Saturday, February 24, 2007

<--- Rules Update - 2B1B (Toob) --->

Trillinae's faithful (and much put upon) medical droid, Toob has been through a number of scrapes while serving his current mistress. While he was no stranger to peril before, working as he did for a band of mercenaries on the Outer Rim, his time with Trill has been far more dangerous. Blown apart several times, Toob is one dismantling away from suggesting that he be fitted with snap-on joints for ease of reconstruction.

2B1B (Toob): Diplomat 2/Tech Specialist 3; Init +0 (+0 Dex); Defense 12 (+2 armor); Spd. 10m, VP/WP 12/13; Atk +3 (1d6 damage, laser scalpel) melee, +3 (2d6 damage, internal blaster in head) ranged; SQ Skill Speciality (Treat Injury), Synthesize Chemical; SV Fort 2 Ref 3 Will 7; SZ M; Rep 1; Str 10 Dex 10 Con 13 Int 18 Wis 11 Cha 12.
Equipment: Improved sensor package, translator unit (DC 5), recording unit (audio), vocabulator, weapon mount (sporting blaster, head) x2, masterwork medkit (reusable), chem synthesizer, heuristic processor
Skills: Appraise +9, Bluff +5, Computer Use +11, Diplomacy +5, Forgery +10, Gather Information +7, Knowledge (medical) +9, Listen +7, Move Silently +2, Repair +5, Search +8, Spot +8, Treat Injury +15.
Feats: Skill Emphasis (Treat Injury), Skill Emphasis (Computer Use), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (blaster pistols).

1 comment:

erisraven said...

Hey, cool! You wrote up Toob! Now if we could just install another patience chip so he doesn't feel the need to Tranq me into oblivion, we'll be all good :)