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Character Image: Madame Ch'oForce and Destiny

Madame Ch'o

Human
Spy
Interrogator
68

Madame Ch'o is a frail looking old woman who seems very kind. She usually has several butterscotch candies in her pocket. She is kind, until you discover her dark secret.

Species Features

  • Humans start the game with one rank in two different non-career skills of their choice.
2
12 0
15 0
0 0
2 2 2 2 3 4
General Skills Career Rank
Astrogation (INT)
Athletics (BR)
Brawl (BR)
Charm (PR)
Coercion (WILL)
Computers (INT)
Cool (PR)
Coordination (AG)
Core Worlds (INT)
Deception (CUN)
Discipline (WILL)
Education (INT)
Gunnery (AG)
Leadership (PR)
Lightsaber (BR)
Lore (INT)
Mechanics (INT)
Medicine (INT)
Melee (BR)
Negotiation (PR)
Outer Rim (INT)
Perception (CUN)
Piloting - Planetary (AG)
Piloting - Space (AG)
Ranged - Heavy (AG)
Ranged - Light (AG)
Resilience (BR)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Underworld (INT)
Vigilance (WILL)
Warfare (INT)
Xenology (INT)
Weapons Skill Damage Crit Range Qualities
Molecular Stiletto Melee
+ 0 2 Engaged Pierce 5, Vicious 1
molecular-stiletto-9912
Melee
+0
2
Engaged
500
1
1
5

Qualities

Pierce 5

Vicious 1

Attachments

Cost

Rarity

Hard Points: -/1

Garrote Brawl
+ 0 1 Engaged Stun Setting
garrote-8410
Brawl
+0
1
Engaged
50
1
0
2

Qualities

Stun Setting

Attachments

Cost

Rarity

Hard Points: -/-

Fear Stick Melee
5 - Engaged Limited Ammo 3, Pierce 1, Stun Damage
fear-stick-6327
Melee
5
-
Engaged
1500
1
0
8

Qualities

Limited Ammo 3

Pierce 1

Stun Damage

Attachments

Cost

Rarity

Hard Points: -/-

Welding Rod Melee
3 2 Engaged Breach 1, Inaccurate 1
welding-rod-6181
Melee
3
2
Engaged
1750
4
0
5

Qualities

Breach 1

Inaccurate 1

Attachments

Cost

Rarity

Hard Points: -/-

-150 120 500 17 17
Critical Injury Difficulty Severity Description
Armor Soak Defense Qualities
Equipment and Gear Quantity Encumbrance Rarity Price
Glitterstim (dose) 2 - 7 100
glitterstim-dose-1581
2
-
7
100

Glitterstim

Glitterstim is a vanishingly rare variety of spice, refined from the webs spun by the energy spiders of Kessel and mined by the unfortunate slaves sent into those pitch-black depths. Because of its photoactive qualities, it cannot be exposed to light at any stage before consumption, and so laborers at various stages carefully move it from the darkness of the caverns to special holding containers, and then to the small, opaque packets in which it is sold. Its production is jealously guarded by the Empire, and thus a hold full of glitterstim is a treasure for any smuggler ambitious enough to try to sell it.

The value of glitterstim comes as much from the uniqueness of its properties as its rarity. While it certainly provides a powerful high and is as addictive as many of its equivalents, rumors whisper that it has another, much more interesting effect when consumed. Glitterstim is said to provide those who ingest it with limited telepathic abilities. Of course, there are those who claim that this so-called telepathy is merely a drug-induced delusion, but many swear by the intuitive abilities that each dose imparts. Unfortunately, along with these supposed powers comes another certain effect—glitterstim slowly but surely erodes the mind, burning away certain nerves in the brain connected to sight and coordination, as well as mental balance.

Glitterstim is a highly addictive drug with hallucinogenic properties. Using it adds three :eB: to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at his discretion.

Restrictions: Glitterstim is illegal on most worlds, and its trade is aggressively monitored and controlled by Imperial authorities.

<font size=1>Please see page 184 of Edge of the Empire for details.</font>

Qualities

Stimpack 4 - 1 25
stimpack-9642
4
-
1
25

Stimpack

Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field. There are countless makers of stimpacks, from Chiewab Amalgamated Pharmaceuticals to Athakam MedTech.

It takes a maneuver for a character to inject a stimpack in himself or another..Stimpacks are one-use items, and automatically heal 5 wounds. Characters can use stimpacks more than once, but each use heals one less wound (so the second use heals four, the third use heals three, and so on). The sixth stimpack heals no wounds—the character is already oversaturated with the medicine for it to have any effect. It takes a day for the character's body to process the stimpacks and for him to be able to use them at full effectiveness. See page 220 for more information.

Models Include: Numerous Variants.

<font size=1>Please see page 177 of Edge of the Empire for details.</font>

Qualities

Comlink (handheld) 1 - - 25
comlink-handheld-1854
1
-
-
25

Comlink (handheld)

A common device found across the galaxy, comlinks come in a variety of forms depending on their function and user. Each allows for audio messaging between two parties though advanced models can transmit multiple users or network groups together. Personal comlinks are often small, hand-held cylinders capable of communicating over distances into low orbit. Some models are built into helmets and armor segments. Longer-range versions are usually carried as large satchels or in backpacks, and can reach across a planet and to ships in high orbit (or even elsewhere in the same star system). Most operate on a standard net of frequencies that can be adjusted as desired to elude detection.

<font size=1>Please see page 171 of Edge of the Empire for details.</font>

Qualities

Dendriton Toxin 2 - 7 125
dendriton-toxin-3602
2
-
7
125

Dendriton Toxin

Dendriton toxin is an exceedingly lethal neurotoxin favored by assassins who prefer their victims to suffer. Once exposed to the poison, the victim begins to suffer fatigue and dull pain, which gradually increases until he is paralyzed and in agony.

Any sized dose has a Daunting (:eD::eD::eD::eD:) difficulty. If the target fails the check, the poison inflicts 1 strain at the end of his next turn, 3 strain at the end of his subsequent turn, and 5 strain at the end of the turn after that one (this ignores soak). In addition, the target suffers :eK: to any check he attempts while under the effects of the poison, and each :e%: he generates on those checks inflicts 1 additional strain (this ignores soak) as the target is wracked with pain and violent muscle spasms. The GM may spend :e$: on the initial Resilience check to make the target make another check against the poison at the end of his third turn or suffer an additional 5 strain (this ignores soak) as the poison torments him.

<font size=1>Please see page 109 of the Lords of Nal Hutta Sourcebook for details.</font>

Qualities

Dioxis Gas 2 - 6 100
dioxis-gas-1956
2
-
6
100

Dioxis Gas

Used since before the Clone Wars, dioxis can be lethal to most carbon-based life forms within less than one minute following exposure. The greenish gas was used extensively by the Separatists' droid armies, which were immune to it. The gas has since seen use by mercenaries and assassins unconcerned with high body counts.

A single dose of dioxis has a Hard (:eD::eD::eD:) difficulty, while two or more doses combined have a Daunting (:eD::eD::eD::eD:) difficulty. The poison inflicts 5 wounds if the target fails a check at the relevant difficulty (this ignores soak). In addition, each :e%: generated inflicts 2 strain on the target (this ignores soak), who becomes overwhelmed by the nausea and muscle spasms caused by the choking gas. The gas lingers in the air for up to 3 rounds unless dissipated by high winds.

<font size=1>Please see page 109 of the Lords of Nal Hutta Sourcebook for details.</font>

Qualities

Raquor Venom 1 - 7 150
raquor-venom-9567
1
-
7
150

Raquor Venom

Extracted from the glandular toxin sacs of Sriluurian dark wolves, raquor venom is a powerful paralytic enzyme inhibitor. Significantly harder to shake off than most synthetic neuroparalytics, raquor venom is harvested by Weequay beastmasters and commands a high price on the black market among bounty hunters.

Any sized dose has a Daunting (:eD::eD::eD::eD:) difficulty. The poison Staggers the target for 2 rounds if the target fails the check. In addition, each :e%: generated inflicts 2 strain on the target (this ignores soak), and the GM may spend :e$: to Immobilize the target for 2 rounds. While raquor venom is usually introduced to the target via injection, it can be aerosolized for use in poison gas grenades, though this reduces the effectiveness to a Hard (:eD::eD::eD:) difficulty.

<font size=1>Please see page 109 of the Lords of Nal Hutta Sourcebook for details.</font>

Qualities

Antidote Set 2 1 5 250
antidote-set-1461
2
1
5
250

Antidote Set

Poisoning is not a common concern for most citizens, but for certain high-value persons of interest, poisoning is an all-too-real hazard. Small, portable antidote sets offer a degree of protection, providing an assortment of single-use vials of antidotes to common poisons. Almost every major medical corporation offers some version of the portable antidote set, and some even sell regional variants.

A character using an antidote set reduces the difficulty of any check to resist a poison by two (to a minimum of Easy (:eD:)). If he does not know which poison was used, he must make a Hard (:eD::eD::eD:) Knowledge (Underworld) check to make an educated guess at the poison based on region, its qualities, and other evidence at his disposal to benefit from this item.

<font size=1>Please see page 50 of the Desperate Allies Sourcebook for details.</font>

Qualities

Hand Scanner 1 - 2 100
hand-scanner-1539
1
-
2
100

Hand Scanner

"Hand scanner" is a catchall designation for a wide variety of handheld scanning devices designed to run specific-purpose scans. Some of the most common versions of these are medisensors, such as the RFX/K Medisensor made by BioTech Industries. The device can be used independently or plugged into a medpac or datapad, and displays a variety of useful bio-signs about the subject. Other scanners can check for atmospheric contaminants, poisons, vermin, or in the case of mechanics, micro-fractures or stress points.

Models Include: RFX/K Medisensor.

<font size=1>Please see page 176 of Edge of the Empire for details.</font>

Qualities

Binders 1 - 1 25
binders-6106
1
-
1
25

Binders

Restraints come in many forms, but all are designed to keep a conscious prisoner subdued and manageable. Basic binder cuffs are strong enough to keep a Wookiee under control and are part of any bounty hunter's standard kit. Binders are made by a variety of different companies, such as Locris Syndicated Securities, although most follow the same basic design.

Breaking free of binders is often a matter of either sheer brawn or impressive agility and flexibility. The difficulty of each restraint is different depending on the make and model, but the most common restraints require a Daunting (:eD::eD::eD::eD:) Athletics or Coordination check to escape.

Models Include: Locris Syndicated Securities Bind-1.

<font size=1>Please see page 178 of Edge of the Empire for details.</font>

Qualities

Restraining Bolt 1 - - 35
restraining-bolt-1659
1
-
-
35

Restraining Bolt

Restraining bolts serve the same function on droids as restraints do on other sentients. Once affixed to a droid, the bolts can override their programming. The simplest setting shuts the droid down, but restraining bolts can also force droids to perform any actions they are commanded to do by the person holding the restraining bolt controller. Standard restraining bolts are produced by the billions by companies like Industrial Automation.

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

Models Include: Numerous Variants.

<font size=1>Please see page 178 of Edge of the Empire for details.</font>

Qualities

Poisoner's Ring 1 - 7 500
poisoners-ring-2956
1
-
7
500

Poisoner's Ring

Produced by a wide variety of artisans, the poisoners ring (or any other accessory of a similar nature) outwardly looks like the sort of elegant jewelry commonly worn by aristocrats and wealthy folk. The ring has a much mom practical use, though. The largest gem or similar feature of the piece has been hollowed out from the rear, creating a small cavity. By means of a painstakingly constructed hinge, the wearer can access the tiny space within. Any substance could be concealed in the space, but most commonly, it is used to carry a dose of deadly poison. With carefully practiced motions, the wearer can deposit the fatal cargo into a cup, plate, or bowl with little chance of being noticed.

A poisoner's ring can hold a single dose of any poison (such as those on page 182 of the Age of Rebellion Core Rulebook, or any other poison the GM deems appropriate). As an action, a character wearing the ring may make an opposed Skulduggery check against any onlookers' Vigilance to deposit the contents into a target's meal or beverage without being noticed.

Models include: Beladonab concealment jewelry, countless custom models.

<font size=1>Please see page 52 of the Desperate Allies Sourcebook for details.</font>

Qualities

Fusion Lantern 1 2 2 150
fusion-lantern-3439
1
2
2
150

Fusion Lantern

These small, squat devices provide both light and heat for the surrounding area. They are also quite durable and reliable, and are commonly found in larger travel kits and survival packs. Characters can also plug other electronic devices into a fusion lantern to power them, such as datapads, glow rods, and small scanning devices.

Models Include: SoroSuub Powermax Fusion Lantern.

<font size=1>Please see page 181 of Edge of the Empire for details.</font>

Qualities

Musical Instrument (Common) 1 1 2 50
musical-instrument-common-4998
1
1
2
50

Musical Instrument (Common)

The number of different musical traditions across the galaxy is truly staggering. From the haunting throat singing of the Tusken Raiders to the cool and sophisticated wail clubs of Coruscant, every sentient species that has ever existed has made music of one kind or another. Along with musical traditions comes musical instruments. Musical instruments are made in a dizzying array of styles, and the list of specific instruments is far too vast to include here, but a character needing to purchase an instrument or instrument accessory (strings, reeds, sticks, etc.) can usually find what he's looking for with little effort on any marginally civilized world. The exact price and availability of a specific instrument not found here is left to the discretion of the Game Master, and the acquisition or theft of a rare musical instrument can easily lay the foundation for a complex and exciting adventure.

<font size=1>Please see page 48 of the Far Horizons Sourcebook for details.</font>

Qualities

Species Database 1 2 2 150
species-database-8209
1
2
2
150

Species Database

Every encounter with a new species offers the possibility of biological offense, embarrassment, or even accidental poisoning. To avoid this, many organizations equip their diplomats with custom-built datapads loaded with specific biological details of every known species. In theory, such compendiums help operatives avoid injuring a sensitive body part or inadvertently wearing a known allergen as floral decoration. Cynical individuals have noted, however, that such information can also be used for more nefarious purposes. Most species databases also contain cursory cultural notes, but the core focus of such texts is biology rather than historical or societal studies.

A character using a species database adds :eB::eB: to Knowledge (Xenology) checks.

Models include: The writings of Mammon Hoole.

<font size=1>Please see page 53 of the Desperate Allies Sourcebook for details.</font>

Qualities

Thermal Cutter 1 2 3 125
thermal-cutter-1044
1
2
3
125

Thermal Cutter

Designed for cold-weather expeditions, the Copora-Tech Thermal Cutter is basically a scaled-down mining beamdrill. The handheld device projects a heat beam that can evaporate snow and cut through ice, making it invaluable for digging snow shelters on inhospitable worlds.

A thermal cutter's charge lasts for roughly five minutes of continuous use, and can remove one cubic meter of snow per minute, or dig through 10 centimeters of ice per minute. If plugged into a fusion lantern, it can run indefinitely, otherwise it requires a new battery. Nefarious individuals can also use a thermal cutter as a weapon with the following profile (Melee; Damage 4, Critical 4, Range [Engaged]; Burn 1, Inaccurate 2).

<font size=1>Please see page 105 of the Nexus of Power Sourcebook for details.</font>

Qualities

Hover Supply Cart 1 - 1 75
hover-supply-cart-3989
1
-
1
75

Mk. IV Modular Backpack

The convenient Mk. IV Modular Backpack is manufactured by Creshaldyne Industries and marketed almost exclusively to military and governmental forces. Designed with scouts, reconnaissance troopers, and explorers in mind, these backpacks are large and sturdy, made from weatherproof textiles and equipped with an internal frame to help support the weight of the load carried. The backpack has one large compartment with four smaller compartments on the exterior. Each compartment can be sealed and unsealed quickly with a specially designed, silent tear-away textile sealer that keeps the contents of the backpack safe, secure, and dry. What makes this backpack unique is the number of different pouches that can be purchased and attached to the exterior by way of Creshaldyne's proprietary modular quick-release system. This allows the user to customize his backpack for the job at hand, adding extra pouches for contents like ammunition, optical equipment, or specialized hunting gear.

The Mk. IV Modular Backpack increases the user's encumbrance threshold by 3, plus an additional 1 point of encumbrance threshold for each accessory pouch to a maximum of 3.

Note: To purchase accessory pouches for the modular backpack, select the backpack in your inventory and click the "Attachments" button. An "attachment" will be available for adding the pouches to the backpack.

<font size=1>Please see page 51 of Enter the Unknown for details.</font>

Qualities

"Quickflash" Burning Gel 1 1 5 150
quickflash-burning-gel-9699
1
1
5
150

"Quickflash" Burning Gel

Burning gel is an electrochemical hull-breaching agent synthesized and sold by the Corellian Chemical Corporation, a wholly owned subsidiary of Chiewab Amalgamated Pharmaceuticals. Colloquially referred to as the "shipwright's spare key," burning gel is used to gain access to doors, hatchways, and machine compartments that have been rendered inaccessible. When applied, it quickly burns through nearly any substance, in any environment, including the vacuum of space. It is commonly used to cut holes in starships that are derelict or otherwise damaged and adrift in space and is quite popular among salvage outfits, archaeologists, and other less savory characters. Unlike cutting torches and welders, it emits no flame and requires no oxygen to operate, making it preferable for use in a vacuum.

The gel itself consists of two parts: a stable, extremely caustic acid suspended in a clear gel that adheres to nearly any substance and a pair of thin electrodes. Both parts are contained in a dispenser unit that includes a refillable tank of gel and electrode wire, a tiny power generator, and a pistol-grip applicator. When the applicator trigger is squeezed, a measure of gel is released from the applicator along with the wires contained within. Once the desired amount of burning gel has been applied, the power generator is activated, running a quick, high-powered charge through the gel and activating the acid, which immediately begins eating away at whatever it's been applied to.

For rules purposes, exposure to burning gel deals damage to materials and sentient beings as if it were a weapon. It deals 10 damage and has the Burn 5 and Pierce 5 weapon qualities. Using burning gel requires no skill check. However, placing it correctly and effectively might, at the Game Master's discretion, require a Mechanics check.

<font size=1>Please see page 52 of Enter the Unknown for details.</font>

Qualities

Military Pack 1 - - 60
military-pack-7577
1
-
-
60

Military Pack

This is a standard military-issue backpack used to stow and carry tents, rations, canteens, excavation tools, and all manner of other gear the soldier needs in the field. It is constructed of durable and lightweight materials able to withstand a broad range of environmental conditions while adding as little as possible to the soldier's load. The Imperial Army's military packs are available in a variety of uniform specifications and camouflage patterns.

This pack increases the user's encumbrance capacity by 6, but has the Cumbersome 2 quality.

<font size=1>Please see page 59 of Dangerous Covenants for details.</font>

Qualities

Questioner-9 (1 dose) 4 - 6 300
questioner-9-1-dose-8040
4
-
6
300

Questioner-9 Interrogation Serum

Interrogation serums are a favored product of the Empire. Used by Imperial authorities from local police forces to the ISB, and even the Inquisitorius, these serums come in a wide variety of forms. Such serums are also available on the black market, where they are purchased by powerful crime lords and ruthless vigilantes. The drug known as Questioner-9 is a typical example, noteworthy primarily for the flexible means of application and for the low synthesis cost that makes it available to Imperial authorities and criminals alike. Interrogators typically inject the serum into a restrained or helpless target, but Questioner-9 can also operate through ingestion by an unsuspecting diner.The serum takes effect in the victim's system after a delay of about five minutes. At this point, the victim upgrades the difficulty of all checks to withold information or resist manipulation (including resisting Force powers such as Influence) once for the next 24 hours.

Qualities

XV-38 Veterinary Kit 1 3 3 600
xv-38-veterinary-kit-4271
1
3
3
600

XV-38 Portable Large Animal Veterinary Kit

The XV-38 Portable Large Animal Veterinary Kit (PLAV) is produced by Xenovet, a Commenorian biotech firm famous for its high-end designer pets and precision veterinary equipment. Designed for use by veterinarians, beast breeders, or anyone who deals with large and often dangerous animals for a living, the PLAV features a veterinary clinic's worth of equipment in an easy to carry, man-portable package. Roughly the size of a large duffel, within its lockable, hard-sided case the PLAV contains enough drugs, medical supplies, specialty tools, and other gear to stabilize wounded creatures in the field until they can be moved to a fully outfitted clinic. The kit also contains a datapad containing a specialized knowledge and emergency procedure database for many of the more well-known beasts, as well as tutorials to assist those with no veterinary training in treating wounded creatures in an emergency.

The PLAV allow a user to examine, analyze, and perform medical procedures on all manner of creatures. Like the medpac does for humanoid species (see page 192 of the Age of Rebellion Core Rulebook), the PLAV allow a character to medically treat alien creatures without penalty as per the rules on page 232. Additionally, it grants :eB: to all Medicine, Survival, and Knowledge (Xenology) skill checks made to analyze or treat these creatures.

<font size=1>Please see page 44 of the Stay on Target Sourcebook for details.</font>

Qualities

Wizard Pouch 1 - 4 50
wizard-pouch-3886
1
-
4
50

Wizard Pouch

A wizard's pouch is essentially a bag with a shoulder strap; created for the "mages" of Weik to carry spell components. These pouches are often crafted to exacting standards, enchanted with runes of power, and made with the finest ingredients, all under the belief that such measures are necessary to preserve the innate magic in a sprig of holly, or vial of mynock blood. That these precautions are entirely unnecessary has not stopped several prestigious Vossport craftspeople from making exorbitant profits from their construction.

Wizard pouches increase a character's encumbrance threshold by 1.

<font size=1>Please see page 106 of the Nexus of Power Sourcebook for details.</font>

Qualities

Butterscotch candies 10 - 2 50
butterscotch-candies-6098
10
-
2
50

Mem-Stik

  Please see page 46 of the Cyphers and Masks Sourcebook for details.

Qualities

Tool Kit 1 4 2 350
tool-kit-6387
1
4
2
350

Tool Kit

In a technological galaxy, a tool kit is almost essential. Every vessel, no matter the size or function, has some sort of repair kit to deal with mechanical or electric failures, as calling for assistance is often not practical (or safe). Kits are also useful for repairing damaged droids or cybernetic parts, especially ones too modified to take to reputable mechanics. Tool kits need to have a wide range of gear, as many users are fond of tinkering and upgrading on their own. Basic hammers, hydrospanner wrenches, restraining bolts, power coupling scrubbers, fusion cutters, laser and sonic welders, replacement wiring and components, power calibrators, and of course welding goggles and heavy gloves are all standard components. Many of these also make for effective improvised weapons. For those used to doing extensive repairs, some kits include diagnostic probes and other aids to determine the nature of the fault. There is little a skilled mechanic cannot fix with a well-maintained and well-stocked toolkit, given adequate time to conduct the repairs (which is sometimes a problem too).

Toolkits allow mechanics to perform most Mechanics checks to repair mechanical devices, and can also be used to "heal" droids.

Models Include: Numerous Variants.

<font size=1>Please see page 181 of Edge of the Empire for details.</font>

Qualities

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