Playtest Alpha— unfinished and still changing.
Quickplay

Edda Halvorsen

Sleeper physician — a doctor from a world 160,000 light-years and an unmeasured age behind her, still learning which of her certainties survived the freeze.

Edda went into a cryo-pod a working trauma physician near the start of the voyage and woke, by the pod-tag's reckoning, an impossible span later, into the Shore. Her medicine is older than some of the worlds she practices it on — and, unsettlingly often, better. She is calm, deliberate, and quietly out of step with everyone around her: she doesn't know the names that everyone knows, hasn't heard the songs, and carries a grief for a world no one else remembers. She rebuilt her whole understanding of herself after waking, and what she found underneath was steady.

  • Heritage: Sleeper
  • Age: 26 in body (2 terms) — chronologically, no one can say. The pod ran a long time.
  • Careers: Medic (2 terms)
  • Role at the table: field medic, scientist, the level head

Characteristics§

A 1/1 split. Characteristics grant Advantage/Disadvantage, never numeric modifiers.

CharacteristicState
StrengthNeutral
DexterityNeutral
EnduranceNeutral
IntellectNeutral
EducationAdvantage
Social StandingDisadvantage (permanent)

Deeply, almost archaically schooled — her Education Advantage carries the Biology and Chemistry her whole practice rests on. But she is a stranger here, with no standing and no network she didn't build since waking; the Social Standing Disadvantage is the price of being a century out of step.


Skills§

SkillRankSource
BiologyProfessional (+2)Medic fixed → XP
PsychologyProfessional (+2)Medic fixed → D66 41 → XP
ChemistryExperienced (+1)Medic fixed → XP
SurvivalExperienced (+1)Medic fixed → XP
ResearchTrainedXP

All other skills Untrained (−3). Survival at Experienced means she is a reliable source of field first aid (Chapter 10).


Trauma§

Starts play with no trauma marks. She took no trauma during creation.

Physical:  [ ] Wounded   [ ] Maimed
Mental:    [ ] Shaken    [ ] Broken

Base armor 3 (no worn armor by default — she doesn't fight).


Boons & Banes§

Boons (Advantage in relevant situations; 1 Momentum to activate in play)

  • Thinks for Myself (from Life Event) — resisting manipulation, dogma, or a confident wrong answer; reasoning a problem from first principles instead of received wisdom.
  • Wakes Clear-Headed (from Life Event) — shaking off disorientation, shock, sedation, or the fog of a sudden situation faster than anyone expects (a Sleeper's hard-won talent).
  • Lost-Age Physician (bought, 5 XP) — when old-world medical and biological knowledge applies: diseases, anatomy, and treatments that predate the Shore's long drift.
  • Steady Hands (bought, 5 XP) — performing first aid, surgery, or fine medical work under pressure, noise, or fire.

Banes (Disadvantage in relevant situations)

  • A Century Out of Step (starting, +5 XP) — Disadvantage on Network and social rolls that hinge on knowing who's who, what's current, or the unwritten rules of a place she's only just arrived in.
  • Old Grief (starting, +5 XP) — Disadvantage on Mental-resolve rolls when she's confronted with the world she lost, or asked to grieve again.

Contacts§

  • Sennar BrightwellAlly. An influential patient Edda pulled back from the edge; grateful, well-placed, and a door into circles a Sleeper could never otherwise reach. (Medic capstone D66 66.)

Credits & Gear§

Cr3,500 (base Cr2,000 + Cr1,500 outfitting choice). After purchases, ~Cr1,700.

Outfitting — credits on choice 1, rolled Equipment & Trinkets on choice 2.

Equipment (rolled)

  • Thermal cloak — TL 6, Cr60. (D66 26.)
  • Portable power cell — TL 9, Cr200. (D66 51.)

Purchased from credits (a doctor's bag)

  • First-aid kit (TL 7, Cr100), Med-scanner (Korhonen) (TL 10, Cr1,500), Field stims (Korhonen) (TL 9, Cr200).

Trinkets (rolled)

  • A seed that rattles but won't sprout — three botanists have given up; she keeps watering it.
  • A droplet that won't melt — sealed in resin, said to be from the hull of the first ark. She believes it.

Play Notes§

Edda is the reason the crew survives its wounds. With Survival at Experienced, a first-aid kit, and Steady Hands, she can clear a Wounded or Shaken node in the field (one treatment per character, per injury); her Biology and Chemistry, rolled under her Education Advantage, make her formidable on disease, poison, and anything biological. Lost-Age Physician shines against old or drifted ailments no modern medic has seen. Off the medical bench she is socially adrift — A Century Out of Step and her Social Standing Disadvantage mean she shouldn't be the one working a room or a contact. Wakes Clear-Headed is a quiet ace: she's the one still thinking when everyone else is stunned, gassed, or panicking. Starts each session with Momentum 3.



Creation Log — Key Rolls

All rolls real. Advantage = 3D6 keep highest two. Adv/Dis free during creation.

  • Heritage / split (chosen): Sleeper; 1/1 → Advantage Education; Disadvantage Social Standing.
  • Term 1 — Medic entry (Education Adv): 3D6 [2,3,5] keep [3,5] = 8PASS. Fixed: Biology, Psychology, Chemistry, Survival. First term auto-success. D66 41a sharp reader of painPsychology → Experienced. Life: 5 (Awakening) → D66 41rebuilt your worldview+5 XP, Boon: Thinks for Myself. → continue.
  • Term 2 — Medic (Education Adv): 3D6 [5,3,2] keep [5,3] = 8SUCCESS. D66 66 (capstone)Renowned Healer: +5 XP, Ally (Sennar Brightwell), and "Education becomes Advantage — if already Advantage, +10 XP" → Education already Advantage → +10 XP. Life: 5 (Awakening) → D66 26stopped pretendingBoon (reworded with GM blessing to Wakes Clear-Headed). → retire safely after term 2.

XP: 40 base + 20 events (5 + 5 + 10) + 10 (two starting Banes) = 70. Spent (70): Biology Trained→Experienced→Professional (20); Psychology Experienced→Professional (10); Chemistry →Experienced (10); Survival →Experienced (10); Research Untrained→Trained (10); Boon Lost-Age Physician (5); Boon Steady Hands (5). Remaining: 0. End of creation: no trauma taken → enters play unmarked.

A note on Sleepers and age: a term ages a character +4 years from 18, so Edda's body is 26. The years she spent frozen don't count toward that — but they're the whole point of her. Set her wake-date to suit your campaign's "now": she might have slept centuries or millennia. Either way she is newly arrived, and everything since is two terms of practice.