C URI ECurie (technically the Contagions Vulnerability Robotic Infirmary Engineer, or CVRIE) is a Miss Nanny model robot reprogrammed to act as a scientist, medic, and lab assistant. She has been given a customized feminine personality based on some of history’s famed intellectuals--like Maria Skłodowska Curie, Alan Turing, Albert Einstein and the like--and a voice with a heavy French accent. Having lived in a vault most of her existence and coded with pre-war history, Curie comes off as a little unprepared for the world of the Great Collide. However, this doesn’t stop her from seeking new research opportunities, and trying to further improve on the medical sciences.CHECKSRoll 3d10and take the highest result on checks that involve doing first aid, performing surgery, identifying drugs, or other checks of medical knowledge, and checks involving biology or chemistry.Roll 2d10 and take the highest result on checks to notice things and checks of general intelligence.Roll 1d10 for anything else.XPWhen an opportunity for research and scientific discovery distracts you from a more important goal, gain 1 XP.Whenever you go out of your way to treat, cure, or otherwise provide medical aid to people outside your party (especially if you have nothing to gain from it), gain 3 XP.When you make an incredible medical discovery, or are directly involved with a massive scientific breakthrough, gain 5 XP.YOU BEGIN WITHCVRIE: You are an automaton, not an organic being. You do not need to eat, drink, sleep, or breathe, you do not tire, and you are immune toPoison. You hover above the ground, and are equipped with an electric buzzsaw and long range laser weapon. You take -2 on defense checks against Electricity based attacks, however.LEVEL UP CHOICESAntibiotic: You have gained access to your Antibiotics function, letting you inject people with curative chems. As a side action, you may use Antibiotic on someone nearby; when you use this ability, remove all negative status effects from the target. After you use this ability, roll 1d10; on a 1-5, turn this ability off.Combat Chems: You have gained access to your chem injection functions, letting you inject people with the painkiller Med-X and the military chem Psycho. As a side action, you may use Combat Chems on an individual near you. The target receives +1 on all defense and attack checks, and becomes immune to Poison until the end of the battle, or for 1 minute if you aren’t in active combat. After you use this ability, roll 1d10; on a 1-5, turn this ability off.Hacking Module: You were at some point modified to include a hacking subroutine, and you have finally reacquired access to it. You may roll 2d10 and take the higher result on any checks to hack electronic devices, including electronic locks, cell phones and computers. You can attempt to hack into devices from up to 30 feet away. Medical Database: You are an absolute expert on all things medical and medicinal. You may automatically succeed on any check that involves medical expertise or skill (even if you’ve already rolled for it). After you use this ability, roll 1d10; on a 1-5, shut it off.Modded Plating:Your armor has been improved at a robotic workbench. You receive a +1 bonus on defense checks against any sort of energy (Fire, Cold, Electricity, laser beams, etc). You no longer suffer a -2 penalty against Electricity based attacks.Sensor Array: You possess a modified and upgraded Sensor Array. You and any allies near you receive +2 on checks to notice things, or checks of general perception. You can automatically see through illusions and detect invisible enemies, and you can see perfectly well in the dark. You are immune to Blind status.Stimpack: You have regained some functionality of your robotic limbs, allowing you to inject people with Stimpacks. You may use a Stimpack on someone nearby as a side action; roll 1d10 and give them back that much HP. If you roll an 8 or higher on the heal check, turn this ability off. You may take this ability twice; the second time, you unlock the following:Medical Breakthrough: Whenever you use your Stimpack ability, you may roll 2d10 instead, and take whichever result you prefer at the time.