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Character Image: Dal TeranhadiForce and Destiny

Dal Teranhadi

Thisspiasian
Mystic
Alchemist
79

Dal has a wild and scary look to him, that of a mad scientist.

Species Features

  • Thisspiasians only need two hours sleep to heal all strain.

  • Once per session, Thisspiasians may spend ten minutes meditating to heal strain equal to twice their ranks in Discipline.

2
12 0
11 0
1 1
1 0
2 3 4 2 2 2
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
MSW-12 NanoDagger Melee
+ 1 2 Engaged Pierce 5, Vicious 1
msw-12-nanodagger-7891
Melee
+1
2
Engaged
700
1
0
6

Qualities

Pierce 5

Vicious 1

Attachments

Cost

Rarity

Hard Points: -/-

Needle Gloves Brawl
+ 0 5 Engaged
needle-gloves-3556
Brawl
+0
5
Engaged
750
1
0
8

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

NX-14 Needler Ranged - Light
5 - Short Pierce 3
nx-14-needler-9550
Ranged - Light
5
-
Short
650
1
1
7

Qualities

Pierce 3

Attachments

Cost

Rarity

Hard Points: -/1

0 260 200 8 4
Critical Injury Difficulty Severity Description
Armor Soak Defense Qualities
Equipment and Gear Quantity Encumbrance Rarity Price
Wizard Pouch 1 - 4 50
wizard-pouch-6564
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

Comlink (handheld) 1 - - 25
comlink-handheld-6194
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

Raquor Venom 1 - 7 150
raquor-venom-6943
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 1 1 5 250
antidote-set-8827
1
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

Bearsloth Venom (dose) 1 - 3 150
bearsloth-venom-dose-1360
1
-
3
150

Bearsloth Venom

At any dose size, this poison has a Daunting (:eD::eD::eD:) difficulty (which the target resists with Resilience). If the target fails, the poison causes an immediate

Critical Injury, but instead of rolling on the Critical Injury Result table, the character automatically suffers the following special Critical Injury:

Wracking Venom (Hard :eD::eD::eD:): Whenever this character would otherwise suffer 1 or more wounds or 1 or more strain, this character suffers that number of wounds or strain plus 2 instead.

<font size=1>Please see page 22 of the Chronicles of the Gatekeeper Adventure for details.

Qualities

Bearsloth Antivenom (dose) 1 - 3 100
bearsloth-antivenom-dose-2956
1
-
3
100

Bearsloth Antivenom

Any character who applies a dose may either gain :eB::eB::eB:to checks to resist the effects of the poison until the end of the encounter or immediately remove one instance of the Wracking Venom Critical Injury

<font size=1>Please see page 23 of the Chronicles of the Gatekeeper Adventure for details.

Qualities

Medpac 1 2 2 400
medpac-2260
1
2
2
400

Medpac

Slightly larger and infinitely more advanced than a standard emergency medpac, the FastFlesh is a good example of a medpac carried by a trained medic. The medpac carries instruments for emergency field surgery, a better diagnostic computer and mediscanner, advanced synth-nutrient replicators for sustaining a patient's vital nutrients, spray splints, and counter-radiation and biological poison drugs.

This medpac allows the user to perform relatively complicated medical procedures in the field, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on page 219, and additionally grants a :eB: on all attempts. In addition, the internal stim storage grants the user the equivalent of one stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).

Models Include: Athakam MedTech First Responder, BioTech FastFlesh Medpac.

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

Qualities

Water Purifier 1 1 2 50
water-purifier-4968
1
1
2
50

Water Purifier

  Please see page 48 of the Savage Spirits Sourcebook for details.

Qualities

Stimpack 6 - 1 25
stimpack-3306
6
-
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

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