This is an old revision of the document!
Table of Contents
Exohumans | PC
KWEKU AMARI
Race and Faction
- Species: ExoHuman
- Born: 2599, aboard the spaceship Last Frontier
- Affiliation: Freelancer medic & negotiator for the Office for Special Operations (OfSO)
- Official Occupation (Beta Age): Triage Liaison, Medical Station of Hope (Seedway District)
- Place of Residence: Hope
- Family & Heritage: West African roots (Akan lineage preserved aboard the Last Frontier). Mother served as a medical researcher at the Last Frontier University (shipboard); most shipboard hands-on care was performed by Medical Bots.
Background
Kweku Amari was born on the Last Frontier and raised around lab corridors where his mother worked as a medical researcher for the ship’s Last Frontier University. He grew up translating technical language into calm words for anxious patients waiting on Medical Bot results. During Day Zero, he helped direct frightened families toward triage bays — an experience that fixed his belief that clear voices and steady hands save lives.
After the founding of the Free State of Settlers, Kweku settled in Hope and joined the Medical Station of Hope as Triage Liaison. In a system dominated by automated care, his job was human: greet, explain, de-escalate, and decide when to page the Chief Physician or route a case to the bots’ emergency bay. He also rode with courier carts to stabilize patients for transfer to the Hospital of New Kourou.
Kweku encountered Ezrah Scherkenstein when an OfSO witness arrived bleeding and terrified; Kweku kept the corridor calm, stabilized the wound, and—without breaking confidentiality—flagged the telltale signs of coercion. Impressed by his ethics, bedside authority, and crisis triage, Ezrah began hiring him ad hoc: a non-lethal protector, an interpreter for shaken civilians, and a field medic who trusts evidence over rumor. Kweku accepts OfSO briefs when his sense of fairness is engaged—abuse of power, endangered bystanders, or a patient caught between factions.
He speaks Honga with workable fluency (and an ear for local dialects), believes in cooperation with the Native Tribes, and carries a small satchel garden of medicinal cuttings he tends behind his home.
Roles by Age
Beta Age (2626–2631)
- Triage Liaison (Medical Station of Hope): Intake, de-escalation, ER routing, transfer prep to New Kourou; night shift rotations.
- OfSO Field Medic & Negotiator: Non-lethal extractions, witness stabilization, soft interviews; moves between Hope, Morningstar, and Firetown when a case demands it.
Personality
- Traits: Compassionate, observant, even-tempered
- Behavior: Names fear aloud to shrink it; hums low rhythms while dressing wounds; asks permission before touch
- Values: Dignity of life; truth through careful observation; justice as protection of the vulnerable
Physical Attributes
- Height: 1.78 m
- Build: Solid, enduring; steady hands
- Appearance: Plain field coat with white trim band; worn med satchel; simple wooden amulet with Adinkra-style motif
- Tells: Mirrors a patient’s breathing to calm them; keeps gaze gentle, not probing
Combat Statistics
- Armor Class (AC): 12 (padded field coat)
- Hit Points (HP): 24
- Speed: 9 m
- Proficiencies: Medicine, Insight, Persuasion, Perception, Survival, Herbalism Kit, Restraint Tools
- Languages: Common, Honga (conversational; understands major dialects)
- Weapons (non-lethal first): Restraint baton (blunt), Compression sling, Pepper-Mist ampule (utility)
Actions
- Field Stabilize (Action, Touch): Target regains 1d6 HP and stops bleed; once per ally per encounter.
- Restraint Baton (Melee, 1.5 m): +4 to hit; 1d6 bludgeoning (non-lethal); on hit may apply zip restraint as a free interaction if target is prone or willing.
- Pepper-Mist Ampule (Utility, 3 m cone): DC 12 CON save or disadvantage on attacks until start of their next turn; non-lethal crowd breaker.
- Calm Command (Bonus): Choose one creature that can hear Kweku; DC 12 WIS save or it cannot take reactions until end of its next turn (clear directive tone).
Special Abilities
- Triage Protocols: Advantage on Medicine checks in the first round of an emergency; on success, also grant the target +1 on their next CON save this scene.
- Bedside Authority: When Kweku speaks to defuse a conflict in a clinic, street, or refuge, allies gain +1 to Persuasion checks there for the scene.
- Do-No-Harm: When using non-lethal weapons, Kweku may reroll one damage die and keep the lower result (he pulls his blows).
- Clinic Network (Hope): Once per mission, may call in a favor from the Seedway health corridor (loaner med kit, cold-chain pack, or a named orderly contact).
- Flaws — Overtrust & Rescue Priority:
- Overtrusting: Believes most people can be reasoned with; first hostile round against him is at –1 to his own initiative (hesitates to escalate).
- Won’t Leave a Patient: If someone under his care can’t move, Kweku must pass a DC 12 WIS save to retreat; on failure he stays, taking disadvantage on Dodge attempts that round.
- Day Zero Triggers: The smell of burning metal forces a DC 11 WIS save; on failure, Kweku suffers disadvantage on his next action (brief flashback).
Motivations and Goals
Keep civilians alive, keep tempers cool, keep records honest. Long term, Kweku hopes to establish a community health hut where settlers and Native families receive care together, modeled on the calm order he once witnessed on the ship—people first, politics second.
Tactical Advice for Dungeon Masters
Use Kweku to soften violent scenes and accelerate medical resolution. His triage tools can turn “TPK spirals” into recoverable setbacks; his Calm Command buys time to negotiate. Reward principled choices (protecting bystanders, honoring consent) with clinic favors and witness cooperation. Challenge him with dilemmas where two patients need help at once.