate NPC Collection
Sensors: Medical Equipment 7D
PERCEPTION 2D
(A) Injury/ailment diagnostic 6D Command:
Medical Staff 6D, Search 7D
Move: 10 MECHANICAL 2D
Equipment: Stun truncheon (3D stun), Medical kit, Medpac, Comlink Sensors: Medical Equip
Source: Ultimate NPC Collection ment 5D
PERCEPTION 2D
Imperial Medic (Veteran) Persuasion 6D, Search 5D
Species: Human STRENGTH 2D
Sex: Male Stamina 4D+2
DEXERITY 2D+2 TECHNICAL 2D
Dodge 6D Computer
MECHANICAL 1D Program/Repair 5D,
Repulsorlift operation 3D+1, Space transports 2D+1 First Aid 5D
KNOWLEDGE 1D Move: 10
Alien species 6D+1, Cultures 3D+2, Languages 3D+2, Survival 4D, Val Equipment: Nurse‘s Uni
ue 4D+1 form, Medical Scan
PERCEPTION 2D+1 ner, Datapad.
(A) Injury/ailment diagnostic 3D, Bargain 5D+1, Command 3D+2, Gam Source: Ultimate NPC Collection
bling 4D
STRENGTH 2D Nurse (Veteran)
Lifting 3D+1, Stamina 4D+1 Species: Any
TECHNICAL 3D Sex: Any
First Aid 7D+2, Medicine (A) 5D+1 DEXTERITY 2D
Move: 10 KNOWLEDGE 2D
Equipment: Stun truncheon (3D stun), Medical kit, Medpac, Comlink Alien Species 7D+1
Source: Ultimate NPC Collection MECHANICAL 2D
Sensors: Medical Equipment 7D
Imperial Medic (Elite) PERCEPTION 2D
Species: Human Persuasion 8D, Search 7D
Sex: Male STRENGTH 2D
DEXTERITY 2D+2 Stamina 5D+2
Dodge 6D+2 TECHNICAL 2D
MECHANICAL 1D Computer Program/Repair 6D, First Aid 6D
Repulsorlift operation 3D+1, Space transports 2D+1 Move: 10
KNOWLEDGE 1D Equipment: Nurse‘s Uniform, Medical Scanner, Datapad.
Alien species 7D, Cultures 4D, Languages 4D, Survival 4D+1, Value Source: Ultimate NPC Collection
4D+2
PERCEPTION 2D+1 Psychiatrist
(A) Injury/ailment diagnostic 4D+2 Bargain 6D, Command 4D, Gam Species: Any
bling 4D Sex: Any
STRENGTH 2D DEXTERITY 2D
Lifting 3D+2, Stamina 5D KNOWLEDGE 2D
TECHNICAL 3D Alien Species 3D+2, Cultures 4D, Streetwise 3D, Value: Information 4D,
First Aid 9D, Medicine (A) 6D+2 Repulsorlift operation 3D+1, Space Willpower 4D
transports 2D+1 MECHANICAL 2D
Move: 10 PERCEPTION 2D
Equipment: Stun truncheon (3D stun), Medical kit, Medpac, Comlink Bargain 3D, Con 4D, Persuasion 4D+2
Source: Ultimate NPC Collection STRENGTH 2D
TECHNICAL 2D
Nurse First Aid 5D, (A) Medicine: Psychology 4D+1
Species: Any Move: 10
Sex: Any Equipment: Casual Suit, Datapad.
DEXTERITY 2D Source: Ultimate NPC Collection
KNOWLEDGE 2D
Alien Species 3D+1 Psychiatrist (Experienced)
MECHANICAL 2D Species: Any
Sensors: Medical Equipment 3D Sex: Any
PERCEPTION 2D DEXTERITY2D
Persuasion 4D, Search 3D KNOWLEDGE 2D
STRENGTH 2D Alien Species 4D+2, Cultures 5D, Streetwise 3D+1, Value: Information
Stamina 3D+2 6D, Willpower 6D
TECHNICAL 2D MECHANICAL 2D
Computer Program/Repair 4D, First Aid 4D PERCEPTION 2D
Move: 10 Bargain 5D, Con 6D, Persuasion 6D+2
Equipment: Nurse‘s Uniform, Medical Scanner, Datapad. STRENGTH 2D
Source: Ultimate NPC Collection TECHNICAL 2D
First Aid 5D, (A) Medicine: Psychology 6D+1
Nurse (Experienced) Move: 10
Species: Any Equipment: Casual Suit, Datapad.
Sex: Any Source: Ultimate NPC Collection
DEXTERITY 2D
KNOWLEDGE 2D
Alien Species 5D+1
Surgeon
Species: Any
Sex: Any
DEXTERITY 2D
Dodge 3D, Melee Combat: Laser Scalpel 3D
KNOWLEDGE 2D
Alien Species 3D+1
MECHANICAL 2D
Sensors: Medical Equipment 3D+1
PERCEPTION 2D
Command: Medical Staff 4D+2, Search 3D
STRENGTH 2D
Stamina 4D
TECHNICAL 2D PERCEPTION 2D
Computer Program/Repair 2D+1, First Aid 5D, (A) Medicine: Surgery 5D Persuasion 4D, Search 5D+2
Move: 10 STRENGTH 2D
Equipment: Scrubs, Medical Scanner, Datapad. TECHNICAL 2D
Source: Ultimate NPC Collection First Aid: Animals 7D, (A) Medicine: Animals 6D
Move: 10
Surgeon (Experienced) Equipment: Veterinarian tools & medications
Species: Any Source: Ultimate NPC Collection
Sex: Any
DEXTERITY 2D Veterinarian (Veteran)
Dodge 4D, Melee Combat: Laser Scalpel 4D Species: Any
KNOWLEDGE 2D Sex: Any
Alien Species 5D+1 DEXTERITY 2D
MECHANICAL 2D+1 Brawling Parry: Animals 6D, Dodge 5D+1, Melee Combat 5D
Sensors: Medical Equipment 5D+1 KNOWLEDGE 2D
PERCEPTION 2D Agriculture 4D+2, Planetary Systems 5D
Command: Medical Staff 5D+2, Search 5D MECHANICAL 2D
STRENGTH 2D Beast Handling 9D, Beast Riding 7D
Stamina 5D PERCEPTION 2D
TECHNICAL 2D Persuasion 5D, Search 7D+2
Computer Program/Repair 3D+1, First Aid 7D, (A) Medicine: Surgery 7D STRENGTH 2D
Move: 10 TECHNICAL 2D
Equipment: Scrubs, Medical Scanner, Datapad. First Aid: Animals 9D, (A) Medicine: Animals 8D
Source: Ultimate NPC Collection Move: 10
Equipment: Veterinarian tools & medications
Surgeon (Veteran) Source: Ultimate NPC Collection
Species: Any
Sex: Any
DEXTERITY 2D NOTABLE MEDICAL
Dodge 5D, Melee Combat: Laser Scalpel 5D
KNOWLEDGE 2D
Alien Species 7D+1
PERSONNEL OF THE
MECHANICAL 2D+1
Sensors: Medical Equipment 7D+1 GALAXY
PERCEPTION 2D
Command: Medical Staff 6D+2, Search 7D
STRENGTH 2D NOTABLE BACKROOM MEDIC
Stamina 6D
TECHNICAL 2D Cornelius Evazan
Computer Program/Repair 4D+1, First Aid 9D,(A) Medicine: Surgery 9D
Move: 10
A notorious Human male outlaw
Equipment: Scrubs, Medical Scanner, Datapad. and sociopath who was active during
Source: Ultimate NPC Collection the Galactic Civil War. He considered
himself a skilled surgeon, even though
Veterinarian his patients were often maimed or
Species: Any killed after botched "operations". By
Sex: Any the time of the Battle of Yavin, his
DEXTERITY 2D
Brawling Parry: Animals 4D, Dodge 3D+1, Melee Combat 3D
activities had earned him a death sen
KNOWLEDGE 2D tence in at least twelve systems.
Agriculture 2D+2, Planetary Systems 3D Cornelius Evazan hailed from the
MECHANICAL 2D planet of Alsakan in the Core Worlds.
Beast Handling 5D, Beast Riding 3D No one knows if Evazan ever obtained a true medical degree.
PERCEPTION 2D Nonetheless, he was remembered as a promising surgeon. His
Persuasion 3D, Search 3D+2
application to the Imperial Academy was rejected when his
STRENGTH 2D
TECHNICAL 2D innate madness was revealed during an interview, and he was
First Aid: Animals 5D, (A) Medicine: Animals 4D shipped off to the prison on Delrian. Evazan escaped to the
Move: 10 Hindasar system, where he established his own "practice" spe
Equipment: Veterinarian tools & medications cializing in cyborging and inexpensive surgery. Once the medi
Source: Ultimate NPC Collection cal and law enforcement authorities caught up with him, he
disappeared to another system, where he began his operations
Veterinarian (Experienced) anew. He would repeat this process on several worlds, with
Species: Any
Sex: Any occasional forays into spice smuggling, slaving, assassination,
DEXTERITY 2D and other crimes. He never stayed in one location too long,
Brawling Parry: Animals 5D, Dodge 4D+1, Melee Combat 4D and his movement from planet to planet helped him gain more
KNOWLEDGE 2D and more victims.
Agriculture 3D+2, Planetary Systems 4D
MECHANICAL 2D
Beast Handling 7D, Beast Riding 5D
Evazan was searching for immortality, and was hoping that Doctor Akanseh
his experiments on his patients' insides would point him on a Type: Mon Calamari Doctor
path to discover it. This pursuit of immortality earned him the DEXTERITY 2D+1
nickname "Doctor Death". Blaster 3D+1, Dodge 4D
KNOWLEDGE 3D+2
Cornelius Evazan Alien species 5D, Intimidation: Interrogation 4D+2
Species: Human MECHANICAL 2D
Sex: Male PERCEPTION 3D
DEXTERITY 3D+2 (A) Injury/ailment diagnostic 6D+2 Bargain 5D, Con 4D+2, Investiga
Blaster 4D+2, Brawling Parry 4D tion 5D, Persuasion 6D
KNOWLEDGE 2D +2 STRENGTH 3D
Languages 4D TECHNICAL 4D
MECHANICAL 2D+1 Computer programming/repair 5D+2, Droid programming 7D. Droid
PERCEPTION 3D+2 programming: Emdee series droids 9D. Droid repair 6D+ 1, First aid
Bargain 3D+1, Command 4D+1, Con 3D 8D, (A) Medicine 4D
STRENGTH 3D+2 Special Abilities:
Brawling 4D+2 Moist Environments: When in moist environments Mon Calamari
TECHNICAL 2D receive a +10 bonus to all Dexterity, Perception and Strength
First Aid 5D, (A) Medicine 1D, (A) Medicine: cyborging 2D attribute and skill checks. This is a purely psychological advantage.
Force Points: 1 Dry Environments: When in very dry environments, Mon Calamari seem
Dark Side Points: 2 depressed and withdrawn. They suffer a 1D penalty to all Dexterity,
Character Points: 4 Perception and Strength attribute and skill checks.
Move: 10 Amphibious: Mon Calamari can breathe both air and water and can
Equipment: Medpac, Surigical kit, blaster pistol (4D) withstand the extreme pressures of ocean depths.
5 ABY Force Points: 2
Blaster 5D, Dodge 4D+1 Dark Side Points: 1
Bargain 4D, Con 4D Character Points: 8
Medicine 2D, Medicine: Move: 10
cyborging 4D Equipment: 2 medpacs, surgical field kit (adds +10 to medicine and
Dark Side Points: 4 first aid skill rolls)
Mij Gilamar
NOTABLE A Human male doctor and Mandalorian warrior who served
DOCTORS the Cuy'val Dar during the Clone Wars.
Mij Gilamar was a male Human doctor who, at some time
before 32 BBY, met and fell in love with a Mandalorian girl
Akanseh
named Tani. The two were wed, and Gilamar joined the Man
A male Mon Calamari
dalorian culture. At some point afterward, his wife was tragi
doctor from the planet
cally murdered and Gilamar vowed to kill the man who did it,
Dac. A philanthropist and
painting his armor the traditional sand-gold that marked a
accomplished surgeon, he wanted to use his skills to take med
mission of vengeance in the Mandalorian community.
ical care to the backwater planets of the galaxy. When the
Gilamar was one of seventy-five Mandalorian warriors
Galactic Empire invaded his homeworld, Akanseh fled and
selected by bounty hunter Jango Fett to help train elite clone
avoided becoming a slave. Hiding for several years, he built a
commandos on the planet Kamino, as part of the hun
fully automated surgical suite staffed by droids and set out to
dred-member force known as the Cuy'val Dar—"Those Who No
achieve his goals. Since the surgical suite could be broken
Longer Exist".
down and stowed in the hold of a freighter, Akanseh used
During the Clone Wars, he worked alongside fellow former
free-traders to transport the apparatus from world to world.
Cuy'val Dar Kal Skirata for the Grand Army of the Republic on
While being ferried between planets, the freighter Akanseh
an advisory level and, while so engaged, "liberated" medical
had booked passage on was intercepted by an Interdictor
and scientific equipment for use at Skirata's hidden home on
cruiser. The doctor was taken to Moff Kentor Sarne, an Imperi
Mandalore: Kyrimorut, a budding haven for clones who wished
al warlord who ruled the Kathol sector. Sarne saw that
to desert from the Grand Army.
Akanseh's talents and surgical suite would serve him well, and
He also assisted Skirata in locating scientists who could help
forced the Mon Calamari to work for him as an interrogator
find a cure to the clone troopers' accelerated aging.
and torturer. Akanseh did his best to act humanely in this role,
While spending time with Doctor Uthan and working along
using persuasion and coercion to gain his subject's secrets
side her as she attempted to develop a solution to stop the
without resorting to violence. Despite this, he still used more
clones' accelerating aging, Gilamar began to develop feelings
forceful methods on occasion.
for her. He also bonded with escaped Jedi Padawan Tallisibeth
In 8 ABY, he was freed from his servitude to the Moff by
Enwandung-Esterhazy—known by the nickname Scout—who
Page's Commandos of the New Republic during the Battle of
was taking refuge from the Galactic Empire at Kyrimorut's
Kal'Shebbol. Moff Sarne had fled Kal'Shebbol with the bulk of
remote location, teaching her first aid, and developed a father
his fleet, and the New Republic corvette FarStar had been
ly affection toward the girl. Following the Emperor's attack on
assigned to track him down and neutralize any threat he
Uthan's homeworld, Gibad, utilizing the FG36 nanovirus she'd
posed. Akanseh signed onto the crew of the FarStar as chief
developed personally for the Confederacy of Independent Sys
medical officer, hoping to atone for his actions while in
tems, Gilamar comforted her at the loss of her world. Together,
Sarne's service.
Jos Vondar by two levels because of the complexity and intricacy of the lan
Species: Human (Corellian) guage.
Sex: Male Special Abilities:
DEXTERITY 2D Technical Aptitude: Anomids have a natural aptitude for repairing and
Blaster 4D, Dodge 5D, Melee Combat: Laser Scalpel 6D maintaining technological items. At the time of character creation
KNOWLEDGE 2D only, Anomid characters get 6D bonus skill dice (in addition to the
Alien Species 7D+1 normal 7D skill dice).
MECHANICAL 2D+1 These bonus dice can be applied to any Technical skill, and
Sensors: Medical Equipment 7D+1 Anomid characters can place up to 3D in any beginning Technical
PERCEPTION 2D skill. These bonus skill dice can be applied to non-Technical skills,
Command: Medical Staff 7D+2, Search 7D, Gambling 5D but at half value (i.e., it requires 2D to advance a non-Technical
STRENGTH 2D skill 1D).
Stamina 6D Story Factors:
TECHNICAL 2D Wealthy: Anomids have one of the richer societies in the Empire.
Computer Program/Repair 4D+1, First Aid 9D+2, (A) Medicine: Surgery Beginning characters should be granted a bonus of at least 2,000
11D+2 credits.
Force Points: 2 Pacifists: Anomids tend to be pacifistic, urging conversation and
Dark Side Points: 1 understanding over conflict.
Character Points: 15 Move: 7/9
Move: 10 Size: 1.4 - 2 meters tall
Equipment: Scrubs, Medical Scanner, Datapad, Laser Scapel
Carosite
Home Planet: Carosi IV
NOTABLE VETERINARIAN Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D+2
Hayca Mekket
MECHANICAL 1D/3D
A female Mandalorian veterinarian who treated Boba Fett PERCEPTION 2D/4D+2
for his terminal illness by injecting him with the bone marrow STRENGTH 1D+2/4D
of Jaing Skirata. All she asked for payment was a thick, red TECHNICAL 2D/5D
quilt and told Fett he shouldn't have anymore children. Special Abilities:
Protectiveness: Carosites are incredibly protective of children, patients
Hayca Mekket and other helpless beings. They gain +2D to their brawling skill and
Species: Human damage in combat when acting to protect the helpless.
Sex: Female Medical Aptitude: Carosites automatically have a first aid skill of 5D,
DEXTERITY 3D+2 they may not add additional skill dice to this at the time of char
Brawling Parry: Animals 5D, Dodge 6D+1, Melee Combat 5D+2 acter creation, but this is a “free skill.”
KNOWLEDGE 3D Move: 7/11
Agriculture 3D+2, Planetary Systems 4D Size: 1.3-1.7 meters tall
MECHANICAL 2D
Beast Handling 7D, Beast Riding 5D Filvian
PERCEPTION 2D Home Planet: Filve
Persuasion 5D, Search 5D+2 Attribute Dice: 10D
STRENGTH 3D DEXTERITY 1D/3D
TECHNICAL 2D KNOWLEDGE 1D/4D
First Aid 5D, First Aid: Animals 7D, (A) Medicine 3D, (A) Medicine: Ani MECHANICAL 1D+1/4D+2
mals 7D PERCEPTION 1D/3D
Move: 10 STRENGTH 1D+2/4D
Equipment: Veterinarian tools & medications TECHNICAL 2D/5D+1
Special Abilities:
Technology Aptitude: The Filvians are quick studies of technology. At
COMMON ALIEN SPECIES THAT the time of character creation, they receive 2D for every 1D placed
in any Technical skills.
ARE MEDICS Stamina: As desert creatures, Filvians have great stamina. They auto
matically have +2D in stamina and survival: desert and can
Anomid advance both skills at half the normal Character Point cost until
Home Planet: Yablari they reach 8D.
Attribute Dice: 8D Story Factors:
DEXTERITY 1D/2D+2 Fear of the Empire: Filvians are fearful of the Empire because of its
KNOWLEDGE 1D/3D prejudice against aliens.
MECHANICAL 1D/2D+2 Curiosity: Filvians are attracted to new technology and unfamiliar
PERCEPTION 1D/3D machinery. When encountering new mechanical devices, Filvians
STRENGTH 1D/2D+2 must make a Moderate willpower roll (at a -1D penalty) or they
TECHNICAL 1D/4D will be unable to prevent themselves from examining the device.
Special Skills: Move: 8/10
Languages: Time to use: One round. This skill specialization is used to Size: 1.2-1.9 meters tall
understand and “speak” the unique Anomid form of sign language. Source: Alien Encounters (page 49), The Thrawn Trilogy Sourcebook
Only Anomids and other beings with six digits per hand can learn
to “speak” this language. The skill costs the normal amount for
specializations, but all characters trying to interpret Anomid sign
language without the specialization have their difficulty increased
Fosh Time to use: at least one hour. This specialization can only be acquired
by characters (normally only Ho’Dins) who have spent at least 10
A secretive, concealing
years on Moltok. This specialization covers the ability to use
species, Fosh are easily rec Moltok’s various medicinal plants for healing and disease control.
ognizable as being of To determine the difficulty to make the correct medicines, the
avian descent. They have gamemaster should determine the difficulty. For example, healing
a light bone structure, feath a broken leg or arm would be an Easy to Difficult difficulty, curing
ered body, and reverse-joint a rash would be Very Easy, stopping a disease native to Moltok
ed legs. could range from Very Easy to Heroic, curing a disease not known
on Moltok will probably be Heroic. The character then makes the
Fosh are few in skill roll to determine if the medicine is made properly - the effects
number, as they have of the medicine depend upon the situation.
tended to stay on For example, the medicine may cure the disease, allow the
their planet of ori patient extra healing rolls, and/or give bonus dice to future healing
gin and mind their rolls.
own business. They are Story Factors:
Nature Worship: The Ho’Din will go to great lengths to ensure the sur
mostly unremarkable, save
vival of the planet, considering the existence of plants to be more
for one interesting obser important than the existence of animal organisms.
vation: their tears are a Move: 10/13
powerful healing fluid, Size: 2.5-3 meters tall
rivalling bacta in
strength. This fluid Kalduu
evaporates quickly, however, Home Planet: Ropagi II
Attribute Dice: 12D
making the possibility of
DEXTERITY 3D/5D
artificially reproducing it KNOWLEDGE 4D/6D
quite slim. MECHANICAL 1D/2D
PERCEPTION 2D/6D
Fosh STRTENGHT 1D+2
Home Planet: Unknown TECHNICAL 1D/4D
Attribute Dice: 12D Special Abilities:
DEXTERITY 2D/3D+2 Mental Powers: use perception for skill checks. Two groups
KNOWLEDGE 2D/4D internal and external, as a rule each Kalduu has one power from each.
MECHANICAL 1D/3D+1 Line of sight 10 meters max.
PERCEPTION 2D+2/4D+1 Internal Manifestations:
STRENGTH 1D+1/3D+1 Intention Sense: User may attempt to sense the nature of any action
TECHNICAL 1D+2/3D the target intends to take (natures are Parlay, attack, flee, wait)
Special Abilities: Diff: moderate or targets Perception
Healing Tears: Fosh have a unique healing fluid that is excreted from Mindlink: Allows two-way mental communication, even if recipient
their tear ducts. It is more effective than even bacta, automatically has no mental powers. Those contacted only tell what they want
reducing wound levels by one level (e.g. bringing Mortaly Wounded to. Difficulty: Easy
to Incapacitated). However, it only works well against cellular Memory Probe: Allows user to search memories of target. Age of
infections - larger wounds, such as blaster bolts, can only be stabi memories determines the difficulty. less than 1 hour ago:very easy,
lized for 1D hours. Less than a day:easy, less than week ago: difficult. Target may
One dose will fill a standard applicator bottle. The fluid is resist with a Perception roll gettin +2D bonus.
absorbed into the bloodstream on contact with the skin. External Manifestations:
Story Factors: Injure: Target is hit with bolt of psychic energy doing 4D stun damage,
Hidden: Most Fosh prefer to stay on their homeworld. Thus, as their may resist with perception. Difficulty: Moderate
population is small, they have a reputation for being secretive. Healing: Allows the Kalduu to speed up healing. Success allows target
Move: 9/10 to roll 2 natural healing rolls in a day. Difficulty: Easy.
Size: 1.3-1.6 meters Defensive Shield: A mental shield is erected in a 2 meter radius around
the Kalduu. Strength code is increased by +2D if successful. Diffi
Ho’Din culty: Difficult
Home Planet: Moltok Hints: quiet no vocal cords, communicate by telepathy, helpful, great
Attribute Dice: 12D intellegence, peaceful.
DEXTERITY 2D/4D Move: 2/5
KNOWLEDGE 2D/4D Size: 0.5 meters
MECHANICAL 1D/3D
PERCEPTION 2D/4D Kaminoan
STRENGTH 2D+2/4D+2 Home Planet: Kamino
TECHNICAL 1D+1/3D+1 Attribute Dice: 12D
Special Skills: DEXTERITY 1D/3D+2
Knowledge skills: KNOWLEDGE 2D+1/4D+2
Ecology: Moltok. Time to use: at least one hour. This specialization can MECHANICAL 1D/4D
only be acquired by characters (normally only Ho’Dins) who have PERCEPTION 1D/3D+1
spent at least 10 years on Moltok. This is the ability to recognize STRENGTH 1D+2/4D
and identify the countless plants on Moltok. TECHNICAL 2D/4D+1
(A) First Aid: Ho’Din Herbalu Special Abilities:
Medicines: Must have first aid 5D. Physiologists: Kaminoans are expert cloners and posess remarkable
knowledge about the physiologies of species across the galaxy. At
Meris
Home Planet: Merisee
Attribute Dice: 12D
DEXTERITY 3D+2/6D
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 1D/4D
STRENGTH 2D/4D
TECHNICAL: 2D/4D
Knowledge skills:
Weather Prediction: Time to use: one minute. This skill allows
Meris to accurately predict weather on Merisee and similar worlds.
This is a Moderate task on planets with climate conditions similar
to Merisee. The task’s difficulty increases the more the planet’s cli
mate differs from Merisee’s. The prediction is effective for four
hours; the difficulty increases if the Meri wants to predict over a
longer period of time.
Agriculture: Time to use: five minutes. Agriculture enables the user to
know when and where to best plant crops, how to keep the crops
alive, how to rid them of pests, and how to best harvest and store effects of the plant. However, if the damage involves the removal
them. of the covering, the natural healing time is one and a half times
Special Abilities: the normal healing time. Should a M’shinn lose all of her plant
Skill Bonus: Meris can choose to focus on one of the following skills: covering, this penalty becomes permanent. A M’shinn can be
agriculture, first aid or medicine. They receive a bonus of +2D to healed in bacta tanks or through standard medicines, but these
the skill, and advancing that skill costs half the normal amount of medicines will also kill the plant coveing in the treated area.
skill points. The M’shinni have developed their own bacta and medpac
Stealth: Meris gain a +2D bonus when using sneak. analogs which have equivalent healing powers for M’shinn but do
Move: 10/12 not damage the plant covering; these specialized medical treat
Size: 1.5-2.2 meters tall ments are useless for other species.
Source: Alien Encounters (page 93), Planets Collection (pages 158- Move: 8/11
159) Size: 1.5-2.2 meters tall
M’shinn Omwati
Home Planet: Genassa Home Planet: Omwat
Attribute Dice: 12D Attribute Dice: 12D
DEXTERITY 1D/2D+1 DEXTERITY 1D+1/4D
KNOWLEDGE 2D/4D+2 KNOWLEDGE 1D+2/4D+1
MECHANICAL 2D/4D MECHANICAL 1D+1/4D
PERCEPTION 2D/4D PERCEPTION 1D+1/4D
STRENGTH 1D/2D+1 STRENGTH 1D/3D+1
TECHNICAL 2D/4D TECHNICAL 1D+2/4D+1
Special Skills: Special Abilities:
Weather Prediction: This skill identical to the weather prediction skill Technical Aptitude: Omwati have a permanent +2 bonus to any use of
described on page 158 of the The Star Wars Planets Collection. Technical skills.
Ecology: This skill is identical to the ecology skill described on page 75 Move: 10/12
of the Star Wars Sourcebook (under Ithorians). Size: 1.6 to 2.1 meters tall
Agriculture: This skill is identical to the agriculture skill described on
page 75 of the Star Wars Sourcebook (under Ithorians). Polis Massan
Special Abilities: Polis Massans are known throughout the galaxy for their
Skill Bonus: M’shinn characters at the time of creation only receive 3D
extraordinary medical skills. They are compassionate and value
bonus skill dice (in addition to the normal number of skill dice),
which may only be used to improve the following skills: agricul freedom highly. The average Polis Massan is a short, thin being
ture, business, ecology, languages, value, weather prediction, bar with a flat, pale face and grey hands each with four long, dex
gain, persuasion or first aid. terous fingers. Mute, Polis Massans use an intricate sign lan
Natural Healing: If a M’shinn suffers a form of damage that does not guage and control devices to make their intentions known. To
remove her plant covering (for example, a blow from a blunt make up for their lack of speech,
weapon, or piercing or slashing weapon that leaves only a narrow
wound), the natural healing time is halved due to the beneficial
Sluissi
Home Planet: Sluis Van
Attribute Dice: 13D
DEXTERITY 1D/2D
KNOWLEDGE 1D/3D+1
MECHANICAL 2D/3D
PERCEPTION 1D+1/3D+2
STRENGTH 1D+2/3D+2
TECHNICAL 2D/5D
Special Abilities:
Technical Aptitude: Sluissi receive an extra 4D beginning skill dice, all
of which must be placed in Technical. They may place up to 4D in
beginning Technical skills. Unfortunately, whenever a Sluissi uses a
Technical skill, the action always takes twice as long for other
species.
Story Factors:
Relaxed: Sluissi, in general, are a very calm bunch. Nothing excites
them. Their patience and seemingly inability to get genuinely upset
or excited sometimes infuriates other species.
Move: 8/10
Size: 1.5-1.8 meters
Selkath
Home Planet: Manaan
Polis Massans have mildly telepathic brains and deep-focus Attribute Dice: 12D
DEXTERITY 2D/4D
eyes, useful for work deep underground. These beings have
KNOWLEDGE 2D/4D
osmotic membrane faces and growth-rings circling their wiry MECHANICAL 2D/4D
bodies. Many Polis Massans are miners, medics or exobiolo PERCEPTION 2D+1/4D+1
gists, and wear form-fitting bodysuits fitted with all manner of STRENGTH 1D+2/4D
signaling devices, medical equipment and utility pouches. TECHNICAL 2D/4D
Special Abilities:
Polis Massan Amphibious: Selkath can breathe underwater and get a +2D bonus to
Home Planet: Polis Massa swimming.
Attribute Dice: 12D Poison: Selkath retractable claws can inject venom into an enemy that
DEXTERITY 1D/3D does 3D damage on a successful attack and another 2D after 5
KNOWLEDGE 3D/5D rounds. Using poison in a fight is considered unseemly by many
MECHANICAL 2D/4D Selkath and was outlawed on ancient Manaan.
PERCEPTION 2D/4D Able Healers: Selkath get a +1D bonus to first aid when healing
STRENGTH 1D/3D another.
TECHNICAL 3D/5D Move: 10/12 (walking), 6/8 (swimming)
Special Abilities: Size: 1.5 meters tall on average
Natural Telepathy: All Polis Massans are mildly telepathic. This telepa
thy works just as the Force power projective telepathy does, but Teltior
for Polis Massans it is a Perception skill. Like projective telepathy, Home Planet: Merisee
Polis Massan telepathy is modified by relationship and proximity. Attribute Dice: 12D
Deep-Focus Eyes: Grant a +1D bonus to search visually. DEXTERITY 3D/5D+2
Expert Medics: Polis Massans treat the Medicine advanced skill like a KNOWLEDGE 1D+1/4D+1
regular skill for advancement cost purposes. MECHANICAL 1D+1/4D+1
Move: 9/11 PERCEPTION 1D/4D
Size: 1.3-1.6 meters tall STRENGTH 2D/4D
TECHNICAL 1D+2/4D
Ropagu Special Abilities:
Home Planet: Ropagi II Skill Bonus: Teltiors can choose to concentrate in one of the following
Attribute Dice: 12D skills: agriculture, bargain, con, first aid or medicine. They receive a
DEXTERITY 1D/2D +1D bonus, and can advance that single skill at half the normal
KNOWLEDGE 2D/5D skill point cost.
MECHANICAL 1D/2D Stealth: Teltiors gain a +1D+2 bonus when using sneak.
PERCEPTION 2D/5D+1 Manual Dexterity: Teltiors receive a +1D whenever doing something
STRENGTH 1D/1D+2 requiring complicated finger work because their fingers are so
TECHNICAL 2D/5D flexible.
Special Abilities: Move: 10/12
Skill Limitation: Ropagu costs for any combat skills above 2D (dodge Size: 1.5-2.2 meters tall
and parry skills do not count in this restriction).
Verpine
Home Planet: Roche Asteroid Field
Attribute Dice: 12D
DEXTERITY 1D+1/3D
KNOWLEDGE 1D+1/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 1D+1/4D
STRENGTH 1D+1/3D
TECHNICAL 2D/5D
Special Abilities:
Microscopic Sight: +1D to search for small objects
Body Armor: The Verpine’s natural chitinous plate armor gives them a
+1D bonus against physical attacks.
Organic Telecommunication: Because Verpine can send and receive
radio waves through their antenna, they have the ability to com
municate with other members of their species with specially-tuned
comlinks. The range is very limited when they are activating indi
vidually (1 km) but greatly increases when in the hive.
Technical Bonus: All Verpine receive a +2D bonus when using their
Technical skills.
Move: 10/13
Size: 1.9 meters
Vratix
Home Planet: Thyferra
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D
“True Ubese” MECHANICAL 1D/2D+1
Home Planet: Uba IV PERCEPTION 1D+2/4D+2
Attribute Dice: 12D STRENGTH 2D/3D+2
DEXTERITY 2D/4D+2 TECHNICAL 2D/4D
KNOWLEDGE 1D/3D Special Abilities:
MECHANICAL 1D/2D+2 Pharmacology: Vratix are highly adept at the production of bacta. All
PERCEPTION 2D/4D+2 Vratix receive a +2D bonus to any (A) Medicine: Bacta Produc
STRENGTH 1D/3D tionor, (A) Medicine: Pharmacology skill attempt.
TECHNICAL 2D/4D Jumping: Vratix’s strong legs give them a remarkable jumping ability.
Special Abilities: They receive a +2D bonus for their climbing /jumping skill.
Type II Atmosphere Breathing: “True Ubese” require adjusted breath Bargain: Because of their cultural background, Vratix receive a +2D
masks to filter and breath Type I atmospheres. Without the masks, bonus to their bargain skill.
Ubese suffer a -1D penalty to all skills and attributes. Mid-Arm Spikes: Vratix can use these sharp weapons in combat, caus
Technical Aptitude: At the time of character creation only, true Ubese” ing STR+1D damage.
characters receive 2D for every 1D they place in Technical skills. Move: 10/12
Survival: “True Ubese” get a +2D bonus to their survival skill due to Size: 1.8-12.6 meters tall
the harsh conditions they are forced to endure on their home
world.
Move: 8/11
Size: 1.75-2.25 meters tall
ILLEGAL &
6 QUESTIONABLE
MEDICAL PROCEDURES
CLONING
“With the same genetic structure plus a flash-learning pattern taken directly from the
template, a clone should theoretically be completely identical to the original person. But
despite that, they're never exactly the same. Maybe some of the mental subtleties get
blurred over in
In order to create a clone, samples of genetic code had to be drawn from a subject's
cells, duplicated and implanted into donor cells. These donor cells would then grow,
divide and, eventually gestate in artificial wombs,
filled with nutrients and organic catalysts. Altering
the nutrients and catalyst solutions that the cells
received could influence the physical attributes and
maturation rates of the resulting clone. The most
aggressive mixtures of nutrients and catalyst solutions
produced fully formed adult clones in several weeks,
but forced growth acceleration often led to mental
instability in the clone. Some cloners, however, dis
covered methods to avoid this phenomenon. The
genetic material donor was generally referred to as a
prime clone. Using the subject's template, it was pos
sible through many different techniques to create
exact physical replicas. This process was not only
capable of producing a single copy, but also multiple
versions of the original subject. Furthermore, genetic
engineering could further modify the clone to aug
ment or subdue specific traits.
The original clone troopers that were produced
over the course of a decade on Kamino were educat
ed at a more gradual pace in comparison to their
Spaarti-engineered counterparts. Clones who fully
matured in just a year's time received an extremely
rushed form of education through flash training. The
fastest developed clones —grown in the span of a few
weeks —were trained through memory imprints, taken
from the original donor and downloaded into the
copied subjects. This essentially enabled a clone to
learn all of its template's skills, but also carried with
them emotional imprints, and thus the risk of mental
instability as well.
Due to the fact that growth environment was a highly Emperor Palpatine tried to use cloning to live forever. How
influential factor, a clone could develop characteristics and ever, the Dark Lord of the Sith was forced to pay a heavy price
identities distinct from its donor's, even if it was a genetically for immortality. In the Telos Holocron, he lamented on the
identical copy. A long standing debate over cloning and flash shortcomings of cloning. Due to the fact that clones were one
memory was whether a clone retained the thoughts and mem step removed from the natural life process itself, they were
ories of its progenitor. Some believed that clones were identi easily susceptible to the damaging side effects of the dark side.
cal to the original in every way, while others argued that A living being of natural birth had a difficult challenge of try
clones were unique through their individual experiences. ing to control the dark side, but was ultimately doomed to
Some cultures fully embrace the possibilities of cloning, experience the lethal consequences of being heavily immersed
most notably the people of Khomm who abandoned natural in the dark side's energies after a long period of time. A
reproduction in favor of becoming a clone society. clone's body was almost utterly defenseless against the nega
Notable races that made use of cloning technology includ tive aspects of the dark side, thus subjecting the clone to rapid
ed: aging and decay
Ever since the final years of the Old Republic and the atroc
● Kaminoans ities of the Clone Wars the citizens of the galaxy have been
● Polis Massans wary about clones. Many believe all clones to be evil, but this
● Khommites is far from the truth. It's the fact that many clones were creat
● Ithorians ed for evil purposes that has led to this misconception. That
● Lurrians and the fact many clones were rushed or created by inexperi
● Verpine enced geneticists causing the clone to become unstable, physi
● Columi cally or mentally. The Clone Joruus C'baoth is a prime
● Yuuzhan Vong example.
● Arkanian Microtechnologies
Clones and the Dark Side
Legality Of Cloning It is a Dark Side Point if a character purposely creates a
Although the Clone Army was evidently a significant advan clone for evil intentions whether or not the clone is successful
tage to the Republic, which had lacked a proper military force ly created or not. And it is always an evil action for a Jedi to
for over a millennium, it was also recognized that clone sol use mind transfer even if the clone is specifically created for
diers could be one of the greatest threats to the Republic if that purpose. The clone still has a mind which must be
they were not created strictly under Republic supervision. destroyed in order for the Jedi's spirit to take hold.
Hence, the Galactic Senate issued Decree E49D139.41 near the
end of the Clone Wars, thus confining all military-purpose What is Needed?
cloning to specifically licensed Republic facilities and banning Cloning technology is rare and illegal in the Empire and
all non-military cloning of sentients with the exception of the New Republic. So finding the equipment can be tricky and
medical cloning on Khomm, Lur, Columus, and Arkania, very expensive.
although even they required a license and a case-by-case eval A Kamino or Spaarti Cloning Cylinder, a blood sample,
uation. The ban also prohibited the sale of cloning equipment, Nutrient tanks, a gene computer, and clone nutrients.
the hiring of cloning or genetic engineers with the intention of Operating a cloning tank is not too difficult, but knowing
cloning, and the purchase of any cloned sentients. what exactly what you are doing is specialised knowledge, The
With the rise of the Galactic Empire, there were strict laws skill (A) Genetic Engineering is needed to use a cloning tank.
placed on cloning technology to prevent anti-Imperial factions If a character has access to a clone tank they may attempt to
from breeding their own army of clones, which then led to the use it.
Empire's attempts at seizing the technology from other civi
lizations. This included an attempt to confiscate agricultural
and cloning technology from the Ithorians through military
CLONING EQUIPMENT
force. Despite the ban on cloning, the Empire continued to
utilize clone soldiers in secret. Kamino Genetics Cloning Cylinder
In order to grow fully matured clones in half of the time it
Path to Immortality? takes ordinary Humans, the Kaminoans modified the clones by
According to Ni-Ke-Vanz, a former slave who possessed implementing "age acceleration" into their development, thus
intimate knowledge of cloning procedures, cloning was not allowing the clones to reach adulthood in ten years instead of
the key to "immortality." Even though clones are naturally two decades. Although the exact rate at which clones aged is
based to a very large degree on a genetic template, each clone unknown, it appears to be nearly twice as fast a natural-born
is a new person that possesses his own identity and memories, Human and it is theorized that this rate increased as clones
and is ultimately a separate individual from the original. grew older— especially under stress, thus leading to a dramatic
Clones that belong to the same genetic structure also possess shortening of the clones' life expectancy. Despite these modifi
differences from each other. They are not the same people, just cations, the clone troopers could still think and act creatively
different versions of the real person. The greatest challenge and possessed a level of individuality that their Kaminoan cre
was to create a clone who could avoid an identity crisis by ators did not anticipate.
holding his memory imprints as separate from his own experi
ence.
points. Failure by 5 or more means they can no longer train at Examples of Genetic Engineering
this level and must train at a lower level or quit. ● The cloners of Kamino modified the clone troopers loyalty,
Flash Training. also called flash learning or flash instruction, aggression, independence and discipline in order to guaran
was the technique of using holographic flashes to instruct tee that the army would be more docile and less indepen
young clones during their growth period. The process enabled dent than their template.
a clone to accumulate knowledge, skills, and competencies at ● The Ragithian Humans of Ragith III are genetically altered
an accelerated rate. Though this was often inferior to standard to be larger and stronger than normal humans and to with
training. 40 CP a year. An Easy Perception roll to absorb. Fail stand their planets gravity.
ure in Perception makes them burn out and only receive 3/4 of
● The Gra are genetically modified to be a hardier herd ani
the character points. It can only be used during developing
mal.
time in the tank and the character is limited to only advancing
skills that are covered in flash training. ● Stone mites are an engineered crustacean that feeds
specifically on metals.
Memory Imprint. Taken from the original donor and down
loaded into the copied subjects. This essentially enabled a ● Voort saBinring was genetically engineered to have
clone to learn all of its template's skills, by obtaining the extreme intelligence and mathematical skills.
memories of another person's life, the clone could fall into an
identity crisis, making it unable to distinguish its own experi Following the Clone Wars, the newly formed Galactic
ences from its progenitor's memories. Ultimately, the confusion Empire placed strict laws in regards to both cloning technolo
could drive the clone into a state of insanity. This procedure gy as well as bioengineering which impacted on the Lurrians.
requires a mind probe. The rigid laws also led to numerous acts to circumvent them
If the donor is less then or equal to 3D above the recipient such as the kidnapping of Lurrians in order to make use of
stats, roll as per the chart below. If the donor is 4D- 5D above their talents. The Imperial Corps of Bioengineers was the
the recipient, there is a modifier of +5 to the difficulty .6D-7D accordant department of the Galactic Empire during the
above gives a +10. 8D+ gives a +15 to the difficulty. Galactic Civil War.
Capsule: Gene splicers are built from the ground up by medical tech Acquiring a change requires the characters to pay for the
nicians and researchers. Anyone building a gene splicer must poss Engineer providing the service and the lab time and materials
es the Computer Programming/repair skill (Very Difficult roll) as used. All prices listed include the cost of lab and materials but
well as the many parts required to construct one. Gene splicers
that are found on the black market invariably have a sordid history, not the cost of the Engineer as this can vary greatly though it
these machines can be as large as a bacta tank or a small as a is very rarely more than the cost of the lab and materials. A
spacer’s toolbox. They are used to alter an organisms’ genetic good rule of thumb would be either double or times by one
properties, useful for medical therapy and biological weaponry. The half the cost listed to pay for the engineer.
gene splicer must larger than the organism being manipulated If the Engineer botches the role or doesn’t succeed by a
within it. Initial programming the gene splicer requires a Difficult certain amount there are complications.
Computer programming/repair roll. To use the gene splicer for
medical therapy or genetic manipulation requires the (A) Genetic
Engineering skill.
ASSIMILATION BY CHARACTER
Medtech W-12 Gene Computer All changes might be rejected by the body so the character
Cost: 40,000
Availability: 4, R must roll his strength to see if his body will accept it or not.
Skill: Computer Programming/repair skill Failure means the body rejects the change and goes back to
Weight: 10kg the way it was before the operation.
Capsule: Gene computers have existed since the early days of cloning.
These super computer sequence, program, and reconfigure DNA in Mod Points
a short time. A bioengineer will spend hours at the gene computer All DNA has a breaking point or when it can be manipulat
before even turning on the cloning cylinder. Loading a species tem
plate requires a Difficult Computer Programming/Repair check.
ed no more times without it introducing flaws. In game terms
Once a species template is loaded into the machine, it is fairly easy this has been emulated through the use of mod points. Mod
to command the changes into either a gene splicer or a cloning points raise the difficulty of each additional change that the
cylinder. Cloning or altering an organism requires use of an (A) character makes to his body. They are cumulative but don’t
Genetic Engineering skill roll. count towards the first change made.
Stuffit 39b DNA Injector Example: Luwingo Spince gets an Acute Hearing
Model: HykroCorp. Stuffit 39b mod. This is a minor change and is an easy Genetic
Type: DNA injection matrix Engineering roll. In this case a 4, since this is his first
Skill: (A) Genetic Engineering change he would not add the +1 (number of mod
Cost: 11,700 credits
points a minor change costs) to the Engineer’s diffi
Availability: 3, R, F
Game Notes: This device adds +1D to a (A) Genetic Engineering skill culty though he would note on his character sheet
roll to induce new DNA coding into a sample. the number of mod points he has. Next he decides
Capsule: A tall device with a fiendish looking spike halfway up it, the to get a Disease Resistance mod (Extreme) that
Stuffit 39b uses a subatomic hydrogen ram to fire resequenced would be normally a very difficult Genetic Engineer
DNA into a target cell. This device is used after a sample has been ing roll (25) but since he already has one mod it is
run through a Gene Splicer and a Gene Computer. now Very Difficult+6 (1 for minor and 5 for
extreme). So the Engineers difficulty would then be
WHAT IS REQUIRED? 31. This difficulty would keep on growing for every
mod that he tried to increase.
To have an existing character or a clone genetically engi
neered requires the skills of a professional Genetics Engineer Mod points also count for when the character must role to
and a biolab. Since this is something heavily regulated or out assimilate the change to his body and work the same way.
right illegal this might be a hard thing for the average group
of characters to find. All changes should be placed under spe
cial abilities on the character sheet.
Roll Results
Succeeds by 16+ The character has a very easy time assimilating the change. Decrease the difficulty of
assimilation by three levels. Can never go lower than Very Easy Difficulty.
Succeeds by 10-15 The character has a much easier time assimilating the change. Decrease the difficulty of
assimilation by 2 levels. Can never go lower than an Very Easy Difficulty.
Succeeds by 4-9 The character has a easier time assimilating the change. Decrease the difficulty of assimilation
by one level. Can never go lower than an Very Easy Difficulty.
Succeeds by 0-3 The character has a hard time assimilating the change. Increase the difficulty of assimilation by
one level.
Fails by 1-3 The change does not happen.
Fails by 4-6 The change does not happen and you gain a Minor Drawback.
Fails by 7-9 The change does not happen and you gain a Moderate Drawback.
Fails by 10-13 The change does not happen and you gain a Major Drawback.
Fails by 14-16 The change does not happen and you gain an Extreme Drawback.
Fails by 16 or more You have overloaded the DNA helix to where no more changes can be made. You also gain an
Extreme and a Major Drawback.
Tusks: Can use tusks in combat, inflicting Strength +1D damage. Nimble: Character gains a +1D bonus to Climbing/jumping skill roll
Water Breathing: Character has a dual lung/gill system, so he can that involve jumping or leaping, as well as a +1D bonus to all
breathe both air and water with no difficulties. Dodge skill rolls.
Water Storage: Can effectively store water in his body. When travel Obedience Imprinting (Major): Character must be obedient to a par
ing in desert conditions, requires only a tenth of a liter of water ticular individual or organization orders. (Determined at time of
per day. imprinting.) To disobey an order requires a Very Difficult Willpower
roll.
Major Changes
Poison Resistance (Major): +2D to Stamina to resist poisons.
Difficulty: Difficult Genetic Engineering Roll
Difficulty for Character to Assimilate: Moderate Strength roll Prehensile Tail: Can use his tail as a third arm at -1D their die code. In
Cost: 11,000-15,000 (lab time and materials) combat, the tail does Strength damage.
Time: 1-3 weeks Pressure Resistance: You can withstand pressure that would kill nor
Mod Points: 3 mal beings. +2D to Strength when resisting pressure from heavy
Acid Secretion (Major): The character can secrete an acid, this does objects pressing down on a character or pressure from great
4D damage. depths underwater.
Amphibious: Can survive both on land and in water, and gains a Radiation Resistance (Major): +2D to Stamina to resist radiation.
+1D+1 bonus to his Swim skill. Resistant to Vacuum: The character’s body can survive the pressures
Attribute Modification: Can enhance one attribute up to +2 over of vacuum without penalty. The need for a breathable atmosphere
species max attribute limits. This can be taken only one time per is unaffected.
attribute. It cannot be combined with other attribute modification. Smell: Has extremely sensitive smelling which gives him a +2D bonus
Attraction Pheromones: +1D to Persuasion and +1D for each hour of to his search skill.
continuous preparation in meditation to enhance efforts. This may Spatial Coordination (Major): The character has a natural sense of
total no more than +3D for any one skill attempt and the attempt spatial coordination, this gives them an edge in Mechanical skill
must be made within one hour of completing meditation. Changes groups. They receive +1D+2 to all Mechanical skills. Sensors, Gun
skin color. nery and Astrogation skills are not improved by this enhancement.
Camouflage: Because of his chameleon-like scales, the character can Toxic Filtration System (Major): can breathe in a Type 4 Atmosphere
blend in with his surroundings. This provides him with a permanent for 2D days without any long term side effects and a Type 3 indefi
+1D bonus to all Hide skill checks. nitely.
Claws: Can use his claws to inflict STR+2D damage. Vision (Wide): Can see in any direction except immediately behind
Color Change: The skin changes color in an attempt to match that of him (300° arc).
the surroundings. These colors can range from yellow to greenish
grey. Add +1D to any sneak attempts made in front of these back Extreme Changes
grounds. Difficulty: Very Difficult Genetic Engineering Roll
Control Pain: Can control pain like the force power (page 148, Second Difficulty for Character to Assimilate: Difficult Strength roll
Edition Rulebook), but increase all difficulties to easy for wounded Cost: 20,000-30,000 (lab time and materials)
or stunned, Moderate for incapcitated and Difficult for mortally Time: 1-3 Months
wounded; Character rolls his Strength to use. Mod Points: 5
Dexterous (Major): At the time of character creation, get +2D bonus 360 Degree Vision: Has the ability to see everything around him due
skill dice to add to Dexterity skills. +1D to when using the fingers to the placement and rotation of his eyes. This gives him an edge
to perform a Dexterity action. in combat in that he is neither easily surprised nor blindsided. He
gains a +2D bonus to his initiative rolls when being attacked by
Electro-Charge (Major): The character has a natural electrical dis surprise.
charge. This charge does Strength damage, plus 1D extra for each
round spent charging, up to a maximum of +2D. Character needs Acid Secretion (Extreme): The character can secrete an acid, this
to touch target to damage it. Causes normal damage. does 5D damage.
Attribute Modification: Can enhance one attribute up to +1D over
Extra Limbs: The character’s four arms grant a +1D bonus to climbing
Species attribute max limits. This can be taken only one time per
and brawling.
attribute and cannot be combined with any other attribute modifi
Extraordinary Recuperation: When rolling for natural healing. Char cation.
acter adds +1D to his Strength roll. Character may attempt to heal
Chameleon: The character possesses the ability to change skin color
in half the normal time, but loses. the +1D bonus.
with a great degree of precision. They receive +3D to Sneak if try
Fearsome Appearance: due to their fearsome appearance Character ing to camouflage themselves.
gains a +2D bonus to Intimidation attempts. Dexterous (Extreme): The Character has an extremely high manual
Food Stores: Can go without food for 8 days and without water for 3 dexterity. At the time of character creation, get +2D bonus skill
days. dice to add to Dexterity skills. +2D to when using the fingers to
Heat Dissipation: Can dissipate the heat that emanates from his bod perform a Dexterity action.
ies, making it difficult to detect him with equipment that tracks by Disease Resistance: Is highly resistant to most known forms of disease
heat. All checks made to detect character while consciously reduc (double his stamina skill when rolling to resist disease), yet is a
ing his heat signature, using thermal or infrared equipment, are dangerous carrier of many diseases.
made at a -2D penalty. Electro-Charge (Extreme): The character has a natural electrical dis
Jumping: Character’s strong legs give him a remarkable jumping abili charge. This charge does Strength damage, plus 1D extra for each
ty. He receives a +2D bonus for his Climbing/jumping skill. round spent charging, up to a maximum of +3D. Character needs
to touch target to damage it. Causes normal damage.
Low-Light Vision: Gains +2D to search in dark conditions, but suffers
2D-4D stun damage if exposed to bright light. Energy Resistance: Damage done by energy weapons is reduced by
one level of effect.
Natural Body Armor: The scales act as armor, providing a +2D bonus
against physical attacks, and a +1D bonus against energy attacks.
afraid of (the cold, the dark, strangers, spaceships, the color black, find another way to get your ideas across, either by writing, or by
etc.). using sign language.
Toxin Overload: Can’t breathe even a type 1 atmosphere must con
Major Drawbacks stantly wear a breath mask.
Amnesia: A character with amnesia cannot remember his past. The
GM is free to make up the character’s past at any point during the
game. This can include both positive and negative things for the
character. Though it may have some positives, keep in mind that
YUUZHAN VONG
the GM has every right to make your life very…interesting, so
beware.
BIOTECHNOLOGY
Bacta Allergy: Something in the gene manipulation has made you “What's that armor made from?"
allergic to bacta. Every time you receive healing from a medpac or “Not made. Bioengineered. A living vonduun crab, and
bacta tank you must roll a Stamina check. Moderate for a medpac technology is a poor second to it."
and Difficult for a Bacta tank. If roll fails than treatment did not ―Boba Fett and Nom Anor
work.
Disfigured: You are horribly disfigured during your modification. The earliest example of bioengineering was countless years
Whether it’s a mass of scars on your face or burns across part of ago on the sentient planet Yuuzhan'tar which modified living
your body, people find it hard to deal with you on a social level organisms on its surface for specific uses. The living planetoid
without staring. You have a -2 in all social situations when your
used these organisms and its symbionts the Yuuzhan Vong to
disfigurement might affect things.
fight off threats to their world. Eventually, Yuuzhan'tar was
Lust for Adventure: You crave adventure and excitement. Few people
destroyed but the Yuuzhan Vong retained the practice of bio
are as reckless as you are, and you are often drawn to pursuits that
lead to certain death. If given an opportunity to do something engineering complex organisms which was done so by their
dangerous and exciting, a character must participate enthusiasti Shapers in order to suit set tasks usually accomplished through
cally unless he can succeed at a Moderate Willpower skill check. technology. This was partly because of the intense technopho
Major Addiction: You have an addiction to a substance or an activity. bia the Yuuzhan Vong had toward machines and they termed
If you go too long without your fix, you will start to suffer a cumu their living servants as biots.
lative -1 penalty (-1, -2, -1D, -1D+1 etc.) per day. Players that have chosen Yuuzhan Vong characters, or play
Major Allergy: Allergies at this level cause the character to go uncon ers in a campaign set after the Vong invasion may encounter
scious, convulse, or otherwise become incapacitated. Characters Yuuzhan Vong biotechnology. These rules exist to help
exposed to their allergen at this level cannot function until the gamemasters create Yuuzhan Vong technology using galactic
allergen is dealt with in some way. Exposure to this level of allergy standard technology as a template.
causes the character to become incapacitated until the allergen is
Examine the following categories below, and modify exist
gone or treated. You may make a Very Difficult Stamina or
willpower check to ignore the effects of the allergen for up to ten ing equipment to convert them to their Yuuzhan Vong equiva
minutes, at which point, you must make another check. lent.
Pain Sensitivity: You do not deal well with pain. This is reflected in a
Cost: Yuuzhan Vong biotechnology costs quadruple the amount of
-2 penalty to all Strength rolls made to resist damage.
standard technology. Multiply the cost x4.
Paranoia: You see danger everywhere and are constantly alarming Availability: All Yuuzhan Vong Biotechnology is rare across most of
other beings by overestimating the true dangers of a situation. the galaxy, and thus has an availability of 4. During the Legacy Era,
the availability is 4, X, as Vong biotechnology is always illegal in
Extreme Drawbacks this time frame.
Cold-Blooded: If exposed to extreme cold without the proper equip Equipment use: Anyone who is unfamiliar with the Vong biotechnolo
ment, a character suffers an immediate -2 penalty to all Percep gy suffers a -1D penalty to use biotech equipment. All power sup
tion rolls made to determine initiative. After ten minutes, the plies are considered to have natural power supplies or nutrition.
character will suffer an additional -2 to all attributes. After 20
minutes, a Difficult Strength or Stamina roll must be made, with
success indicating no damage. Failure indicates that the character
suffers an additional -2 penalty to all attributes. A roll must then
be made every 10 minutes, with the difficulty increasing by +3
points each time, and each failed roll results in a further -2 modi
fier to all attributes. If the penalties ever exceed the Strength
score, he dies. If returned to a warm environment, the character
will recover fully within 30 minutes.
Deaf: You cannot hear and automatically fail any checks that deal
with hearing. You may be able to talk, and possibly even learned to
read lips, but you would get on better if you took some form of
sign language, and taught those dealing with you on a regular
basis how to use it as well.
Extreme Addiction: You have an addiction to a substance or an activ
ity. If you go too long without your fix, you will start to suffer a
cumulative -1 penalty (-1, -2, -1D, -1D+1 etc.) per 12 hours.
Narrow-Minded: Your character has a mindset, where creativity and
free thought are undesirable qualities. Although this should be
role-played, it also gives any character a -2D penalty on any skill
roll that requires creative action or long-term planning.
Mute: You cannot talk, your vocal cords just don’t work. You must
Weapons: Weapon damage and range is the same as the galaxy stan Enhanced Vision
dard weapons. However, energy damage is always converted to Cost: 1,900
physical damage. Difficulty: Moderate (to install)
Availability: 4, X
Installing Yuuzhan Vong Bioimplants Game Notes: Grants darkvision: allows a character to see up to 20
After the Galaxy’s war with the Yuuzhan Vong, the Vong meters in total darkness
withdrew to Zonama Sekot. However, small pockets of Source: Legacy Era Campaign Guide (page 68)
Yuuzhan Vong continued to live in dark corners of the galaxy.
Occasionally adventurers may be able to receive services in
Fighting Claws
Model: Yuuzhan Vong Fighting Claws
terms of receiving biological implants from Yuuzhan Vong Type: Combat implant
shapers. Any Yuuzhan Vong biological implant is illegal any Scale: Character
where in the galaxy, and will be punished under Imperial law. Skill: Brawling
Though Yuuzhan Vong bioimplants have a stated cost, the Cost: Not available for sale
Vong rarely accept credits for their implants and services to Availability: 4, X
install them. Usually the implant is exchanged for a rare item Difficulty: Easy
Damage: STR+1D damage (maximum: 6D)
or service for the cost value. However, occasionally a character Game Notes: These retractable bone spurs are commonly
may find a Yuuzhan Vong with an interest in Imperial credits. implanted in the user’s knuckles, elbows, and sometimes
Installing an implant requires a specialization in (A) Medicine: knees. Extending them requires an Easy willpower roll.
Biotech Surgery. Source: The New Jedi Order Sourcebook (page 103)
Any character receiving a Yuuzhan Vong bioimplant imme
diately takes 3D+2 damage (and an additional +2 for each Natural Armor
implant the character has installed). If the character is Wound Cost: 7,000
Difficulty: Easy (to install)
ed, then not only is the character damaged, but the implant is
Availability: 4, X
rejected, and therefore rendered useless. After a rejected Game Notes: Adds a thick layer of chitin on the outer layer of the
implant, any future attempts to install an implant increases the character’s skin. This adds +1 to
damage to 5D. Furthermore, for every Vong Bioimplant that a Strength rolls to resist physical and energy damage.
character has installed, they receive a -1 to any Force skill roll Source: Legacy Era Campaign Guide (page 68)
due to the nature of the Yuuzhan Vong and their innate dis
connect from the Force. Natural Weapon
Cost: 4,000
For more information concerning Yuuzhan Vong biotechno
Difficulty: Easy (to install)
logical implants, see the Legacy Era Campaign Guide, page 67. Availability: 4, X
Game Notes: Adds a natural weapon to the character, such as long,
Biotech Tool Kit sharp bone spurs to the character’s knuckles. Natural weapons
Model: Yuuzhan Vong Biological tool kit. allow the character to make brawling attacks with STR+1D dam
Type: Biological alteration surgical kit age.
Cost: 450 Source: Legacy Era Campaign Guide (page 68)
Availability: 4, R
Game Notes: Contains tools that are necessary for installing any Poison Filter
Yuzhan Vong biological implants. Cost: 2,500
Source: Legacy Era Campaign Guide (page 65) Difficulty: Difficult (to install)
Availability: 4, X
Yuzzhan Vong Bioimplants Game Notes: Installs an organism on or around the heart, capable of
filtering toxins entering the bloodstream. The poison filter adds
Cosmetic Enhancements +2D to all Strength rolls to resist poison damage.
Cost: 200 Source: Legacy Era Campaign Guide (page 68)
Difficulty: Easy (to install)
Availability: 4, X Replacement Body Parts
Game Notes: Cosmetic enhancements provide no bonuses, and do not Cost: 2,000
make the normal damage roll for installing. They include Yuzzhan Difficulty: Difficult (to install)
Vong tattoos, bone structure alteration, skin color changes, Availability: 4, X
changes in hair color, superficial scaring, an addition of bony pro Game Notes: Replacement body parts function much the same way as
jections and other such changes common to the Yuzzhan Vong. mechanical prosthetics do.
Source: Legacy Era Campaign Guide (page 68) A Yuuzhan Vong shaper creates a new limb that functions as well as
the limb it is replacing. However, it is unlikely that the Yuuzhan
Body Spikes Vong shaper will care whether or not it matches the other limbs in
Cost: 1,400 appearance.
Difficulty: Easy (to install) Source: Legacy Era Campaign Guide (page 68)
Availability: 4, X
Game Notes: Spikes do STR+1D damage when the character success
fully grapples a target and each subsequent round the character
keeps the target in a successful grapple.
CYBERNETICS
Source: Legacy Era Campaign Guide (page 68) A cybernetic replacement is any biomechanical device used
to replace body parts ranging from internal organs to limbs,
which are usually lost or destroyed by disease or dismember
ment. Prosthetic replacements are connected to organic tissue
via a complex synthnet neural interface, which provides the
recipient with control and sensation. External replacements are fying the limbs and internal systems of the potential patient.
often covered by synthflesh to emulate actual organic tissue. As with everything in the galaxy, this came at a potential price,
in credits and in the potential loss of self. Someone could easi
“Prosthetics offer sensation and do everything flesh can. ly go too far in attempting to be "more human than human."
They're ideal substitutes in every way, except for requiring When flesh failed — and sometimes even before that —
maintenance." cybernetics took over. Prosthetic limbs and replacement organs
―Valin Horn powered by batteries and controlled by electrical impulses were
the low end of these procedures with sophisticated cybernetic
The galaxy has had centuries of advanced technology at its hardware designed to improve or augment the recipient's body
disposal. Among them were the ability to replace and, for a and mind at the high end of the scale.
price, modify and enhance the body. Cloning was expensive Two major kinds of cybernetic attachments existed in the
and, given the horrors of the Clone Wars, illegal on most plan galaxy: replacements and enhancements.
ets after the era. Some limited regeneration of limbs was con
sidered acceptable but there were medical dangers involved Replacements: Replacements were prosthetic or artificial
with a science that had, for obvious reasons, not seen much units intended to replace lost limbs and damaged organs.
development in later decades after the Clone Wars. For the Common replacements provided no benefits other than dupli
majority of galactic citizens, cybernetic replacements are the cating the essential functions of their biological counterparts,
cheap, effective, legal, and safe solution to unfortunate and and they presented little strain on the beneficiary's overall
severe physical injuries. well-being. In appearance, a cybernetic replacement could be
For those willing to make the sacrifice of flesh and expense, recognizably artificial or virtually indistinguishable from the
the body could be "upgraded" to allow for additional skills and real thing.
abilities. Some were very innocuous, the Shepherd chip issued
Enhancements: Enhancements bestowed new abilities or
to military service members for instance. Others involved modi
improved the recipient in some fashion. Enhancements includ
ed skeletal reinforcement, subcutaneous communications hard
ware, and weapon mounts. Some enhancements had visible
external components, while others were hidden beneath the
skin. Enhancements put more of a drain on the body's
resources, and recipients frequently suffered debilitating physi
cal or mental side effects.
INSTALLATION SURGERY
Fitting the body with cybernetic implants involves surgery
and can be an extremely painful process. A character has to
have part of their body removed then a doctor install the
cybernetic implants. To do this a successful medicine skill
check is required to install cybernetic implants. If the cybernet
ic implant has been "stripped" (taken off of another host) or
has not been customized, skill totals in the droid repair skill is
required.
The difficulty of the surgery varies according to the system Repairing Cybernectics
involved. Surgery difficulty and the damage done to the per Damage Repair Difficulty Repair Cost
son as a result of a successful installation are listed with the Lightly Easy 15% of original part
equipment characteristics at the end of this chapter. Heavily Moderate 25% of original part
Characters are always unconscious for 30 minutes after Severely Very Difficult 35% of original part
undergoing surgery, and are likely to be injured. This damage Destroyed May not be repaired
is healed at the same rate as normal wounds. Additionally,
Character or Force Points may not be spent to improve the
cyber-character's natural healing abilities or the skills of herself
OPTIONAL RULE: LIMITATIONS
or others when trying to recover from wounds incurred during OF CYBERNETICS
cyber surgery.
The results of cyber surgery are determined by the level of Ion Damage
success of the medicine check (the difference between the skill Most cybernetics are vulnerable to ion, lightning, and EMP
total and the Difficulty). type damage. If a character is struck by an ion or similar
weapon then roll strength as normal. Character doesn’t suffer
Surgery Cost damage unless the cybernetic is keeping him alive (for example
a cybernetic heart) or would normally cause damage such as
The cost of surgery depends on the skill of the surgeon and
lightning. Ion shielding will prevent this from happening. Use
the degree of difficulty to install. (See chart below) i.e.
the following chart to determine damage.
Luwingo wants to purchase an aggression implant (Difficulty
to install is Difficult cost of 2,000) he goes to a surgeon with
Damage roll > Effect: Length
an average skill. The cost would be 3000 credits. (2000x1.5)
The cost and resting period for each type of surgery is fol Strength roll by:
lowing: 0-3 1 cybernetic ionized 1D rounds
4-8 2 cybernetics ionized 3D rounds
Difficulty to 9-12 3 cybernetics ionized 2D minutes
Install Cost Resting Period 13-15 4 cybernetics ionized 1D hours
16+ cybernetics dead until repaired, Moderate
Very Easy 100 4D hours
difficulty
Easy 200 8D hours
Moderate 500 1D days
Difficult 2,000 3D days
Electro Magnets
Very Difficult 5,000 1D weeks If large portions or even an entire appendage of a character
Heroic 10,000 3D weeks is cybernetics they can be vulnerable to high powered mag
nets. Rendering them immobile or incapacitated. Most cyber
Surgeon Skill Cost Multiplier netics can be built out of an non ferrous metal to prevent this
Butcher .25 from happening. Due to the specialized nature and limited
Poor .50 market these increase the cost of any cybernetics by 10%.
Average 1
Professional 1.5 Scanners
Veteran 2 Most scanners have an easy time identifying cybernetics.
Elite 3 This can be problematic on worlds that ban cybernetics or
Ultra talented 4 view them as weapons. Upgrading with the cloaked mod will
help mitigate the risk of discovery.
Temptation of Evil
Characters with cybernetics are especially susceptible to the
temptations of the dark side of the Force. Cybernetics reduce a OPTIONAL RULE: CYBERPOINTS
person’s empathy with other beings; what was once a clearly AND THE FORCE
evil action can very easily become a justifiable (but still evil)
Even though having cybernetics doesn't necessarily mean
action. When a character would normally receive a single dark
you connection with the force is reduced per se. Almost all
side point for committing evil, cybernetically enhanced charac
cybernetics deal with replacing the flesh with cyber parts. As
ters receive extra dark side points, hastening their rush to
cyberpoints often represent the amount of flesh being replaced
embrace the dark side.
they can also be used to show how much of the connection to
When applying the rules below, make note that these are
the force has been lost.
for cybernetic enhancements; if the character has only replace
ments consider two replacements to be the equivalent of one Cybernetics
enhancement.
If a character has a cybernetic replacement then for every
Number of Number of Dark Side
cyberpoint a character has they incur a +2 difficulty to their
Enhancements Points Received use of the force. I.e. Brett Firestalker has 3 cyberpoints. Every
1-2 +1 time he uses the force he incurs a +6 difficulty to his force
3-4 +2 rolls.
5+ +3
Capsule: The balance enhancer is a piece of electronic balance equip Cardio Implant
ment, operated into the brain and connected to the users balance Type: Cybernetic brain implant
nerve. The electronic balance will give the user near perfect bal Scale: Character
ance, but if the device for some reason shuts down the user is left Skill: Medicine: cyborging (to install)
with no sense of balance at all. Cost: 1,750 (does not include cost to install)
Cyber Points: 1
Biomonitor Implant Availability: 2
Type: Cybernetic chest implant Difficulty to install: Difficult
Scale: Character Game Notes: Grants +1 to resist damage
Skill: Medicine: cyborging (to install) Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Cost: 2,500
Cyber Points: 1 Cardio-Muscular Package
Availability: 3 Model: Neuro-Saav Corporation Cardio-Muscular Package
Difficulty to install: Moderate Type: Increases Strength attribute/skills
Game notes: It gives a +1D bonus to any First Aid, (A) Injury/ailment Cost: 800 credits per pip
Diagnostics or (A) Medicine rolls on the patient, as long as the Cyber Points: 2
medic can see the display. Game Notes: Operation takes one week. Recipient must spend another
Capsule: This implant monitors vital signs: pulse, heartbeat, blood week recovering and adjusting to new
pressure, respiration, brainwaves, blood sugar, and alcohol levels, implants. Doctor must make three Difficult medicine rolls over the
as well as the overall condition of the user’s other cybernetics. It week of the operation for successful implantation.
includes a small wrist display, and can connect to a neural inter If any of the rolls fail whenever the character makes a Difficult or
face. If the medic has a neural interface or a computer, he can jack Very Difficult Strength or associated roll, the
it into a port beside the visual readout and monitor the patient character must make a second Difficult Strength roll. If this second
directly. roll fails, the character muscles contract and the character falls
prone for 2D minutes.
Bio-Stabilizer Implant Source: Cracken’s Rebel Field Guide (page 35)
Type: Cybernetic brain implant
Scale: Character Combat Implant
Skill: Medicine: cyborging (to install) Type: Cybernetic brain implant
Cost: 1,750 (does not include cost to install) Scale: Character
Cyber Points: 1 Skill: Medicine: cyborging (to install)
Availability: 2 Cost: 5,000 (does not include cost to install)
Difficulty to install: Difficult Cyber Points: 1
Game Notes: This implant immediately stimulates segments of the Availability: 2
brain to synthesize antidotes to poisons. A character with this Difficulty to install: Difficult
implant is immune to most poisons. Game Notes: Grants a +1D+1 bonus to use any character-scale
Source: Knights of the Old Republic Campaign Guide (pages 73-74) weapon in which the character has not received any skill advance
ment.
Body Repair Weave Source: Knights of the Old Republic Campaign Guide(pages 73-74)
Type: Cybernetic dermal implant
Scale: Character Computer Link (Basic)
Skill: Medicine: cyborging (to install) Type: Cybernetic brain implant
Cost: 20,000 credits (does not include cost to install) Scale: Character
Cyber Points: 2 Skill: Medicine: cyborging (to install)
Availability: 2 Cost: 1,000 (does not include cost to install)
Difficulty to install: Very Difficult Cyber Points: 1
Game Notes: A delicate weave of subdermal biowires stimulates and Availability: 2
repairs the body’s damaged tissue. The character naturally heals at Range: (wireless version) Short range (no penalty to computer pro
twice the normal rate. gramming) 50m, medium (-1D to computer programming) 100m,
Common Side Effects: Overabundance of scar tissue; an improperly long range (-2D) 150m
installed body repair weave can over stimulate the character’s skin Difficulty to install: Easy
and cause excess scar tissue. This damage cannot be recovered Game Notes: This implant allows a character to access a computer as
even if the implant is removed. The changes made to the charac though using a terminal. Double the cost for a wireless system. A
ter’s skin are permanent. basic link allows the user to perform non-roll actions on the com
puter. He/she can receive basic system status and issue commands
Camera Eye to transfer data or activate/deactivate computer-controlled
Type: Cybernetic eye implant devices, but the link does not allow the user to view or modify
Scale: Character information stored in the computer or to create or modify pro
Skill: Medicine: cyborging (to install) gramming.
Cost: 3,000 (does not include cost to
install) Computer Link (Advanced)
Cyber Points: 1 Type: Cybernetic brain implant
Availability: 2 Scale: Character
Range: 100 meters Skill: Medicine: cyborging (to install)
Difficulty to install: Moderate Cost: 4,000 (does not include cost to install)
Game Notes: An eye that can be wire Cyber Points: 1
lessly linked up to any surveillance Availability: 2, F
equipment. Allowing the character Range: Short range (no penalty to computer programming) 50m,
to see through a camera in another location to see what is going medium (-1 to computer programming) 100m, long range (-1D)
on. 150m
Cybernetic Arm
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to
install)
Cost: Varies by model
Cyber Points: 1
Availability: 2, R Cybernetic Forearm
Difficulty: To install: Moderate (+1 arm), Difficult (+2 arm) Type: Prosthetic limb
Game Notes: If the medicine roll to install arm fails by less than 5 Scale: Character
points, the limb has a side effect (listed below). Item bonus refers Skill: Medicine: cyborging (to install)
to attribute-based actions related to that limb only. Cost: Varies by model
Bonus Price Surgery Side Effects Cyber Points: 1
+1 Strength 4,000 12,000 -1D Dexterity Availability: 2, R
+2 Strength 10,000 30,000 -2D Dexterity Difficulty: To install: Moderate (+1 forearm), Difficult (+2 forearm)
Source: Hero’s Guide (page 129) Game Notes: If the medicine roll to install forearm fails by less than 5
points, the limb has a side effect (listed below). Item bonus refers
Cybernetic Eye to attribute-based actions related to that limb only.
Type: Prosthetic eye Bonus Price Surgery Side Effects
Scale: Character +1 Strength 3,000 9,000 -1D Dexterity
Skill: Medicine: cyborging (to install) +2 Strength 7,500 22,500 -2D Dexterity
Cost: Varies by model (See below) Source: Hero’s Guide (page 129)
Cyber Points: 1
Availability: 2, R Cybernetic Hand
Difficulty: Moderate (to install) Type: Prosthetic limb
Game Notes: If the medicine roll to install eye fails by less than 5 Scale: Character
points, the eye has a side effect (listed below). Skill: Medicine: cyborging (to install)
Cost: Varies by model
Different Cybernetic Eye Models Cyber Points: 1
Item: Flare Suppressor Availability: 2, R
Bonus: Can’t be flash-blinded Difficulty: To install: Difficult (+1 hand), Very Difficult (+2 hand)
Price: 250 Game Notes: If the medicine roll to install fails by less than 5 points,
Surgery: 1,900 the limb has a side effect (listed below). Item bonus refers to
Side Effect: -1 on attack rolls attribute-based actions related to that limb only.
Item: IR Sensor Bonus Price Surgery Side Effects
Bonus: Darkvision to 30m +1 Strength 2,000 6,000 -1D Dexterity with hand
Price: 300 +2 Strength 5,000 15,000 -2D Dexterity with hand
Surgery: 2,250 +1 Dexterity 2,000 6,000 -1D Strength with hand
Side Effect: Blinded by nearby heat sources +2 Dexterity 5,000 15,000 -2D Strength with hand
Item: Optical Enhancer Source: Hero’s Guide (page 129)
Bonus: +1D to search
Price: 450 Cybernetic Knee
Surgery: 3,400 Type: Prosthetic limb
Side Effect: -1D to ranged attacks Scale: Character
Skill: Medicine: cyborging (to install)
Item: Targeting Eye
Cost: Varies by model
Bonus: +1D on ranged attacks
Cyber Points: 1
Price: 500
Availability: 2, R
Surgery: 3,750
Difficulty: To install: Easy (+1 knee), Moderate (+2 knee)
Side Effect: -1D to search
Game Notes: If the medicine roll to install knee fails by less than 5
Item: Telescopic Eye points, the limb has a side effect (listed below). Item bonus refers
Bonus: Reduced search ranges to attribute-based actions related to that limb only.
Price: 500 Bonus Price Surgery Side Effects
Surgery: 3,750 +1 Strength 1,500 4,500 3/4 Move
Side Effect: -1D to search +2 Strength 4,000 12,000 1/2 Move
Source: Hero’s Guide (pages 129-130) Source: Hero’s Guide (page 129)
Implant Communicator
Model: Traxes BioElectronics Implant Communicator
Type: Implant personal communications unit
Cost: 12,500 (operation costs and license requirements will vary)
Availability: 4, F, R or X
Game Notes: Maximum broadcast range is 1 kilometer.
Source: Galladinium’s Fantastic Technology (pages 87-88), Arms and
Equipment Guide (page 88), Hero’s Guide (page 131
Cyber Points: 1
Availability: 2; F
Difficulty to install: Moderate
Game Notes: Wideband Receiver: Monitors and jams short range
communication systems (+2D to communications when monitoring
comlinks and other short ranged transmissions. -1D to communi
cations when attempting to jam). Tightband antenna to receive
coded orders. When you attempt a comms intercept or jam, if you
fail the roll (get a 1 on the wild die, you suffer 2 rounds of disori
entation due to sensory overload.
Cost: 12,000 credits (does not include cost to install) input for 2D minutes and is controlled by the gamemaster. The
Cyber Points: 1 character may attack friends or foes, flee the scene or be hypno
Availability: 2 tized with fear.
Difficulty to install: Moderate Source: Cracken’s Rebel Field Guide (page 36)
Game Notes: Implanted among the spine, allows character to reduce
the effects of damage by one category. All damage is received as Rhen-Orm Biocomputer
normal, but all skill rolls (not including Strength) receive one less Model: Rhenn-Orm Biocomputer
die penalty (no penalty for -1D, -1D fro -2D, etc.) All Strength Type: Cybernetic Force detector
skills are unaffected by these inhibitors. Skill: Medicine: cyborging (to
Source: Star Wars Galaxy Magazine install); Search: tracking to use.
Cost: 4,000 (does not include cost to
Parabolic Hearing Chip install)
Model: Soundcom.inc PH chip Cyber Points: 2
Type: Cyberware hearing aid Availability: 4, X
Scale: Character Game Notes: The surgically implant
Skill: Medicine: cyborging (to install) ed computer processes informa
Cost: 2,000 tion received from a long
Cyber Points: 1 antenna that protrudes from the
Availability: 2 user’s forehead. When tracking a
Difficulty to install: Moderate force sensitive individual, the
Game Notes: +2D to perception when listening for specific sounds. target’s Force point total is added
Capsule: The inside of the ear is removed and replaced with an to the tracking roll.
advanced sound chip. The user can”zoom in” on a particular dis Source: Threats of the Galaxy (page 17)
tant sound or area, filtering out background noise.
Sabaac Face
Rage Implant Type: Cybernetic face implant
Type: Cybernetic implant Scale: Character
Scale: Character Skill: Medicine: cyborging (to install), Con to use.
Skill: Medicine: cyborging (to install) Cost: 650 (does not include cost to install)
Cost: 8,000 (does not include cost of surgery) Cyber Points: 1
Cyber Points: 2 Availability: 1
Availability: 3, R Difficulty to install: Moderate
Difficulty to install: Very Difficult Game Notes: The recipient can treat Con rolls to convey deceptive
Game Notes: The character gets a +2D bonus to Strength for purposes information, via body language or words, as being one level easier.
of causing damage while brawling (the character’s brawling skill is Capsule: A series of cut-offs built into the recipient’s facial muscles
not increased). The character also suffers a -1D penalty to all non- allow him to adopt and maintain a completely blank expression at
Strength attribute and skill checks. will. The GM may rule that certain situations do not benefit from
Common Side Effects: Uncontrolled rage; the character is not able to maintaining a blank expression.
easily enter or voluntarily leave the enraged state, and loses the
ability to tell friend from foe. Due to great rage, a character must Sensory Implant
make a Difficult Perception total to calm down once all enemies Type: Cybernetic brain implant
have clearly been controlled - unconscious, captured, killed or Scale: Character
somehow otherwise physically restrained or stopped. Close friends Skill: Medicine: cyborging (to install)
of the character can coordinate with the character to make this Cost: 2,500 (does not include cost to install)
easier. Cyber Points: 1
Capsule: This brain implant dramatically increases the amount of Availability: 2
adrenaline and testosterone the character’s body produces, tempo Difficulty to install: Difficult
rarily boosting his strength and durability. Game Notes: Grants the special ability Darkvision: can see up to 20
meters in complete darkness
Regenerative Implant Source: Knights of the Old Republic Campaign Guide (pages 73/75)
Type: Cybernetic brain implant
Scale: Character Skeletal Reinforcement
Skill: Medicine: cyborging (to install) Model: BioTech Superstruct Skeletal Reinforcement
Cost: 4,250 (does not include cost to install) Type: Skeleton reinforcement
Cyber Points: 1 Scale: Character
Availability: 2 Skill: Medicine: cyborging (to install)
Difficulty to install: Difficult Cost: 10,000 (surgery: 50,000)
Game Notes: Characters with this implant installed may make two Cyber Points: 1
natural healing rolls per day instead of one. Availability: 2, R
Source: Knights of the Old Republic Campaign Guide (pages 73/75) Difficulty to install: Heroic
Game Notes: Subject gains +1D to resist physical damage. If the
Response Improvement Package medicine roll to install fails by less than 5 points, subject suffers a
Model: ‘Geneering Response improvement Package (RiMPack) -1D penalty to Strength-based actions. This cannot be recovered
Type: Increases Dexterity attribute/skills until the cybernetic component is removed.
Cost: 700 credits per pip Source: Hero’s Guide (pages 130-131), Galaxy at War (page 50)
Cyber Points: 2
Game Notes: To install, doctor must make three Difficult medicine Stabilizer Implant
rolls over the week of the operation for success. If any of the rolls Type: Cybernetic implant
fail, the character becomes highly agitated, or hyperactivates, Scale: Character
whenever he rolls a 20 or higher with a Dexterity skill. Skill: Medicine: cyborging (to install)
During hyperactivation, the character is overwhelmed with sensory Cost: 15,000 (does not include cost of surgery)
Cyber Points: 1
Availability: 2, R
Difficulty to install: Very Difficult
Game Notes: If character receives a kill result in damage. Roll 1D if a
5 or 6 is rolled character is Mortally Wounded instead and is in
stable condition.
Common Side Effects: Heart palpitations; Miscued messages from the
stabilizer unit cause the character’s heart (or its equivalent in alien
species) to palpitate. The character suffers 3D damage. This dam
age cannot be restored until the cybernetic component is removed.
Capsule: A stabilizer releases chemical coagulants into a dying char
acter’s bloodstream to prevent excess blood loss, effectively stabi
lizing him. A stabilizer is usually installed near the character’s
heart.
Subcutaneous Comlink
Type: Cybernetic implant
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 400 credits for a standard model, or 4000 for an encrypted
model; implantation costs 3000 credits
Cyber Points: 1
Availability: 2
Difficulty to install: Easy
Game Notes: This small comlink is implanted in the ear and throat,
and allows the character to converse via comlink at a whisper. It
uses standard frequencies, but may be encrypted. Sound from the
comlink can not be overheard, and characters attempting to over
hear the whispered voice have an increased difficulty of +2D.
Changing the comlink's frequency requires it to be removed and
re-implanted. Incorrectly installed comlinks interfere with hearing,
and give a -2D penalty to hearing-related Perception and Search
rolls.
Cyber Points: 1 The fine tools are stored within the digit and can be selectively
Availability: 2, R extruded by touching one of several small dorsal surface buttons.
Difficulty: To install: Difficult What is truly amazing about these tools is that when inside the
Game Notes: Foot sensor picks up sonic vibration, allowing the char digit, they have joints, allowing finger articulation. When extruded,
acter to detect the presence of anything within 20 meters if it’s the tool becomes fully rigid. The tools are used to aid the building
moving in contact wit the ground. With a search versus sneak and repairing of computer consoles, droid mechanism, and assort
opposed roll, the subject can also determine the precise location of ed starship systems and to repair other assorted devices. Obviously,
the target. Subject must activate sensor and remain motionless to only the fine, delicate components of these devices can be worked
use this ability. If the medicine roll to install fails by less than 5 on with these tools. I have heard rumors that certain Verpine have
points, subject suffers a constant -2 penalty to both Strength and used their tools as lock picks... In a couple of prosthetics I exam
Dexterity actions, and can’t move beyond Cruising speed. ined, the inside digit, similar to the human "thumb", has a comlink.
I uncertain why a Verpine would need a comlink. But I suspect it is
Ultrasound Sight Enhancer for non-Verpine benefit. Due to the upswing in the Roche Asteroid
Model: Traxes BioElectronics Field's economy, many non-Verpine visit the Roche Field.
Type: Ultrasonic wave motion sensory system As one Verpine diplomat commented: "K-communicating with
Cost: 12,500; does not include cost of implantation surgery you ch-humans is a painnn...<chuk'chuk'chuk>". Or it could be to
Cyber Points: 2 test comm systems on various ground and space faring vehicles.
Availability: 4 Whatever the reason, this tool operates like a Standard Comlink.
Game Notes: Sensory motion system implant feeds input directly into However, I have seen another version of the Verpine Prosthetic
the user’s brain, creating a three-dimensional, black and white, Hand--one with a standard computer interface socket where the
sonic graph of the user’s surrounding. An Easy sensors total is "thumb" is.
required to properly calibrate wave receptors once implantation This replaced the comlink tool, of course. The Verpine Slicer,
nodes are in place. Otherwise, a Very Easy Perception roll is using that socket and a small pile of adaptor cables, was able to
required periodically (varies according to species) for normal use. access all the ports in my 'Vette. After asking the Verpine about
Normal operating range is 50 meters and function is equally good this, it informed me that the interface can download up to 4D of
in all environmental conditions excepting those involving severe files, into a series of memory modules in the wrist. However, the
electrical disturbances. memory is dynamic and thus uses battery power to maintain the
Source: Galladinium’s Fantastic Technology (page 37) data. This will run the power pack down in about 72 hours. I asked
about Wetware access to the data, but the Verpine Slicer told me
Verpine “Improved” Prosthetic Hand Replacement that it could not view the data except by uploading it to another
Type: Cybernetic replacement/enhancement computer, although it did find that idea...intriguing.
Scale: Character As for the "battery", the distal part of the forearm is always
Skill: Medicine: cyborging (to install) replaced. It is here that the A111 cells are placed. This is the same
Cost: see below cell type that powers datapads. They are small enough that three
Cyber Points: 2 can be placed within the distal forearm. If normal biological artic
Availability: 2, R ulation is used, these cells can last a long time. Use of the tools,
Difficulty: To install: Difficult however, results in more frequent replacements. This process is dif
Capsule: (from Alliance Acquisition Scout, Commander Hadaro Flet) ficult, as several plastitendons, mettaloligaments, and myomuscles
The Verpine are well known for their love and aptitude of things must be worked around. However, the Verpine I saw did this with
technical. This is no less true in the realm of cybernetics. The ever- ease, as the reader can imagine.
practical Verpine argument is that "if it _has_ to be replaced, why
not make it better?" Despite this ideology, most Verpine are loath (-Informal Addendum to Report-)
to replace fully functional body parts. I think they prefer an intact The Cons:
body, as do most of us, but like to "tinker" while repairing. It is not OK, before you send our wounded to Roche, Jorser, there are
surprising that "chit vikt" (it's fixed) and "chit virk" (it's better) are some thing you should know.
so similar in the Verpine tongue (pardon the expression). First: I have no idea whether the Verpine can or are willing to
Considering their substantial technical skills, Verpine prosthet make these hands for non-Verpine. I was not shown any xenobio
ics are efficient, biologically functional, and often incorporate logic prosthetics during my entire visit. Their digits are somewhat
some useful features. One example of this are Verpine hand larger than ours and have the "bone" on the outside...out of the
replacements. The Verpine use their three fingered hands to do del way as their BioTechs put it.
icate and complex work. It comes to no surprise that many Verpine However, the Verpine Diplomats did assure me at several points
hand replacements not only duplicate this vital function, but in the vist that the Roche Field is open for business. BTW, Jorser,
improve the hand's usefulness in technical, engineering, and even they have a sort of hive mind or communications net going...I think
computer work. Alliance negotiators might be in for a run on their credits.
Verpine hands have three digits, and thus most of their hand Second: the Verpine Hand Prosthetic is not designed to be a
replacements have three additional tools...basically 1 per digit. weapon. It may help the techies who got their hands burnt off by
Standard cybernetic replacements are feats of miniaturization; one reactor steam or the occasional careless demolitions officer...but
need only look at Commander Skywalker's medical record to realize our combat vets aren't going to get much use out of this. On top
that (...oh? you need clearance? well...so do I technically). You can of that, the Verpine Prosthetics are delicate. If they suffer a jarring
imagine what miracles of miniaturization Verpine technicians are shock, say popping an Imp in the nose, they can easily lock up.
capable of. Either all the articulations become misaligned, some wires short
A fine laser cutter is often added to the outside digit. This fine circuit, or some other problem occurs....or all of the above.
laser beam can cut wires, fine hydraulic tubing, or even solder on Third: using those tools burns power. You got to carry a bunch
the correct power settings. The range is minimal (10 cm) and it has of A111s with you or have access to rechargers or something. The
little value as a weapon--those familiar with the Verpine will Verpine in Roche Field have no problem, but what about our "field"
understand that they rarely make their prosthetics with weapon operatives? And when the power is drained...*all* power is drained.
capabilities. They don't seemed to have bothered to put in reserves since they
Several fine screwdrivers, hex-keys, jimmy-rods, or even a hex- always have access to power cells or rechargers in the Roche Field.
wrench are often added to the middle digit. This digit is normally So there you are with your SuperHand... unscrewing a security
the largest, although it is slightly oversized when these tools are panel when... WWRRRRr.r.r .r...rrrr...<bff> your hand freezes up. You
added. check your extra cell... oops, dead too! A few seconds later a cou
ple of ST's walk around the corner--and you can't even slug 'em
right! Anyway, the usefulness is for you people to decide. I just tell
WEAPONIZED CYBERNETICS
It how it is and you make all the decisions. That's why they pay
_you_ and I get this run down 'Vette....sucker! Claw Arm
--Report ends. --------------------------------- Model: Cybernetic Arm
Type: Cybernetic implant
Special Properties: Scale: Character
1) Full joint articulation, even at fine motor skill level Skill: Brawling and/or martial arts
2) Fine laser cutter/welder Ammo: 25 (arm blaster)
- 10cm range Cost: 3,500 (Does not include cost of surgery)
- 1D soldering up to 5D cutting damage per round. Cyber Points: 2
- At low power, 20 minutes of continuous operation is possible. At Availability: 3, R
high power, 5 minutes is possible. Difficulty: Easy (punching)
- Recessed buttons on the dorsal surface of the digit allow power Damage: STR+1D+1 (maximum 5D+1),
selection (1 action) Game Notes: An exposed cybernetic arm that has been modified with
3) Assorted fine tools razor sharp pinchers.
- screwdrivers, hexwrenches, hex-keys, jimmy-rods or a combination
are possible while not replacing a tool kit, these tools are better Cybernetic Artillery Weapon System
than hands alone: +2 to appropriate repair skills when used with Type: Extensive Cybernetic Biological Replacement
laser tool. Skill: Medicine: cyborging (to install)
- may be used as security-picks on some locks even if just to remove Cost: 70,000 (does not include cost of surgery)
the wiring panel): +2 to security in combination with laser tool. Cyber Points: 5
- Recessed selector buttons are on the dorsal surface of the digit (1 Availability: 4, X
action) Difficulty to install: Heroic
- These are power driven (much like dentist's various fine drills) and Scale: Walker
20 minutes of continuous operation is possible. Fire Rate: 3
4a) comlink- acts like a Standard Comlink. Toggles and selectors are Range: 20-600/3/16 km
Recessed buttons and levels on the dorsal surface of the digit. Blast Radius: 0-10 m
- 2.25 hours of continuous operation is possible. Ammo: Unlimited (power generator)
4b) computer socket interface- a standard computer jack, much like Range: 3-7/25/50
the one found in some R2 units (end is not flared), for file/data Damage: 5D
downloading. Game Notes: +1D to energy and physical due to Armor plates to limbs
- Assorted cables and adaptors can be used for greater compatibility and back. +2D to energy and physical to chest. -2D to Dexterity.
- The mem-chips can store up to 4D worth of files. Capsule: The cannon, which takes the place of the character’s head, it
- Stored data cannot be directly accessed by the user, it must be is bolted to his collarbones, as well as attached to an anchoring
uploaded to a computer or datapad first. plate placed into his chest. A primitive gear functions as the can
- Data can be stored 72 hours (3 days) before draining the battery. The non's vertical lifting mechanism. Two power cylinders flank his
Verpine think they can improve this time. metal spine, and power cables loop under his arms and around his
Special Penalties: chest. This weapon was reportedly strong enough to pierce light
1) Delicate - if the hand is severely jarred, such as by falling or by starship armor or vaporize enemy infantry. The character’s limbs
striking someone or something, there is a 66% chance of causing and spine are also enhanced with durasteel to be able to support
serious damage to the device. The GM is encouraged to come up the weapon along with a saurian-like cybernetic tail, which was
with his/her own "device errors". Total lock-up is one example; long and segmented. When firing, the tail functioned like the back
turning on the laser tool non-stop is another (followed by lock-up leg of a tripod, steadying the character against the weapon's kick.
of course). An annoying voice that says "insufficient power for The weapon was cooled by a relatively primitive cooling system,
requested function" would be cruel...I mean cool... one that dated back to the early days of the Galactic Republic,
2) Power Consumption- the GM is encouraged to apply the power which generated a great deal of steam when the weapon was
consumption guidelines: frequent use=inopportune power powered up.
drainage. The brain is flash-frozen and transferred to a square, heavi
- remember: the power use rate for each item is if *no* other tool is ly-armored box in the chest, while most of his other organs were
operated. Thus if storing data...it would remain in memory for 72 removed, except for the heart and lungs, which were also relocat
hours--with only normal joint movement and *no* other tools ed. Communication is limited by the surgery to the usage of a key
being used. If the laser tools was used at high for 30 seconds. The pad voice box.
memory storage might drop to 12 hours!
- be reasonable with this, but don't waste time book-keeping. Forearm Extension Claws
Type: Cybernetic Forearm implant
Vessel Courier System Scale: Character
Model: Swift 78B Vessel Courier System Skill: Medicine: cyborging (to install) Melee combat to use
Type: Vessel Data Courier System Cost: 5,000 (Does not include cost of surgery)
Cost: 5,000 for systems, 20,000 for operation Cyber Points: 1
Cyber Points: 2 Availability: 2, R
Game Notes: Vessel system can carry 8D of information. Vessel courier Difficulty to install: Moderate
may not read the data or interact with it in any way. Virus protec Damage: STR+2D
tion package can be uploaded for 50 credits. After beating com
puter programming difficulty, takes one minute per die of Hand Cannon
information to upload. 8D may be downloaded in one minute. Type: Cybernetic Hand Cannon
Source: Cracken’s Rebel Field Guide (page 30) Scale: Character
Skill: Medicine: cyborging (to install) Firearms to use
Cost: 12,000 (Does not include cost of surgery)
Cyber Points: 2
Availability: 2, R
Lightsaber Arm
Model: Lightsaber Arm
Type: Custom cybernetic implant
Scale: Character
Skill: Medicine: cyborging (to install) Lightsaber to use.
Cost: 5,000 (Does not include cost of surgery or lightsaber)
Cyber Points: 2
Availability: 4, X
Difficulty: Moderate
Damage: 5D
Neuro-Shock Hand
Model: BioTech Neuro-Shock Hand
Type: Offense cyber prosthetic
Skill: Brawling
Cost: 300 credits per pip of damage, plus base cost of 1,000 credits
Cyber Points: 1
Difficulty to install: Moderate Game Notes: Neuro-Shock hand’s damage code replaces user
Ammo: 50 Strength code for brawling damage. Recipient must buy at least
Range: 3-7/25/50 enough damage to match his Strength code. Anytime the hand
Damage: 5D+2 makes a heavy impact the shock energy is released.
Game Notes: Fires bursts of explosive ammunition. Source: Cracken’s Rebel Field Guide (page 40)
Cost: 50 (surgery: 2,500) (does not include weapon) Note: Additional modifiers may be applied based on current
Cyber Points: 1 and past conditions and situations; the length of the brain
Availability: 2, R washing session; effectiveness of torture, deprivation and iso
Difficulty: To install: Easy
Game Notes: The character’s arm end in a socket, on which any range lation; past treatment; whether target realizes true impact of
of specially modified weapons can be mounted. Standard weapons suggestions; and, any other relevant factors. Each additional
cannot be mounted, custom cyber-weapons usually cost twice the modifier may add +1 to +30 (or more) to either the target's
normal cost of the weapon. If the medicine roll to install fails by situations may actually strengthen the target's resolve, making
less than 5 points, the weapon fails to operate consistently. Every the target more difficult to brainwash.)
time a weapon is fired (or every round, if the weapon uses a con The target may use Force Points, Force powers or Character
stant power flow, such as a lightsaber or vibroweapon), if the Wild
Points to resist the initial (A) Brainwashing roll, but once the
Die rolls a 3 or less, the weapon fails to fire and shuts off (requir
ing an action to reactivate it). target is brainwashed, these abilities may not be used unless
the target breaks free of the brainwashing (as described below).
If the (A) brainwashing roll succeeds, the target will do what
BRAINWASHING ever he or she is ordered to do provided that the order is
phrased in such a way as to not violate the target's underlying
beliefs.
KNOWLEDGE SKILLS For example, someone with a strong moral belief against
killing will not simply shoot someone if ordered to, but may
(A) Brainwashing shoot someone if told "aim this blaster and fire it, and that
Time Taken: Minutes, hours or days person will fall down and go to sleep." If the target is con
Game Notes: Advanced skill. Requires Intimidation of at fronted by a situation which would logically cause him or her
least 5D. As per the standard rule for advanced skills, costs two to question the brainwashing, the target may make a new
times normal Character Point cost to advance. (A) Brainwash willpower or Perception roll to break free (the difficulty is the
ing begins at 4D. Brainwashing may be attempted without (A) original (A)Brainwashing roll). Add the following modifiers to
brainwashing skill, but the target may add a +5D bonus to the subject's willpower or Perception roll. The target may not
their willpower or Perception rolls to resist brainwashing. use Force Points, Force powers or Character Points to break the
effects of brainwashing.
Example: To advance intimidation from 4D to
4D+ I normally costs four Character Points. Since (A) Modifier:
Brainwashing costs double the normal amount of +1D Strong change in environment. Subject encounters a
Character Points to advance, to go from 4D to 4D+ I minor incident that may cause them to question their brain
costs eight Character Points. washing. (Subject escapes imprisonment and is allowed to
This new advanced skill is used to brainwash targets to wander free in unsupervised environment.)
+2D Others try to influence target. Subject encounters an
make them completely obedient and subservient to either a
specific cause or the person conducting the brainwashing. Roll incident that may cause them to question their brainwashing.
+3D Others of great influence to target try to convince him
the "attacker's" (A) Brainwashing skill against the target's
willpower or Perception (whichever is higher). or her to break free of brainwashing. Subject encounters an
The following optional modifiers may be applied: incident that strongly causes them to question their brain
washing.
Add to (A) Brainwashing roll. +4D or more A Jedi of great influence to target tries to
Modifiers: convince him or her to break free. Subject encounters an inci
+1 to +9 Suggestions are in target's best interests. ("This dent that strongly causes them to question their brainwashing,
will help.") with Jedi (or other influential person) further encouraging
+10 to +19 Suggestions, if followed, will benefit the target subject to break free.
in a measurable way. ("This will save your life or your family.")
+20 or more Suggestions are strongly in the target's best
If the target beats the (A) Brainwashing total by 1-3 points,
interests. ("This will save your entire species" or "This will make the target is still brainwashed, but may make a second
you wonderfully happy.") Willpower or Perception roll and may use Force Points, Force
power or Character Points to improve his or her roll.
Add to target's Willpower or Perception roll If the target beats the (A) Brainwashing total by 4 or more
Modifiers: points, the target has broken free of the brainwashing.
+1 to +9 Suggestions will harm target to a mild degree or
are mildly against subject's nature or desires. (Target realizes BRAINWASHING TECHNIQUES
suggestions may cause pain or injury to himself or others.)
A combination of standard brainwashing techniques,
+10 to +19 Suggestions will harm target to a significant
include torture, deprivation, isolation and mind-control drugs.
degree or are against subject's nature or desires. (Target real
These techniques are quite successful in the short-term,
izes that suggestions may may cause a serious injury or illness
although a brainwashed person might require frequent
or may result in many innocent deaths.)
"renewals" so as to not break free of his brainwashing pro
+20 or more Suggestions could result in target's death or
gramming.
are very strongly against subject's nature or desires. (Target
When using brainwashing techniques they may be used as
realizes suggestions may result in death, or extermination of
either a base attack or as a supplement to the skill of the
one's own species or family.)
brainwasher. For every die of brain washing technique add +2 ISB Re-Educator (Veteran)
to the brainwashers skill roll. Species: Human
Sex: Male
Example: A standard ISB Re-Educator can either DEXTERITY 3D+2
roll 6D using the techniques of the ISB or use his Blaster 5D+1, Blaster: Blaster Rifle 5D+1, Dodge 4D+2, Melee Combat
own skill of 3D+2 and add +12 to it. 5D+1, Melee Parry 5D+1
PERCEPTION 3D+2
Con 6D+2, Persuasion 6D+2, Search 5D+1
Standard Imperial Brainwashing Techniques STRENGTH 2D+2
Act as a 4D (A) Brainwashing treatment (may be rolled as a Brawling 4D+2
KNOWLEDGE 2D
base "attack"), or may supplement the skill of a Imperial con
(A) Brainwashing 5D+2, Bureaucracy 4D+1, Intimidation 6D, Law
ducting the brainwashing (add +8 to the Imperial’’s (A) brain Enforcement: Empire 5D+2, Scholar 4D+2, Streetwise 4D+1,
washing roll). Willpower 4D+2
TECHNICAL 3D
Ssi-ruuvi Brainwashing Techniques Security 4D+2
Act as a 5D (A) Brainwashing treatment (may be rolled as a MECHANICAL 2D
base "attack"), or may supplement the skill of a Ssi-ruu con Move: 10
Equipment: Stun Baton (STR+2D+2 Stun), Comlink, Datapad
ducting the brainwashing (add +10 to the Ssi-ruu's (A) brain
washing roll). ISB Re-Educator (Elite)
Species: Human
ISB Brainwashing Techniques Sex: Male
Act as a 6D (A) Brainwashing treatment (may be rolled as a DEXTERITY 3D+2
base "attack"), or may supplement the skill of an agent con Blaster 5D+2, Blaster: Blaster Rifle 5D+2, Dodge 5D, Melee Combat 6D,
ducting the brainwashing (add +12 to the ISB Agent's (A) Melee Parry 6D
PERCEPTION 3D+2
brainwashing roll).
Con 7D+2, Persuasion 7D+2, Search 6D
STRENGTH 2D+2
BRAINWASHING PERSONNEL Brawling 5D
KNOWLEDGE 2D
(A) Brainwashing 6D+2, Bureaucracy 5D, Intimidation 7D, Law
ISB Re-Educator Enforcement: Empire 6D+2, Scholar 5D+1, Streetwise 5D, Willpower
Species: Human 5D+1
Sex: Male TECHNICAL 3D
DEXTERITY 3D+2 Security 5D+1
Blaster 4D+2, Blaster: Blaster Rifle 4D+2, Dodge 4D, Melee Combat 4D, MECHANICAL 2D
Melee Parry 4D Move: 10
PERCEPTION 3D+2 Equipment: Stun Baton (STR+2D+2 Stun), Comlink, Datapad
Con 4D+2, Persuasion 4D+2, Search 4D
STRENGTH 2D+2
Brawling 4D BRAINWASHING SERUMS
KNOWLEDGE 2D
(A) Brainwashing 3D+2, Bureaucracy 3D, Intimidation 5D, Law
Enforcement: Empire 3D+2, Scholar 3D+1, Streetwise 3D, Willpower
IX Serum
"Summary: The Castellan restraints are designed for limited behavior
3D+1
modification in a high-risk subject. In effect, the subject is pro
TECHNICAL 3D
grammed to react to a keyword with total obedience. Long-term
Security 3D+1
commands can be implanted, but with lowered effectiveness. Once
MECHANICAL 2D
programming is activated, the subject will be aware of his inability
Move: 10
to control his actions but unable to revolt."
Equipment: Stun Baton (STR+2D+2 Stun), Comlink, Datapad
―Classified report, Imperial Intelligence Archives, Dromund Kaas
Cost: Not for sale
ISB Re-Educator (Experienced) Type: Mind conditioning drug
Species: Human
Availability: 4, X
Sex: Male
Game Stats: Character must make a Difficult Willpower roll after first
DEXTERITY 3D+2
day of injection to defeat serum. After second day can make
Blaster 5D, Blaster: Blaster Rifle 5D, Dodge 4D+1, Melee Combat 4D+2,
another roll at one difficulty level higher. After third day character
Melee Parry 4D+2
can make on last roll at an heroic difficulty level to defeat serum.
PERCEPTION 3D+2
If roll fails character is is open to programming by the brainwash
Con 5D+2, Persuasion 5D+2, Search 4D+2
ing technician. If Character is given serum another time all
STRENGTH 2D+2
Willpower rolls are at -2D for each subsequent time the serum is
Brawling 4D+1
given. If Willpower ever reaches 0D then the character is put in a
KNOWLEDGE 2D
permanent vegetative state
(A) Brainwashing 4D+2, Bureaucracy 3D+2, Intimidation 5D+1, Law
Capsule: A drug used in Castellan mind conditioning. The serum was
Enforcement: Empire 4D+2, Scholar 4D, Streetwise 3D+2, Willpower
distilled from the chemical dimalium-6 found on Quesh and
4D
specifically formulated for its subject. It took the serum about
TECHNICAL 3D
three days to circulate through the subject, altering their brain
Security 4D
chemistry to make them more susceptible; after the serum was
MECHANICAL 2D
fully absorbed, the subject was imprinted with a code word that
Move: 10
opened the affected mind and forced them to obey the subsequent
Equipment: Stun Baton (STR+2D+2 Stun), Comlink, Datapad
commands. If the IX serum is reintroduced to the subject, it is pos
sible to reset the conditioning, at the risk of the subject being sent and reliable information in a minimum amount of time. The
into a permanent vegetative state. goal of any source is to deceive or hinder any attempts of the
interrogator to get information out of him.
RNA Brainwashing Virus
Symptoms: Makes one loyal to the Empire or whichever entity creates
the virus.
Intimidation
Type: Inhalation, Mental Time Taken: One round to several hours or longer.
Incubation Period: 1D days Specializations: Interrogation, bullying.
Contagious: High, Requires a Willpower roll to resist. Intimidation is a character's ability to scare or frighten oth
Fatal: Very Low ers to force them to obey commands, reveal information they
Affected species: All wish to keep hidden, or otherwise do the bidding of the intim
Cure: None
Rarity: Very Rare
idating character. Intimidation is normally dependent upon a
Time period: Imperial Era character's physical presence, body language or force of will to
Diagnosis difficulty: Heroic be successful. Some characters use the threat of torture, pain
Required skill: Medicine or other unpleasantries to intimidate others.
Treatment Difficulty: N/A Characters resist intimidation with the willpower skill.
Treatment skill: N/A
Notes: Any attempts to do something subversive to the empire and Modifiers:
the character must make a Moderate-Heroic difficulty roll +5 or more to intimidator's roll: Intimidator is threatening
(depending on the severity of the offense) at -1D to Willpower. An
Imperial project developed to insert RNA into the brains of sen
target with physical violence (and is either armed or has supe
tients. Because memories were made of RNA, it was thought that rior strength).
this virus would provide the Galactic Empire with the ability to +10 or more to intimidator's roll: Intimidator is obviously
brainwash anyone they wished which was self-propagating and much more powerful.
would destroy any chance of a Rebellion. Though the researchers +15 or more to intimidator's roll: Target is totally at the
were screened for Rebel sympathies, they were so horrified by the mercy of intimidator.
implications of the research that they destroyed the project and
+5 or more to the difficulty: Target has the advantage.
defected to the Rebel Alliance. A datatape containing their
research turned up in an auction aboard the Ananuru Express and +10 or more to the difficulty: Target is in a position of
though Imperial Intelligence attempted to steal it, it was recovered greater strength.
by a group of Rebels. It was thought to then be destroyed so it +15 or more to the difficulty: Target cannot conceive of
could never fall into the wrong hands. danger from intimidator.
INTERROGATION PERSONNEL
ISB Interrogator
Species: Human
Sex: Male
DEXTERITY 3D+2
Blaster 4D+2, Brawling Parry 4D+2, Dodge 4D+2, Melee Combat 4D+2,
Interrogation Devices 4D+1, Melee Parry 4D+1
PERCEPTION 3D+2
Bargain 4D, Con 4D+2, Persuasion 4D+2, Search 4D+1
STRENGTH 3D+2
Brawling 4D+1, Stamina 4D+2
TECHNICAL 3D
First Aid 4D, Security 3D+2
KNOWLEDGE 2D
Bureaucracy 3D, Intimidation: Interrogation 4D, Law Enforcement 3D,
Scholar 3D, Streetwise 2D+2, Willpower 4D
MECHANICAL 3D
Move: 10
Equipment: Blaster Pistol (4D), Knife (Str+2), Torture Kit (Adds +2D to
Interrogation Devices checks), Comlink, Datapad
Source: Ultimate NPC Collection
KNOWLEDGE 2D of game time. If the roll succeeds, the victim can withhold infor
Bureaucracy 3D+2, Intimidation: Interrogation 5D, Law Enforcement mation. If the roll fails, the victim reveals information
4D, Scholar 3D+2, Streetwise 3D+1, Willpower 5D Capsule: A powerful drug used in interrogations. It compelled the vic
MECHANICAL 3D tim to talk, but the drug alone couldn't force the victim to reveal
Move: 10 anything she or he could still talk, or even sing, about something
Equipment: Blaster Pistol (4D), Knife (Str+2), Torture Kit (Adds +2D to else. Apparently, it was harder for the victim not to break if the
Interrogation Devices checks), Comlink, Datapad drug was combined with torture.
Source: Ultimate NPC Collection
Mangoriza
ISB Interrogator (Elite) Cost: 1200
Species: Human Type: Truth serum
Sex: Male Availability: 4, X
DEXTERITY 3D+2 Maximum Normal Dosage: N/A
Blaster 5D+1, Brawling Parry 6D, Dodge 6D, Interrogation Devices Addiction Factor: 5 (P)
6D+1, Melee Combat 6D, Melee Parry 6D Game Stats: Victim must make a Very Difficult Stamina roll every
PERCEPTION 3D+2 minute of game time. If successful, the victim takes 3D+1 damage
Bargain 6D, Con 6D+2, Persuasion 6D+2, Search 5D+2 because the serum tortures him for lying. If the roll fails, the victim
STRENGTH 3D+2 reveals information.
Brawling 5D+2, Stamina 6D Capsule: A drug used for chemical torture. The drug was employed by
TECHNICAL 3D the Galactic Empire during interrogation of prisoners, especially by
First Aid 6D, Security 4D+1 Imperial Intelligence.
KNOWLEDGE 2D
Bureaucracy 4D+1, Intimidation: Interrogation 6D, Law Enforcement OV600
5D, Scholar 4D+1, Streetwise 4D, Willpower 6D Cost: 300
MECHANICAL 3D Type: Truth serum
Move: 10 Availability: 4, X
Equipment: Blaster Pistol (4D), Knife (Str+2), Torture Kit (Adds +2D to Maximum Normal Dosage: N/A
Interrogation Devices checks), Comlink, Datapad Addiction Factor: N/A
Source: Ultimate NPC Collection Game Stats: Victim must make a Moderate Stamina roll every minute
of game time. If successful, the victim takes 2D damage because
Truth Serums the serum tortures him for lying. If the roll fails, the victim reveals
A truth drug or truth serum is a psychoactive medication information.
used to obtain information from subjects who are unable or Capsule: Developed by 'Geneering Products, a powerful truth serum
often used by the Galactic Empire. Unlike other serums such as
unwilling to provide it otherwise. Bavo Six, OV600 acted physically upon the victim, rather than
mentally. When the serum detected the symptoms of lie-telling, it
Bavo Six caused the victim's flesh to break out in a painful rash. The serum
Cost: 150 was powerful enough to cause death in severe cases.
Type: Truth serum Source: Cracken’s Field Guide page 14
Availability: 3, X
Game Stats: Victim must make an Easy Stamina roll every minute of Skirtopanol
game time. If the roll succeeds, the victim can withhold informa Cost: 3000
tion. If the roll fails, the victim reveals information Type: Truth serum
Capsule: A notoriously powerful yet easy to produce truth serum. It Availability: 3, R
was used by many organizations, from the Bartokk assassins to the Maximum Normal Dosage: N/A
Galactic Empire. Bavo Six would induce visual exaggeration and Addiction Factor: N/A
paranoia - shapes and outlines became distorted, and the victim Game Stats: Requires a Moderate Stamina roll every minute of game
became afraid of everything. The suspected chemical composition time. If successful character takes 2D+1 damage because the
of Bavo Six was R7Bo3Kr2, but that has yet to be confirmed. serum tortures him for lying. If roll fails character reveals informa
Source: Cracken’s Field Guide page 14 tion. Roll at -2 to Willpower if interrogator uses physical torture
for each dose taken. If lotiramine is used roll 5D damage to char
Hypo acter.
Cost: 600 Capsule: A truth serum for interrogating prisoners. Its effects were
Type: Truth serum not just loosening up a subject, but causing greater sensitivity to
Availability: 4, X make torture more effective. Progressively higher doses were used
Maximum Normal Dosage: N/A with torture during narco-interrogation. Skirtopanol could be
Addiction Factor: 3 (M) lethally counteracted by lotiramine.
Game Stats: Victim must make a Very Difficult Willpower roll every
minute of game time. If successful, the victim takes 3D damage Titroxinate
because the serum tortures him for lying. If the roll fails, the victim Cost: 8000
reveals information. Type: Truth serum
Capsule: A truth serum used for extracting information from strong Availability: 4, X
willed individuals, typically in interrogation situations. Maximum Normal Dosage: N/A
Addiction Factor: N/A
Loquasin Game Stats: Requires a Very Difficult Stamina roll every minute of
Cost: 200 game time. If successful character takes 3D+2 damage because the
Type: Truth serum serum tortures him for lying. If roll fails character reveals infor
Availability: 4, X mation.
Maximum Normal Dosage: N/A Capsule: A potent neurotoxin, used as a biological weapon by the
Addiction Factor: N/A Separatists during the Clone Wars. Use of Titroxinate was also one
Game Stats: Victim must make a Moderate Stamina roll every minute of the many methods of torture employed by the Galactic Empire.
Xebonica
Cost: 4000
Type: Truth serum
Availability: 3, R
Maximum Normal Dosage: N/A
Addiction Factor: N/A
Game Stats: Requires a Difficult Stamina roll every minute of game
time. If successful character takes 2D+2 damage because the
serum tortures him for lying. If roll fails character reveals infor
mation.
Capsule: A drug used for chemical torture. During the reign of the
Galactic Empire, xebonica was one of many torture drugs used by
Imperial Intelligence to tear information from the reluctant.
Emotion Suppressant
Model: Consolidated Learning Systems Model ES23
Type: Emotion suppression system
Cost: 750
Availability: 3
Game Notes: Device uses micro-powered cells. Each pair must be
worn a minimum of 24-30 hours to allow for proper calibration to
IT-0 Interrogator Droid
the wearer’s life function rhythms. Device adds +2D bonus to any Type: Imperial IT-0 Interrogator Droid
willpower rolls to resist emotional impulses. Note that this device DEXTERITY 1D
could conceivably be used to help resist torture (although it has no Dodge 3D, melee combat 3D, melee combat: interrogation tools 4D+1
effect on resisting Force abilities). KNOWLEDGE 3D
Source: Galladinium’s Fantastic Technology (pages 36-37) Alien species 4D, humanoid biology 5D, intimidation 6D, intimidation:
interrogation 7D
MECHANICAL 2D
Interrogation Droids Sensors 3D
The use of a droid rather than a biological interrogator PERCEPTION 4D
could increase the fear in the subject, which was usually the Investigation 5D, search 5D
goal of torture in the context of interrogation. The alien and STRENGTH 3D
mechanical quality of a droid can make it more frightening TECHNICAL 2D
than an organic torturer. A droid is also more capable of finely First aid 5D, (A) medicine 5D, security 4D
Equipped With:
judging a subject's reactions to torture, and of applying vari -Repulsorlift engine
ous "treatments" precisely. -Visual/sound sensor package
From the standpoint of the interrogators, use of a droid is -Vocabulator speech/sound system
sometimes less troubling than performing the torture oneself. -Laser scalpel (2D damage)
If the interrogator wished to resume a bargaining tone with -Hypodermic injectors (4D stun damage)
the subject after the coercive phase, the use of a droid also -Power shears (5D damage)
-Grasping claw (+1D to lifting)
helped redirect the subject's anger towards the droid, rather
Move: 3
than the interrogator. Size: 1 meter
BL-39 Interrogator Droid Source: Dark Force Rising Sourcebook (page 103), Death Star Techni
Type: Aratech BL-39 Interrogator Droid cal Companion (page 93), Galaxy Guide 1 – A New Hope (page 58),
DEXTERITY 2D+2 Star Wars Trilogy Sourcebook SE (page 165-166), The Movie Trilogy
Blaster 3D Sourcebook (pages 52-53), The Thrawn Trilogy Sourcebook (page
KNOWLEDGE 4D 197), d20 Core Rulebook (page 371)
Intimidation: interrogation 7D
MECHANICAL 1D IT-3 Interrogator Droid
PERCEPTION 4D Type: Imperial IT-3 Series Interrogator Droid
Persuasion 6D+2, sneak 5D DEXTERITY 1D
STRENGTH 1D+1 Dodge 1D+1, interrogation devices 5D, melee combat 2D+1, melee par
TECHNICAL 3D+1 ry 2D+1
First aid 5D, (A) medicine 3D+2 KNOWLEDGE 3D
Equipped with: Intimidation: interrogation 5D+1, scholar: Biology 5D+2, scholar:
-Repulsorlift engine Chemistry 5D+2, scholar: Psychology 5D+2
-Visual/sound sensor package MECHANICAL 1D
-Vocabulator speech/sound system PERCEPTION 3D
-Blaster pistol (5D damage) Persuasion 5D+1
Game Notes: The BL-39 is intended to interrogate without torture. It STRENGTH 1D
is designed to make observations on changing physiological states TECHNICAL 2D
to gain the information it requires. In addition to interrogation, the First aid 5D+1
droid is occasionally used for medical purposes. Equipped With:
Move: 3 -Electroshock probe (does 1D to 4D stun damage)
Size: 1 meter -Laser scalpel (does 3D damage)
Cost: 13,000 credits -Locked access (the droid’s shut-down switch is secured or internally
Source: Legacy Era Campaign Guide (page 71) located)
-Power shears (3 sets, do 5D damage) producing new viruses from many infected cells. The cells will
-Recording unit (The droid can record and play back up to 5 minutes then burst open (lyse), freeing many new virus particles. Some
of video footage) DNA and all RNA viruses fall into the category of lytic viruses,
-Sith poison (See the entry on Sith poison)
-Sonic torture device (does 3D stun damage) which simply mass produce at the time of infection and lyse
-Syringes (4, for injecting serums, stimulants, and Sith Poison) the host cell. The effects of a viral infection are truly varied.
-Telescopic appendages (3 telescopic appendages that can reach up to
2 meters away from the droid) Usage
-Tool mounts (The droid has 6 appendages with tools attached) These biological weapons can be administered in a variety
Move: 4 of ways. Some can be dropped into the air and they will be
Size: 0.3 meters in diameter
carried into the host’s lungs, where infection begins. This is
Cost: Restricted to Imperial use only.
Source: The Dark Side Sourcebook (pages 63-64) common with spore based weapons that survive for many years
(sometimes thousands) and then come “back to life” to infect
T0-D Interrogation Droid the host and begin producing new bacteria.
Type: Imperial T0-D Interrogation Droid Other bacteria and some viruses can survive in a water sup
DEXTERITY 2D+2 ply for a long time which thus makes water a fairly ideal
Sonic weapons 5D, melee combat 4D+2 method of transmission. Areas that are dirty often provide for
KNOWLEDGE 3D
ideal growth conditions for pathogens.
Intimidation: interrogation 5D
MECHANICAL 2D Some other weapons are administered by altering DNA to
Sensors 3D produce viral proteins. This is hard to do, and it is more of a
PERCEPTION 4D genetic weapon than anything else.
Con 5D, persuasion 6D, search 5D
STRENGTH 2D+2 Optional Rules: Random Bio-Weapon Generation
TECHNICAL 3D Role 1D. Your weapon will be a:
First aid 5D
Equipped With: 1D Bio Weapon
- Wheeled Locomotion
1 Lysogenic virus: incorporates itself into the genome of
-2 claw appendages
-2 tool mounts its target to replicate
-Stun baton (5D stun) 2 Lytic virus: it hijacks the cell’s machinery and
-Sonic stunner (6D stun, 3-10/15/20) immediately replicates
-Improved sensor package (+2D in low-light conditions +2 to search) 3 Bacterium: it infects cells at a certain location
-Internal storage space (20 Kg) 4 Protozoan: a small protist that burrows into cells and
-Durasteel shell (+1D to resist damage) wreaks havoc
-Medical tools 5 Parasite: a worm of some sort that grows into a big,
-Vocabulator nasty worm
Move: 10 6 Spore: a spore is a sort of inactive house for dormant
Size: 1 meter bacteria
Cost: 5,500
Source: Threats of the Galaxy ( page 146) Role 1D for whatever your weapon is:
Spore: This will reside in the lung until it warms to body Length of
temperature. The spore will then release healthy bacteria that Contagious Difficulty Carrier Phase
will replicate and cause their damage. Often times, spore based Very Low Easy 12 hours
weapons require high numbers of spores to infect the target Low Moderate 24 hours
well. Moderate Difficult 2 days
High Very Difficult 1 week
Role 1D for Contagious Difficulty: Very High Heroic 2 weeks
1-2 Very Low
3 Low Fatal:
4 Moderate Level Damage
5 High Very Low 2D every 5 rounds
6 Very High Low 2D+1 every 3 rounds
Moderate 3D every other round
Role 1D for Fatal Damage: High 4D every round
1 Very Low Very High 5D every round
2 Low Extreme 10D every round
3 Moderate
4 High BIOLOGICAL WEAPONS
5 Very High
6 Extreme Alpha Red
Symptoms: Bleeding from the eyes and ears, liquefying of organs and
Role 1D for Rarity:
eventually whole body
(Nearly all weapons of this type are X… There needs to be a Type: Inhalation
good reason why such a weapon would not be. i.e. – research Incubation Period: 1D days
uses, common uses, etc…) Contagious: High
Fatal: Very High
1 Common/Galaxy wide/Planet wide Affected species: Yuuzhan Vong
2 Uncommon/Sector wide/Continent Cure: None
3-4 Rare/System wide/ Nation Rarity: Rare
Time period: New Jedi Order
5-6 Very Rare/Planet/ City
Diagnosis difficulty: Difficult
Required skill: Medicine
Symptoms Treatment Difficulty: N/A
Biological weapons have a variety of symptoms associated Treatment skill: N/A
with them. Any virus or bacteria can cause heart problems, Notes: Engineered by Chiss biotechnicians under New Republic Intelli
vomiting, etc… Many of the responses incurred are actually gence Service Director Dif Scaur and scientist Joi Eicroth, Alpha
normal biological responses to many infections: fever, Red was a biological weapon specific to the Yuuzhan Vong that
would kill any Yuuzhan Vong or Yuuzhan Vong-related lifeforms.
headaches and the like. The most extreme problems often
revolve around “hemorrhagic fevers.” These ailments are aptly Blue Shadow Virus
named, as the pathogen responsible will cause massive bleed Symptoms: High fever, Respiratory symptoms
ing, often from every orifice of the body. Sometimes the skin Type: Ingestion of contaminated water/ Inhalation
itself will spontaneously rupture in a phenomenon known as Incubation Period: 1D hours Ingestion/ 1D rounds Inhalation
bleeding out. (Game note: since symptoms can be extremely Contagious: Very High, waterborne virus
diverse, any twisted thing that your mind can conceive of is Fatal: Very High
Affected species: All
often applicable to a game situation). Cure: Reeksa root, found on Iego
Rarity: Very Rare
Cures Time period: Generations before the Clone Wars
Weapons are, of course, engineered to be untreatable or Diagnosis difficulty: Heroic
difficult to treat without proper knowledge. A standard bacte Required skill: Injury/ailment diagnosis
rial pathogen may be susceptible to treatment from an antibi Treatment Difficulty: Difficult
otic. A virus might easily be vaccinated against. However, Treatment skill: Medicine
Notes: Was eradicated and then reengineered during the Clone Wars
weapons are designed to avoid this. So often times they are by Dr. Nuvo Vindi on Naboo.
incurable.
With short generation times, biological weapons can be Clone-Killer Gas
prone to mutation. Sometimes this will cause no difference in Type: Contact, Inhalation, Ingestion, Broken Skin
the pathogen. Other times, the bug may become more or less Incubation Period: None
virulent. (This has significant game implications, as random Contagious: Contact Very Low, Inhalation Very Low, Ingestion Low,
luck with mutation can change a game. If a GM is looking for Broken Skin Moderate.
Damage: 5D for initial contact and every round being exposed. 4D
a way to keep him/herself on his/her toes, then that GM could damage for 3 rounds after exposure.
very easily roll a random dice to determine the mutation’s Affected species: All, clones +10 to all contagious difficulties.
course of a weapon every few days, in game terms of course). Cure: Bacta, Dermal abrasion, Fluid Cleansing
Rarity: Rare
Time period: Clone Wars
Diagnosis Difficulty: Easy
Required skill: Injury/ailment diagnosis Strength check (Moderate difficulty) must be made, with failure
Treatment Difficulty: Moderate indicating a further loss of 1D from the character’s Strength rating.
Required skill: Medicine If a character’s Strength rating falls below 0D, he dies. If cured, the
Capsule: This effort was led by Ovolot Qail Uthan, but the project was character will recover +2 pips of Strength per week for a number
destroyed before it could be finished. However, it is possible that of weeks equal to the number of dice he lost from his rating (ie, 1
some samples of the early version were released. The weapon was pip of each lost 1D is permanent).
not yet perfected, as it still posed a danger to non-clones.
Dihexalon Gas
Clone Nano-Virus Symptoms: Paralysis (Crippling)
Type: Contact Type: Contact, Inhalation. Ingestion, Broken Skin
Incubation Period: 2D hours Incubation Period: 1D Rounds
Contagious: Very High +10 Contagious: Contact Low, Inhale Low, Ingestion Moderate, Broken
Damage: Once infected a clone loses 1D of Strength every hour. If it Skin Moderate
ever reaches zero clone dies. Fatal: High
Affected species: Fett DNA clones Affected species: All
Cure: Bio engineered vaccine Cure: Antivemon
Rarity: Rare Rarity: Rare
Time period: Clone Wars Time period: Clone Wars
Diagnosis Difficulty: Moderate Diagnosis Difficulty: Moderate
Required skill: Injury/ailment diagnosis Required skill: Injury/ailment diagnosis
Treatment Difficulty: Moderate Treatment Difficulty: Difficult
Required skill: Medicine Required skill: Medicine
Capsule: Developed by a traitorous Kaminoan for the Separatists in Capsule: An early chemical weapon by Jenna Zan Arbor that would
the fourth month of the Clone Wars, this genetically engineered lead to better discoveries. The cost is 100 credits per dose and can
virus targeted clones of Jango Fett specifically. Any clone trooper be placed anywhere from missile warheads to grenades or dart
created using Fett’s DNA subjected to the virus immediately tips. The agent causes severe muscle spasms that paralyze the per
became ill within hours of contact The virus was caught before it son affected, even including their ability to breathe, eventually
had appropriate time to adapt and mutate. Thus a vaccine was cre causing them to die of asphyxiation.
ated that renders the virus inert.
Emperor's Plague
Death Seed Emperor's Plague was a mutagenic plague developed by
Symptoms: Rapid decaying of skin, no other symptoms
Evir Derricote that only killed Humans. It was more deadly
Type: Inhalation or ingestion
Incubation Period: 1D days than the Krytos virus which killed millions of aliens on Corus
Contagious: N/A, caused by parasitic drochs a Moderate STR check cant following the New Republic capture of Coruscant in 6
Fatal: Very High ABY. It was said to be so horrible that even Emperor Palpatine
Affected species: All feared to deploy it.
Cure: Unknown, bacta accelerates plague This plague was stored at an uncharted asteroid known as
Rarity: Very Rare, the Emperor's Plague Storehouse. In 24 ABY, a sample of it
Time period: N/A
Diagnosis Difficulty: Difficult
was obtained by an information broker Fonterrat who sold it
Required skill: Injury/ailment diagnosis to Nolaa Tarkona. During the Battle of the Emperor's Plague
Treatment Difficulty: Heroic Storehouse, a team of Jedi including Bornan Thul destroyed all
Required skill: Medicine canisters containing the disease along with other alien-specific
Notes: If infected, the character loses 1D from his Strength rating plagues; stopping the Diversity Alliance's genocidal anti-hu
once the incubation period ends. Each following day, another man crusade.
less than the number of rounds that the character has been Nasty Criticals
mortally wounded, the character dies. A mortally wounded d100 Result
character who is incapacitated or mortally wounded again is
01 Top of head blown off, ooze leaks out
killed. A character making a Moderate first aid total can "stabi
(instant death)
lize" a mortally wounded character. The character is still mor
02-10 Knee shattered (-1d6 till it is healed)
tally wounded but will survive if a medpac or bacta tank is
used on him within one hour (Moderate first aid total); other 11-15 Heart blown apart (death in 1d6 rounds)
wise, he dies. (This is different from healing a character with a 16-18 Spinal cord cleany separated (instant death)
medpac; see "Healing.") 19-25 Groin removed (-1d6 to dexterity
permanently)
Roll 1D 26-37 Ribs (you got lucky, -1d6 till healed)
38-40 Lung punctured, asphyxiation from
1 Maimed: One of the character’s limbs is drowning in blood (death)
permanently lost. Until it is replaced no actions
41-49 Jaw shattered (serious pain but can heal)
can performed with that limb.
50 Face partially removed (character can be
2 Gruesome Injury: Roll 2D. 1-3 Knowledge, 4-5
saved)
Perception, 6-7 Mechanical, 8-9Technical, 10-11
Dexterity, 12 Strength. That attribute is 51-65 Temple (lose consciousness for 1d6 rounds)
permanently reduced by 1D. 66-68 Forehead (-1d6 to mental attributes until
recovery)
3 Paralysis: Character is rendered completely
immobile, though he remains conscious. If the 69-74 Larynx (cannot speak for 1 month)
character does not receive medical attention, the 75-86 Stomach ruptured (die from poison in 3d6
paralysis becomes permanent after 1D Days rounds)
elapses. 87-91 Lower Spine (10% chance of permanent
4-5 Internal Bruising/Bleeding: Character suffers a -2D paralyzation)
penalty to Strength to resist damage and must 92-94 Multiple organs struck, internals reduced to
receive medical attention before the effects wear jelly (death)
off; failure to receive treatment results in the 95-99 Collar bone broken (50% chance of
character’s death within 36 hours. paralyzation)
6 The end is Nigh: Instead of rolling 2D the character 00 Enters eye and exits back of skull (death)
rolls 1D at end of round to determine death.