Hazren Medic. Pilgrim. The one who notices.
Rhi does not introduce herself with a last name. On ships where people ask, she says the coil-name system does not translate and leaves it there. She is tall and still in the particular Hazren way: not watchful in any visible sense, just present in a room the way a warm radiator is present. She became a field medic because a coil-hall she traveled through needed one and she was the person there. She stayed a medic because it turned out she was built for it: patient, precise, and capable of holding someone together under conditions that would break most people's concentration entirely.
Hook: The healers' network Rhi left has started sending her messages again, and the latest one asks for a favor.
| Species | Background | Career | Starting XP |
|---|---|---|---|
| Hazren | Pilgrim | Medic | Starting XP 100 |
All characteristics start at 2. Free adjustment: Intellect +1, Charisma −1. Intellect then bought to 4.
| Value | Calculation | Total |
|---|---|---|
| Wound Points | 10 + Might 2 | 12 |
| Strain Points | 10 + Willpower 2 | 12 |
| Resistance | half Might (2) rounded up, + flight suit 1 | 2 |
| Melee and Ranged Defense | starting value | 0 |
| Initiative, On Watch | Savvy 2, Perception 2 | |
| Initiative, Surprised | Willpower 2, Readiness 0 |
Wounds (12): ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
Strain (12): ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
Skills
| Skill | Rank | Characteristic | Type | Pool |
|---|---|---|---|---|
| Medicine | 2 | INT 4 | Profession | 2 Mastery, 2 Ability |
| Perception | 2 | SAV 2 | Profession | 2 Mastery |
| Survival | 1 | SAV 2 | Profession | 1 Mastery, 1 Ability |
| Stealth | 1 | AGI 2 | Out-of-profession | 1 Mastery, 1 Ability |
Profession skills (Pilgrim and Medic): Lore, Charm, Survival, Medicine, Science, Perception, Fortitude.
Thermal Sense adds 1 Boon Die to her Perception, Survival, medical triage, and tracking checks where heat traces, body warmth, active machinery, or temperature differences matter.
Species Package
Hazren: Coil Body, Constricting Strength, Thermal Sense, Unsuitable Terrain, Adapted Stations, and the Hazren gravity line (1 more Bane Die to upright posture in High gravity and above; remove 1 Bane Die from Athletics in microgravity).
Talents
- Field Stabilization (Tier 1, free starting talent): when giving field treatment with improvised materials to end Bleeding or to satisfy a Critical Injury that calls for medical aid, remove 1 Bane Die from the Medicine check. On a success, the patient suffers no further Wounds from that effect until new harm.
- Quiet Approach (Tier 1): in structured combat, after she uses a Maneuver to move Engaged with a wounded or incapacitated ally, attacks against her add 1 Bane Die until the start of her next turn if she makes no attack. She also adds 1 Boon Die to Stealth checks while moving to reach someone who needs care during combat.
- Diagnostic Eye (Tier 2): after watching a person for a moment, she may make a Medicine or Perception check to learn whether they are injured, ill, physiologically frightened, or misrepresenting their physical condition. Her Thermal Sense adds 1 Boon Die to this check.
Attacks
Combat knife: (Might 2, Melee 0), Damage 3 (Might +1), Crit 3, Engaged, Cutting, Pierce 1, Concealable 1.
XP Spent
| Purchase | Cost |
|---|---|
| Raise Intellect to 4 | 40 XP |
| Medicine rank 1 | 5 XP |
| Medicine rank 2 | 10 XP |
| Perception rank 1 | 5 XP |
| Perception rank 2 | 10 XP |
| Survival rank 1 | 5 XP |
| Stealth rank 1 (out-of-profession) | 10 XP |
| Quiet Approach (Tier 1 talent) | 5 XP |
| Diagnostic Eye (Tier 2 talent) | 10 XP |
| Total spent | 100 XP |
Starting XP 100. XP carried forward: 0 XP.
Gear
- Starting kit: clothing, personal communicator, emergency rations for three days.
- Medic profession kit: field medkit, two stimpacks, species-specific medical pack (Ossen).
- Bought: Flight suit (300cr), Combat knife (70cr).
- Starting credits: 650cr; spent 370cr; left 280cr.
The field medkit adds 1 Boon Die to Medicine checks, and the Ossen pack removes all Bane Dice from Medicine checks treating an Ossen patient (Player's Guide, Chapter Nine). Her flight suit is fitted to a Hazren body; an unfitted suit would give her no vacuum protection.
Languages: Standard. The GM may grant Jaziri for her years on the pilgrim routes.
Background
Rhi traveled pilgrimage routes through Jaziri-adjacent space for the first twelve years of her adult life, part of a network of Hazren healers attached to route-shrine communities. She left the network quietly and without drama after a disagreement she describes only as "a question of obligation." She found ships because ships need medics, and medics with Hazren thermal sense are genuinely more capable in field diagnosis than most alternatives. She does not miss the pilgrim network exactly. She misses knowing what she was for.
Playing Rhi in Dead Drop at Harrowspan
Rhi is the crew's eyes and its healer. Her Perception pool is 2 Mastery Dice, and Thermal Sense adds a Boon Die wherever heat matters: someone recently present in the cold cargo corridors below the Harrowspan spine, a person hiding behind a bulkhead, the warm ghost of a power source that should be off. Let Rhi notice things.
Diagnostic Eye tells her whether someone is injured, ill, frightened, or misrepresenting their physical state, which is as useful with Sev or Rinn as with a patient. Field Stabilization keeps a Bleeding crewmate from losing more Wounds. Her Stealth makes her the quiet option for reaching Maren's office unseen. In Scene Five she takes Medical and Support, or Sensors and Comms, where she is untrained and rolls 4 Ability Dice. The Ember Drift's medical alcove and her station were adapted for her long ago, so Adapted Stations does not apply aboard.