Threat Assessment: Ve’run – Outlaw Doctor

Hey Gamer Nation, I’m back and a day early with a new edition of Threat Assessment. There may or may not be one as scheduled tomorrow, but I should hopefully be getting my hands on my long awaited copy of The Unknown Regions today, and may be MIA for a day or two while I pour through it a couple of times. All that aside, without further ado –

Ve’run – The Outlaw Doctor

Ve’run has always had problems. From a young age, he had developed gambling problems and by the time he came of age, he had already accrued quite a large debt to several crime lords. He began using his species natural healing ability to make money as a doctor, teaching himself about the profession as he went, and becoming quite knowledgeable as time went on. However, between the crime lords constantly looking for him to collect their money to other doctors and political officials constantly on him for operating without a license, he was forced to pick up and move many times, constantly trying to stay one step ahead of those after him.

He’s jumped from ship to ship as the years went by, learning various tips and tricks from smugglers and other outlaws that he’s made company with and still continuing to offer his services to make money and pay his way aboard different ships (not to mention his stakes at the gambling tables), using the things he’s learned in his time on the run as well as his species natural affinity for double speak and manipulation to attain the materials he needs from time to time.

Ve’run can easily be dropped into most any campaign, on either side of the PCs. He can work well as a contact and healer for those characters who operate on the fringe or could be a bounty posting (either from legitimate authority or the crime lords to whom he owes money) that the characters take for some extra money. The PCs could be wounded away from a civilized planet and Ve’run could be their only option for medical aid. If they can’t pay his exorbitant prices, they may find them in the debt of this crafty physician who may use them in an attempt to “negate” some of his debt, striking back at one or more of the crime lords to whom he owes money.

Ve’run – CL 7

Small Fosh nonheroic 3/Scoundrel 5/Medic 1

Destiny 1; Force 4; Dark Side 2

Init +6; Senses Perception +7

Languages Basic, Fosh, 3 unassigned

Defenses Ref 21 (flat-footed 19), Fort 19, Will 21

hp 29; Threshold 19

Speed 6 squares

Melee scalpel +4 (1d4+2)

Ranged hold-out blaster pistol +7 (3d4+2)

Base Atk +5; Grp +4

Special Actions Art of Concealment, Dodge, Fast Talker

Abilities Str 8, Dex 15, Con 8, Int 16, Wis 16, Cha 16

Special Qualities Deceptive, Healing Glands

Talents Art of Concealment, Fast Talker, Knack, Steady Under Pressure

Feats Cybernetic Surgery*, Dodge, Experienced Medic, Mission Specialist (Treat Injury), Skill Focus (Treat Injury), Skill Training (Stealth) Surgical Expertise, Weapon Proficiency (pistols, simple weapons)

Skills Deception +12 (can reroll, must take second result), Knowledge (life sciences) +12, Persuasion +12, Stealth +16 (can take 10 to conceal item), Treat Injury +17 (can reroll, must take second result)

Possessions hold-out blaster pistol, scalpel (treat as knife)

*in a Legacy Era Campaign, consider replacing this feat with Biotech Surgery from the Legacy Era Campaign Guide.

Small Fosh nonheroic 3/Scoundrel 5/Medic 1

Init +6; Senses Perception +7

Languages Basic, Fosh, 3 unassigned

Defenses Ref 21 (flat-footed 19), Fort 19, Will 21

hp 29; Threshold 19

Speed 6 squares

Melee scalpel +4 (1d4+2)

Ranged hold-out blaster pistol +7 (3d4+2)

Base Atk +5; Grp +4

Atk Options Quick Draw

Special Actions Art of Concealment, Dodge, Fast Talker

Abilities Str 8, Dex 15, Con 8, Int 16, Wis 16, Cha 16

Special Qualities Deceptive, Healing Glands

Talents Art of Concealment, Fast Talker, Knack, Steady Under Pressure

Feats Cybernetic Surgery, Dodge, Experienced Medic, Mission Specialist (Treat Injury), Quickdraw, Skill Focus (Treat Injury), Surgical Expertise, Weapon Proficiency (pistols, simple weapons)

Skills Deception +12 (can reroll, must take second result), Knowledge (life sciences) +12, Persuasion +12, Treat Injury +17 (can reroll, must take second result)

Possessions hold-out blaster pistol, scalpel (treat as knife)

Advertisements

Leave a comment

Filed under Star Wars Saga Edition, Threat Assessment

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s