Category Archives: Threat Assessment

Threat Assessment: The Kouhun

Another installment of Threat Assessment for you boys and girls as I bring you the latest update to one of the beasts I wrote up back in the Beta period of the Edge of the Empire roleplaying game. Today I give you a look at the diminutive, but incredibly potent kouhun.

This may be the last sight you see. Or more likely won’t see.

The Kouhun [Minion]

Tiny, predatory, centipede like insects around 30 centimeters long, the kouhun are native to the jungle planet of Indourmodo, though they are capable of surviving in most any environment except for extreme cold. Small and swift moving, they also possesses an incredibly potent neurotoxin that can dispatch targets quite quickly. As a bonus, the effects of the poison mimic the effects of cardiac arrest in most sentient species, which makes this creature a very popular choice of weapon for assassins, bounty hunters, and other folks of ill repute. In addition, the kouhun’s natural white coloring meant they were often able to be dyed in the dominant color of the target’s surroundings, making them that much harder to detect.

System: Edge of the Empire/Age of Rebellion by Fantasy Flight Games

Characteristics

Brawn 1
Agility 4
Intellect 1
Cunning 1
Willpower 1
Presence 1

Soak Value: 3
Wound Threshold: 5
Melee/Ranged Defense: 0|0

Skills (group only): Brawl, Coordination, Stealth

Talents: None

Abilities: Agile Fighter (may use Agility instead of Brawn when making melee attacks), Poison (A successful melee attack that deals at least one point of damage from a kouhun injects a poison into the target. The target must make a Hard Resilience check. Failure deals 5 wounds to the target plus 1 strain per threat generated. Despair generated on this roll can be spent to cause the poison to remain in the target’s system, affecting him again next round.), Silhouette 0

Equipment: poisoned fangs (Brawl; Damage 2; Critical 4; Range [Engaged]; Pierce 2)

As you can see, these creatures don’t present much of a challenge on their own, especially to a character who has a high Brawn or wearing heavy armor. But then again, that’s not the creature’s real strength. One could easily argue that if the kouhun is going up against a character in full battle dress, his job has failed. The kouhun is as much a weapon as it is a creature, capable of being deployed by assassins and bounty hunters to take out targets while they are at home or otherwise not as concerned with personal defense. All it takes is a single bite to inject the poison, and that can be all it takes to kill a target. So make sure you check under you bed, shine a light in all of those dark corners, and make sure the windows are bolted shut before you go to sleep tonight. Or wear your armor to bed…

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Threat Assessment: The Wampa

During the Beta period, I had tried my hand at putting together several different stat blocks for the various beasts of the Star Wars universe for the Edge of the Empire roleplaying game as there were very few of them for public use, with mixed success. With a lack of anything better to do this evening, I started to look through some of them again. A few of them now have official stat blocks with the various releases, but a good number of them haven’t. So, I decided why not update a few of them and put them where the public can see them, use them, and abuse their players with them. I’ll start things out with the Wampa, guessing that it will probably only be a short few months before we see official stats for them in the Age of Rebellion Core Rulebook. 

The Wampa [Rival]

Carnivorous predators native to the ice planet of Hoth in the Outer Rim, the Wampa is a savage beast that will attack anything they come across. However, they’re favorite prey is the tauntaun, another creature native to the ice planet. The wampa have adapted to survive in the harsh weather of their native planet and have become consummate hunters, using the environment to their advantage and striking their prey from ambush. Luckily for their prey, they are usually solitary hunters, but have been known to travel in packs to take down larger game. The Rebel Alliance’s Echo Base fell victim to more than one wampa attack during it’s use as a base of operations. Though they were rarely seen off of Hoth, they were known to be used in underground gladiatorial combats and were considered to be a worthy trophy for the big game hunter, their pelts and other parts commanding high prices on the black market.

Characteristics

Brawn 4
Agility 2
Intellect 1
Cunning 1
Willpower 2
Presence 1

Soak Value: 6
Wound Threshold: 18
Melee/Ranged Defense: 0|0

Skills: Brawl 3, Cool 2, Perception 1, Survival 3, Vigilance 1

Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once)

Abilities: Cold Adaptation (may remove two Setback Dice imposed due to cold environmental conditions) Camouflage (may add two Boost Dice when making Stealth checks in snowy environments), Ferocious (may use Brawn instead of Willpower when making Coercion checks), Follow Through (may spend Triumph on a successful melee attack to hit a second target engaged with it, dealing the same damage as dealt to the original target)

Equipment: claws and teeth (Brawl, Damage 6; Critical 3; Range [Engaged]; Knockdown, Pierce 1)

Ferocious is an ability I’ve been toying around with for a while, and it may simply become an ability that all beasts (or at least the more dangerous ones) get in games that I run, simply by virtue of the obvious danger they present to a person who is in their sights, allowing them to use their usually much higher Brawn characteristic to try to scare off potential foes instead of their often lacking Willpower. Only time and additional playtesting will tell if it stays or if it goes, but it’s a decent thought exercise.

Like what you see? Any suggestions? Play reports? Thoughts on Ferocious? Let me know in the comments!

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Threat Assessment – The Double Agent

Star Wars is rife with the intrigues of governments both in wartime as well as in the tenuous peace times. It is also rife with spies, from the [in]famous Bothan Spynet to Imperial Intelligence and Rebel Agents. One of the more dangerous archetypes in the world of intrigue is the double agent, the counterintelligence specialist who “works” for an organization as a spy, while in fact, they are a member of the organization they are being paid to spy on.

In Star Wars Saga Edition, we’re provided some great little talents in the Clone Wars Campaign Guide to build a nasty little double agent that can be a major thorn in the PCs sides by making them unable to be targeted.

The following builds key off of one talent – Double Agent. This mind-affecting effect allows the character to make a Deception check against the Will Defense of every enemy they can see when initiative is rolled. If the check is successful, those targeted do not treat the character as an enemy until you attack or obviously harm or hinder them. This allows them to use Feed Information (and/or Spotter depending on what level of the build you’re using) to toss enemies and allies bonuses in combat, allowing them to remain non-targets during the combat encounter, and Rapport lets them toss bigger bonuses to aid another checks. The higher level build also features Blend In, which gives the character the ability to gain total concealment as long as they are adjacent to at least two other creatures, meaning that they can still stay protected even after their cover is blown.

This NPC, when used effectively, can be a major thorn in the characters’ collective sides during combat by buffing their allies without needing to worry about protecting their own arses.

Double Agent – CL 5

Medium nonheroic 6/noble 3

Force 3

Init +5; Senses Perception +17

Languages Basic, Huttese, 4 unassigned

___________________________________________________________________________

Defenses Ref 15 (flat-footed 14), Fort 13, Will 18

hp 28; Threshold 13

___________________________________________________________________________

Speed 6 squares

Melee by weapon +6

Ranged hold-out blaster +7 (3d4+1)

Base Atk +6; Grp +7

Special Actions Double Agent, Feed Information, Rapport

___________________________________________________________________________

Abilities Str 10, Dex 12, Con 10, Int 15, Wis 16, Cha 12

Talents Double Agent, Feed Information

Feats Informer, Linguist, Rapport, Skill Focus (Deception, Perception), Skill Training (Deception, Persuasion), Weapon Proficiency (pistols, simple weapons)

Skills Deception +15, Gather Information +17*, Knowledge (galactic lore) +11, Perception +17, Persuasion +10, Stealth +10

Possessions hold-out blaster, short-range encrypted comlink, several changes of clothes, cyanide capsule

*See Informer feat

Double Agent, Elite – CL 9

Medium nonheroic 6/noble 5/scout 1

Force 5

Init +12; Senses Perception +19

Languages Basic, Huttese, 6 unassigned

___________________________________________________________________________

Defenses Ref 19 (flat-footed 18), Fort 17, Will 21

hp 42; Threshold 17

___________________________________________________________________________

Speed 6 squares

Melee by weapon +7

Ranged hold-out blaster +8 (3d4+3)

Base Atk +7; Grp +8

Special Actions Blend In, Double Agent, Feed Information, Rapport, Spotter

___________________________________________________________________________

Abilities Str 10, Dex 12, Con 10, Int 16, Wis 16, Cha 13

Talents Blend In, Double Agent, Feed Information, Spotter

Feats Informer, Linguist, Master of Disguise, Rapport, Skill Focus (Deception, Perception, Persuasion), Skill Training (Deception, Persuasion), Weapon Proficiency (pistols, rifles, simple weapons)

Skills Deception +17, Gather Information +19*, Initiative +12, Knowledge (galactic lore) +14, Perception +19, Persuasion +17, Stealth +12

Possessions hold-out blaster, short-range encrypted comlink, several changes of clothes, cyanide capsule

*See Informer feat

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Threat Assessment: The Shadowtrooper

First encountered in Star Wars Jedi Knight II: Jedi Outcast, the Shadowtroopers were the next evolution of the Reborn. Created by the Dark Jedi Desann and Admiral Fyyar and imbued with Force powers by the Valley of the Jedi, these soldiers fought with single-minded determination for Lord Hethrir’s Empire Reborn, cutting their opponents down in silent fury, showing remarkable skill with the lightsaber.

Like the Reborn soldiers, the Shadowtroopers were not strong Force users, possessing only rudimentary knowledge of the dark arts. However, their armor was created with a special crystal, known as the Artusian crystal, which amplified their power over the Force to a small degree.  Coupled with their suits stealth systems, they made the perfect covert and special operatives for the Empire Reborn.

 

 

Shadowtrooper – CL 4

Medium Human nonheroic 6/Jedi 2
Force 3; Dark Side 12
Init +10; Senses low-light vision; Perception +12
____________________________________________________
Defenses Ref 18 (flat-footed 17), Fort 16, Will 14; Block
hp 32; Threshold 16
____________________________________________________
Speed 6 squares
Melee lightsaber +9 (2d8+5) OR
Melee lightsaber +7 (3d8+5) with Rapid Strike
Base Atk +6; Grp +8
Atk Options Rapid Strike, Weapon Focus (lightsabers)
Force Powers Known (Use the Force +11) battlestrike, Force grip, Force lightning
____________________________________________________
Abilities Str 15, Dex 13, Con 12, Int 10, Wis 12, Cha 10
Talents Block
Feats Armor Proficiency (light), Force Sensitivity, Force Training, Rapid Strike, Skill Training (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +10, Perception +12, Use the Force +11
Equipment lightsaber, shadowtrooper armor (+6 armor, +2 equipment, stealth field generator and Artusian crystal)
____________________________________________________
Artusian Crystal – The shadowtrooper’s armor is embedded with a special type of crystal that amplifies their power over the Force granted to them from the Valley of the Jedi. It grants them a +2 equipment bonus to Use the Force checks and allows them to treat their Wisdom as if it were 2 points higher for purposes of the Force Training feat. This ability will not function for those that do not draw the source of their power from the Valley of the Jedi.

Shadowtrooper, Veteran – CL 6

Medium Human nonheroic 6/Jedi 4
Force 4; Dark Side 12
Init +11; Senses low-light vision; Perception +13
____________________________________________________
Defenses Ref 18 (flat-footed 17), Fort 18, Will 16; Block, Deflect
hp 47; Threshold 18
____________________________________________________
Speed 6 squares
Melee lightsaber +12 (2d8+8) OR
Melee lightsaber +10 (3d8+8) with Rapid Strike OR
Melee lightsaber +7 (4d8+8) with Improved Rapid Strike OR
Melee lightsaber +7/+7 (2d8+8) with Double Attack
Base Atk +8; Grp +11
Atk Options Double Attack (lightsabers), Rapid Strike, Improved Rapid Strike, Weapon Focus (lightsabers)
Force Powers Known (Use the Force +12) battlestrike, Force grip, Force lightning
____________________________________________________
Abilities Str 16, Dex 13, Con 13, Int 10, Wis 12, Cha 10
Talents Block, Deflect
Feats Armor Proficiency (light), Double Attack (lightsabers), Force Sensitivity, Force Training, Improved Rapid Strike, Rapid Strike, Skill Training (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +11, Perception +13, Use the Force +12
Equipment lightsaber, shadowtrooper armor (+6 armor, +2 equipment, stealth field generator and Artusian crystal)
____________________________________________________
Artusian Crystal – The shadowtrooper’s armor is embedded with a special type of crystal that amplifies their power over the Force granted to them from the Valley of the Jedi. It grants them a +2 equipment bonus to Use the Force checks and allows them to treat their Wisdom as if it were 2 points higher for purposes of the Force Training feat. This ability will not function for those that do not draw the source of their power from the Valley of the Jedi.

Shadowtrooper, Elite – CL 8

Medium Human nonheroic 6/Jedi 6
Force 5; Dark Side 12
Init +13; Senses low-light vision; Perception +14
____________________________________________________
Defenses Ref 19 (flat-footed 17), Fort 21, Will 18; Block, Deflect
hp 72; Threshold 21
____________________________________________________
Speed 6 squares
Melee lightsaber +14 (2d8+11/x3) OR
Melee lightsaber +12 (3d8+11/x3) with Rapid Strike OR
Melee lightsaber +9 (4d8+11/x3) with Improved Rapid Strike OR
Melee lightsaber +9/+9 (2d8+11/x3) with Double Attack
Base Atk +10; Grp +13
Atk Options Double Attack (lightsabers), Improved Rapid Strike, Rapid Strike, Triple Crit (lightsaber), Weapon Focus (lightsabers)
Force Powers Known (Use the Force +11) assured strike, battlestrike (2), Force grip, Force lightning, vornskr’s ferocity
____________________________________________________
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Talents Block, Deflect, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light), Double Attack (lightsabers), Force Sensitivity, Force Training (2), Improved Rapid Strike, Rapid Strike, Skill Training (Use the Force), Triple Crit (lightsaber), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +13, Perception +14, Use the Force +13
Equipment lightsaber, shadowtrooper armor (+6 armor, +2 equipment, stealth field generator and Artusian crystal)
____________________________________________________
Artusian Crystal – The shadowtrooper’s armor is embedded with a special type of crystal that amplifies their power over the Force granted to them from the Valley of the Jedi. It grants them a +2 equipment bonus to Use the Force checks and allows them to treat their Wisdom as if it were 2 points higher for purposes of the Force Training feat. This ability will not function for those that do not draw the source of their power from the Valley of the Jedi.

And there you have them. Special thanks and shout outs go to Dragonis111 for coming to the d20 Radio forums with the request for the NPC blocks in the first place. Hope they find a place in your games and “long live the Empire Reborn!”

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Threat Assessment: Riff Tamson

Just when you thought it was safe to go back into the water…

Hot off of yesterday’s Karkarodon stats, I give you my take on the Karkarodon commander from the first three episodes of this season of Star Wars: The Clone Wars.

Riff Tamson – CL 12

Medium Karkarodon Soldier 7/Elite Trooper 4/Officer 1

Force 7; Dark Side 6

Init +13; Senses Perception +10; scent

Languages Basic, Binary, Mon Calamari, Quarrenese, Karkarodon

________________________________________________________________________________________________________

Defenses Ref 28 (flat-footed 24), Fort 30, Will 25

hp 117; DR 2; Threshold 30

________________________________________________________________________________________________________

Speed 4 squares, swim 8 squares

Melee bite +17 melee (2d10+12) or

Melee bite +21 melee (2d10+18) with Powerful Charge

Melee explosive knife +17 melee (1d4+10)

Base Atk +12; Grp +16

Atk Options Accurate Blow, Flurry, Impaling Assault, Maniacal Charge, Powerful Charge

Special Actions Commanding Presence, Conditioning, Indomitable 1/day, rage 1/day

________________________________________________________________________________________________________

Abilities Str 18, Dex 14, Con 14, Int 16, Wis 9, Cha 8

Special Qualities delay damage, scent

Talents Accurate Blow, Armored Defense, Commanding Presence, Impaling Assault, Indomitable, Teras Kasi Basics, Weapon Specialization (simple weapons)

Feats Armor Proficiency (light, medium), Conditioning, Flurry, Increased Agility, Maniacal Charge, Martial Arts I, Martial Arts II, Powerful Charge, Weapon Focus (simple weapons), Weapon Proficiency (pistols, rifles, simple weapons)

Skills Initiative +13, Knowledge (tactics) +14, Perception +10, Persuasion +10, Pilot +13, Swim +15 (can reroll twice, must take the final result, can always take 10, even when distracted or threatened)

Possessions 4 exploding knives (see below), Karkarodon battle suit (treat as an armored flight suit without life support)

Here you have a character that can really make the character’s lives miserable if he catches them underwater. With an astonishing speed of 8 squares while swimming, he’ll be swimming circles around even the PCs with natural swim speeds of their own. Add in his deadly charge with the ability to avoid attacks of opportunity from those he passes through thanks to the Maniacal Charge feat, and he could really put the hurt on even the most seasoned warriors. His exploding knives are his real ace in the hole and can really be a surprise for the part that finds themselves on the wrong end of things. Speaking of which…

Exploding Knives

This weapon is a mix of simple elegance, and deadly trickery. The knife appears to be a simple combat knife, if a little bit shorter than average, with a serrated blade. What appears to be a decoration on the handle is in fact a detonator connected a timed explosive set to go off a short time later. The serration on the blade makes it difficult to pull the knife out once it is stuck into a person’s anatomy. If the attack hits the target, compare the attack roll against the target’s Fortitude Defense. If it equals or exceeds the target’s Fortitude’s Defense, it had become stuck in the target, and can only be removed with a move action and a successful DC 15 Strength check. Activating (or deactivating) the timer is a swift action, and at the end of the wielder’s next turn, the detonator explodes, dealing 4d6 points of slashing damage in a 2 square burst. Treat this as an area attack by a fixed explosive, meaning the attack is at a +10 versus the targets’ Reflex Defense. Noticing the switch to the timer (or realizing what the knife is) takes either a DC 25 Perception or Knowledge (technology) check. These knives can also be manufactured to have the switch hidden elsewhere, increasing the DC for either check by 5 or even 10, but at a major increase to the cost (an extra 500 per knife per 5 point DC increase). Because of the knife’s explosive property, it is illegal to own on many planets.

Explosive Knife – 500 credits – 1d4 damage plus special – 2 kg – Piercing – Illegal

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Threat Assessment – The Shrieking Eel

Part of the anniversary gift my wife got me this past weekend was a copy of The Princess Bride in Blu-Ray. As we sat down to watch it tonight, I was taken with the Shrieking Eel scene, and felt compelled to write the beast up in Saga Edition. So, without further ado.

Shrieking Eel CL 5

As long as a man is tall, the shrieking eels inhabit various bodies of water where they hunt for their food. Don’t expect a fair deal from one.

Medium Aquatic beast 6
Init +12; Senses Perception +3
———————————————————————–
Defenses Ref 20 (flat-footed 16), Fort 12, Will 10; +6 natural armor
hp 39; Threshold 12
———————————————————————–
Speed swim 8 squares
Melee bite +5 (1d6+1)
Base Atk +4; Grp +10
Special Actions constrict, Pin, shriek
———————————————————————–
Abilities Str 13, Dex 18, Con 14, Int 2, Wis 10, Cha 6
Special Qualities serpentine
Feats Crush, Pin, Skill Training (Initiative)
Skills Initiative +12, Swim +9 (can reroll and take the better result)

Constrict – If the shrieking eel successfully grapples an enemy, it can use the Crush and Pin feats as normal. When crushing, however, the beast deals 2d6+4 damage.
Serpentine – The shrieking eel is treated as if he were one size larger for the purposes of grappling.
Shriek – As a standard action, the shrieking eel can emit a horrifying shriek that can unnerve its prey. The eel makes a special attack roll (1d20+3) against the Will Defense of all creatures within 20 squares. Success means the target is shaken, taking a -2 penalty to attack rolls and Reflex Defense. If the target is adjacent to the shrieking eel, it means the target is so taken with fear that they lose their move action on their next turn. This is a mind-affecting fear effect.

Design Note: I toyed with the idea of giving the creature the Powerful Charge feat, as it’s favored tactic in the film clearly seemed to be a straight line run at it’s foe. However, after coming up with the Serpentine ability, I thought constricting it’s prey after they’ve been immobilized and dragging them down underneath the ocean crushing the life out of them while they simultaneously drown seemed scarier (as well as slightly more intelligent.

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Threat Assessment: Jack Hinks, the Corellian Super Hero

Time for another new stat block, Gamer Nation.

Jack Hinks – CL 10

Medium Human scoundrel 9/master privateer 1

Destiny 1; Force 7

Init +16; Senses Perception +7

Languages Basic, Shyriiwook, Sy Bysti

Defenses Ref 23 (flat-footed 22), Fort 22, Will 26; Dodge

hp 61; Threshold 22

Speed 6 squares

Melee unarmed +7 (1d4+5)

Ranged blaster pistol +8 (3d6+5)

Base Atk +7; Grp +7

Atk Options Point Blank Shot, Precise Shot, Quick Draw, Surprise Strike

Special Actions Better Lucky than Dead, Fool’s Luck, Hyperdriven

Starship Maneuvers Known (Pilot +16) after burn, evasive action, snap roll

Abilities Str 11, Dex 13, Con 13, Int 14, Wis 15, Cha 16

Talents Attract Privateer, Better Lucky than Dead, Fool’s Luck, Gambler, Hyperdriven, Surprise Strike

Feats Dodge, Point Blank Shot, Precise Shot, Quick Draw, Skill Focus (Deception, Initiative, Pilot), Starship Tactics, Toughness, Vehicular Combat, Weapon Proficiency (pistols, simple weapons)

Skills Acrobatics +11, Deception +18, Gather Information +13, Initiative +16, Mechanics +12, Pilot +16, Use Computer +12

Possessions blaster pistol in hip holster, utility belt with medpac, tool kit, all-temperature cloak, flight suit (+1 equipment), bottle of Corellian Rum

Jack Hinks is a native born son of Corellia, and has spacers blood running through his veins. Due to his constant gambling and general antics, his exact financial state isn’t known, but when he makes planet fall, he’s never shy about spending his money and he never seems to want for work. Jack is the consummate play boy, sometimes putting other famous Corellian figures, like a young Han Solo, to shame.

Possibly the act that made him the most famous was the time he managed to escape a powerful ion storm that hadn’t appeared on any of the charts and destroyed or damaged beyond repair several other ships in the same area. Jack managed to limp out of the storm and make it back to the nearby planetary moon to get repairs with roughly three quarters of his sublight drives nearly destroyed; saved by either destiny, or blind luck. Jack, however, will tell you it was all about his skill as a pilot, an attitude that has earned him no small amount of notoriety and young fans that want to learn from him.

Jack doesn’t present much of a threat in combat, though he can have a couple of nasty tricks up his sleeves if the PCs aren’t watching him. He works better as a contact, or better yet, as an pilot-for-hire to get the PCs from point A to point B, and can easily be inserted into any era of play.

Inspiration for this stat block comes from the song Jack Hinks, a traditional Newfoundland song performed widely by the area group Great Big Sea.

Video for reference

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Threat Assessment: The Droid Cavalier

Here were are with a new droid model. I wanted to capture the feel of a “sword and board knight” in the Star Wars universe. I think this droid does the idea justice.

The Droid Cavalier – CL 10

Medium droid (4th-degree) soldier 7/gladiator 3

Force 3

Init +16; Senses Perception +11, darkvision

Languages Basic, Binary, Military Sign Language

Defenses Ref 26 (27 with microshield, 25 flat-footed), Fort 26, Will 24

hp 89; Threshold 31

Immunities crystaduranium armor, droid traits

Speed 6 squares

Melee vibroblade +14 (2d6+13) or

Melee vibroblade +12 (3d6+13) with Rapid Strike or

Melee vibroblade +9/+9 (2d6+13) with Double Attack or

Melee vibroblade +7/+7 (3d6+13) with Double Attack and Rapid Strike

Base Atk +10; Grp +13

Atk Options Double Attack, Droid Smash, Rapid Strike, Weapon Specialization (advanced melee weapons)

Special Actions Call Out, Damage Conversion, Harm’s Way, Just a Scratch, Personal Vendetta

Abilities Str 16, Dex 13, Con -, Int 12, Wis 13, Cha 14

Talents Call Out, Droid Smash, Harm’s Way, Just a Scratch, Personal Vendetta, Weapon Specialization (advanced melee weapons)

Feats Armor Proficiency (light, medium, heavy), Damage Conversion, Double Attack (advanced melee weapons), Improved Damage Threshold, Improved Defenses, Ion Shielding, Rapid Strike, Skill Focus (Initiative), Toughness, Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons, simple weapons)

Equipped with 2 hand appendages, walking locomotion with gyroscopic stabilizers, crystaduranium armor (+10 armor), microshield, weapon detector, heuristic processor, vocabulator

Possessions vibroblade

Cost not available for sale Availability rare

The Droid Cavalier was a failed experiment at the end of the Clone Wars. They were produced in limited numbers as first run experiments with the newfound crystaduranium armor, and were built to be bodyguard droids for generals on the field of battle. They were meant to inspire fear into the hearts of those who viewed them, and hearken back to the days of old when battles were still decided by skill with a blade.

However, the Clone Wars ended soon after production began, and so very few of these droids were ever made. Estimates put the numbers anywhere from several thousand to only several hundred. From time to time, one or two have surfaced in the role of bodyguards and enforcers for extremely wealthy nobles and crime lords.

However small the production run and despite the official failure given to the project by the Techno Union at the end of the Clone Wars, they proved to be devastatingly effective at their programmed job, able to draw opponent’s attention to themselves instead of their charge, shrugging off otherwise debilitating hits, and even putting themselves in harms way when an errant attack does reach their charge. They move with a preternatural quickness and grace, despite their heavy armor, acting with deadly efficiency.

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Threat Assessment: Niss and the Order of the Black Wind

The following is an example of how quickly things can steam roll in my head. When I sat down to start this edition of Threat Assessment, I was just planning on putting together a couple of stat blocks. However, after I started with the NPCs, I started coming up with backstory to tie them together. From that sprung a new organization, a Force Tradition and associated talent tree, and a planet for them to inhabit. There’s quite a bit to this post, so I’m not going to deal with much more preamble and get right into the meat.

Niss and the Order of the Black Wind

Niss

Region: Unknown Regions

Climate: Temperate

Gravity: Standard

Moons: 0

Length of Day: 25 hours

Length of Year: 200 days

Sapient Species: 99% Human, 1% Other

Government: Theocracy

Capital: Thraceen

Major Exports: None

Major Imports: None

Knowledge (Galactic Lore)

DC – Result

10 – Niss, a small backwater planet was discovered and catalogued in the early days of the Old Republic.

15 – Since time immemorial, Niss has been controlled by various warlord and tyrants, keeping the planet in an almost constant state of civil war.

20 – Though Niss has no major exports or industry to speak of, a rare vein of ore runs through the mountain range circling the middle of the planet that makes a very strong metal alloy.

Knowledge (Social Sciences)

DC – Result

10 – The people of Niss have a strong patronymic society, and they trace their people’s history back to a figure known as the “first father.” It’s unknown whether or not this is an actual historical figure or not.

15 – While they have access to the technology, most of the natives of Niss believe it to be an affront to personal strength to rely on blaster weaponry, and thus, most warfare is still conducted hand to hand.

20 – A small number of the Humans living on Niss, while appearing similar to Humans in most every respect, are actually genetically different than those in the rest of the galaxy, making them a different species.

The Order of the Black Wind

Type: Dark Side Cult

Enemies and Allies: The Order of the Black Wind doesn’t have any allies on planet, but any dark sider who follows the same philosophies might find an ally in the organization. There are several large areas of Niss controlled by powerful warlords who want to see them destroyed and have clashed militarily with them in the past.

Scale: 8 (Regional Power)

Organization Score Criteria: To belong to this organization, one must possess a rudimentary knowledge of the dark side of the Force, even if they are not Force sensitive. A character cannot begin using organization criteria or gaining the benefits of an Initiate of the Black Wind until he has successfully made contact with the organization and been accepted into their ranks.

Positive Criteria | Organization Score Modifier

Experience | +1/2 levels

Base Attack Bonus +5 through +9 | +1

Base Attack Bonus +10 through +14 | +2

Base Attack Bonus +15 or higher | +3

Dark Side Score of at least 1 | +1

Dark Side Score at least equal to ½ Wisdom Score | +2

Dark Side Score equal to Wisdom Score | +3

Force Sensitive | +1

Speaks the Sith language | +1

Has the dark rage Force Power | +1

Has a talent from the Initiate of the Black Wind Tree | +1/talent

Defeats an opponent of the organization | +1/4 opponent’s CL

Participates in a battle in which the organization is victorious | +1

Negative Criteria | Organization Score Modifier

Shows restraint instead of rage | -1 per instance

Atones for Dark Side Points | -2/1 Dark Side Point atoned

Fails on a mission assigned by organization leader | -2

Fails to defeat an enemy of the organization | -4

Titles, Benefits, and Duties: The Order of the Black Wind expects all of its members to provide military service should it become required. They are also required to donate all of their material wealth to the organization, who in turn, provides the basic needs of each of their members. Finally, they are required to take part in various rituals designed to strengthen the hold of the dark side in their area of operation.

Rank | Score | Title and Benefits

0 | 9 or lower | None

1 | 10-19 | Initiate: An initiate is the lowest ranking member of the order. Through their training and indoctrination, they gain a +2 bonus to their Will Defense against enemies of the organization.

2 | 20-29 | Acolyte: An acolyte is a member of the organization who has completed more training and has a deeper understanding of the Force and the philosophy of the group. His encounters with enemies of the group and their zeal in serving  give them a +1 circumstance on attack rolls against enemies of the organization.

3 | 30+ | Hierophant: A hierophant is the highest rank in the Order, one who has completed his training and has a deep level of understanding in the Force. Those who achieve this rank receive access to a personal aide who has heroic levels equal to their heroic level -3.

The Initiates of the Black Wind

History

During the Golden Age of the Sith, a powerful Sith Lord by the name of Thraxuss took off for the Unknown Regions, and found himself in a system with a lone planet circling a sun. Landing on the planet, he quickly found himself a subject of great interest from the locals, whom were much less advanced than he was. He took advantage of his powers and quickly bent the leaders of several of the tribes to his whim, ruling over them like a God Emperor and passing on some of his teachings to several powerful apprentices. When he died, his body was placed in a tomb carved into the base of the largest mountain on the planet. His apprentices plunged the planet into a bloody civil war after his death as each of them struggled to take over Thraxuss’s entire empire. Meanwhile, the galaxy continued on as it is wont to do, and the people of Niss advanced to join the rest of the galactic civilization, and eventually Lord Thraxuss was forgotten.

One day, a young man named Rath Traynor, strong in the Force stumbled across the tomb, where Lord Thraxuss had been buried along with all of his teachings and several of his artifacts. Armed with this knowledge, equipment, and his own violent nature, Rath was quickly propelled down the dark path. Before long, he had begun to follow in the ancient Sith Lord’s footsteps and had taken over several large areas of the continent, controlling the government leaders like puppets.

Location

The power of this dark side cult has never reached beyond the planet of Niss. The planet, while registered in the galactic database, doesn’t have much to offer the galaxy at large and thus still several steps behind the rest of the galaxy.

Philosophy

Lord Thraxuss drew upon several of the basic emotions that Sith Warriors called upon to aid them in battle: specifically the emotions of rage and anger. He studied this power, discovering and inventing new ways to manipulate these emotions to help aid a Sith in battle.

Following these original teaching, the Order of the Black Wind places a great emphasis on these emotions, encouraging and even manipulating violent reactions from those that follow the teachings. Rage is a powerful emotion, but like anything, those that are also able to control their rage, as well as the rage of others are the ones who rise to the top of the food chain.

Membership: Any character with a Dark Side Score of at least 1 who has been accepted by a member of the tradition can become Initiates of the Black Wind and take talents from this talent tree.

Initiate of the Black Wind Talent Tree

Hear the Winds: Once per encounter, you can regain all expended uses of the dark rage power as a swift action.

Dark Howling: You can expend one use of the dark rage Force power from your suite in order to activate this talent. Instead of the normal benefits of the dark rage power, you instead project the turbulent emotions outward instead of inward, surrounding you with a swirling cloud of rage and anger. For a number of rounds equal to your Charisma modifier (minimum 1), any adjacent opponent that attacks you takes 1d8 damage. This doesn’t affect opponent who are not adjacent to you. You can spend a Force Point to add one-half of your heroic level to the damage dealt to an attacking opponent.

Prerequisites: dark rage, Hear the Winds

Smoldering Rage: You can expend one use of the dark rage Force power from your suite in order to activate this talent. Instead of the normal benefits of the dark rage power, you turn the emotions into a physical weapon. A blade of fire appears in your hand, lasting for a number of rounds equal to your Charisma modifier (minimum 1). The blade deals 2d6 damage, adding one-half your heroic level, and your Charisma modifier to the damage roll. The blade deals fire damage. You can spend a Force Point when you activate this talent to make the blade last until the end of the encounter.  For all intents and purposes, the blade is treated as a light, simple weapon.

Prerequisites: dark rage

Armor of Rage: You can expend one use of the dark rage Force power from your suite in order to activate this talent. Make your Use the Force check as normal, but instead of adding the bonus to your melee attack and damage rolls like normal, you get the listed bonus as DR for a number of rounds equal to your Charisma modifier (min. 1). If you spend a Force Point, you can add the bonus to your Damage Threshold as well.

Prerequisites: dark rage, Dark Howling

Link of Rage: You can expend one use of the dark rage Force power from your suite in order to activate this talent. Make your Use the Force check as normal, but instead of adding the full bonus to your melee attack and damage rolls like normal, you only get half the listed bonus. You grant one ally within 6 squares of you and within your line of the sight the other half of the bonus. If you spend a Force Point to make the dark rage last until the end of the encounter, the ally you choose must stay within 6 squares of you to maintain the benefit. If the connection is broken, you still only receive half the bonus.

Prerequisites: dark rage, Hear the Winds

Rath Traynor – CL 13

Medium scout 5/noble 3/force adept 5

Force 8; Dark Side 16

Init +12; Senses Perception +14

Languages Basic, Sith

Defenses Ref 26 (flat-footed 25), Fort 26, Will 30 (32 vs. light side powers)

hp 88; Threshold 26

Speed 6 squares

Melee sith alchemical sword +8 (1d6+6)

Base Atk +8; Grp +8

Atk Options Cunning Attack, Melee Defense

Special Actions Armor of Rage, Dark Howling, Dark Presence, Hear the Winds, Inspire Confidence, Link of Rage, Power of the Dark Side, Quick Skill

Force Powers Known (Use the Force +19): corruption (2), fear, Force lightning, Force scream (2), Force storm (2)

Force Techniques Force Point Recovery, Improved Force Storm

Abilities Str 10, Dex 12, Con 12, Int 13, Wis 16, Cha 16

Talents Armor of Rage, Dark Howling Dark Presence, Dark Side Talisman, Hear the Winds, Inspire Confidence, Link of Rage, Power of the Dark Side

Feats Cunning Attack, Force Sensitivity, Force Training (2), Melee Defense, Natural Leader, Quick Skill, Skill Focus (Use the Force), Skill Training (Persuasion), Weapon Proficiency (pistols, rifles, simple weapons)

Skills Climb +11, Initiative +12, Jump +11, Perception +14, Persuasion +14, Ride +12, Survival +14, Use the Force +19

Possessions sith alchemical sword, dark side talisman

Rath Traynor is the younger brother of Kell Traynor, born two years after his brother. He too, was strong in the Force, but he did not have the benefit of a Jedi Master, and thus was left to his own devices to learn to control his powers. One day, the young man discovered the tomb of Lord Thraxuss, a long forgotten Sith Lord who had once ruled over a large section of the planet as an absolute tyrant in the bygone days of the Golden Age of the Sith. He discovered the Sith Lords teachings along with several ancient artifacts, which coupled with his family’s already violent nature, exhibited by him as well as his brother, quickly precipitated the young man’s fall to the dark side. He began to exert his control and influence over several of the local leaders his area, eventually taking the power for himself. He began rebuilding the Order of the Black Wind, learning to control many of the same powers that Lord Thraxuss had used in his lifetime, using his new powers and the militant force he was building up to extend his own circle of influence, eventually attracting and corrupting the likes of Skree Tontin, the powerful warlord of one of the larger countries on Niss and even his brother.

He began to assert his influence in his local areas, beginning to put together a dark side cult that he ruled over like a high priest. As his power and influence began to grow, so did his organization, eventually attracting the likes of Skree Tontin and eventually his older brother, who had been expelled from the Jedi Order.

Firebrand – CL 10

Medium Human soldier 7/Force adept 3

Force 7; Dark Side 14

Init +12; Senses Perception +7

Languages Basic, Sith

Defenses Ref 27 (flat-footed 25), Fort 27, Will 26

hp 86; Threshold 27

Speed 4 squares

Melee fire blade +12 (2d6+8) or

Melee fire blade +10 (3d6+8) with Rapid Strike or

Melee fire blade +7/+7 (2d6+8) with Double Attack or

Melee fire blade +5/+5 (3d6+8) with Double Attack and Rapid Strike

Ranged heavy blaster rifle +11 (3d10+5)

Base Atk +9; Grp +9

Atk Options Double Attack (simple weapons), Rapid Strike

Special Actions Attune Armor, Dark Howling, Hear the Winds, Smoldering Rage

Force Powers Known (Use the Force +13): dark rage (3), fear, Force grip, Force slam (2) surge (2)

Force Techniques Improved Force Slam

Abilities Str 10, Dex 14, Con 12, Int 12, Wis 14, Cha 16

Talents Armored Defense, Attune Armor Dark Howling, Hear the Winds, Improved Armored Defense, Smoldering Rage

Feats Armor Proficiency (light, medium), Double Attack (simple weapons), Force Sensitivity, Force Training (3), Rapid Strike, Weapon Finesse, Weapon Focus (simple weapons) Weapon Proficiency (pistols, rifles, simple weapons)

Skills Endurance +11, Initiative +12, Jump +10, Knowledge (tactics) +11, Use the Force +13 (+15 to activate dark sidepowers)

Possessions heavy blaster rifle, dark armor (dark side energy trait)

The man known only as Firebrand was a member of a small group of Mandalorians, still clinging to the ways of the Crusader clans of old. However, when it was discovered he was Force sensitive, he was exiled from the clan. Eventually, guided unconsciously by the Force to a small planet in the Suarbi system where he was accepted as a member of the Jensaarai tradition. However, his demeanor and violent tendencies proved to be too much even for the Jensaarai, and he found himself exiled from their teachings as well. Eventually, he found his way to the planet Niss, once again unconsciously following a call from the Force where he discovered a small dark side cult quickly growing in power. Rath Traynor, the leader of the group found the young man’s inner rage something he could exploit, and helped to finish the young man’s fall into darkness. Rath put the young man through intense training, making him his first disciple in the recently resurrected Order of the Black Wind. Through this training, he grew to master the art of projecting the rage and hatred into a physical weapon in his hands, a talent that very few people in the order had ever managed to learn with any sort of proficiency. The blade of flame in his hands, matched with his fiery temper lent him the name Firebrand. He wades into battle with his rage as his weapon, clad in the armor worn by one of Lord Thraxuss’s apprentices.

Skree Tontin – CL 11

Medium soldier 7/scout 1/Force adept 3

Force 7; Dark Side 14

Init +11; Senses Perception +7

Languages Basic

Defenses Ref 24 (flat-footed 23), Fort 25, Will 27; primitive block

hp 103; Threshold 25

Speed 6 squares

Melee empowered vibro-ax +13 (3d10+11) or

Melee empowered vibro-ax +11 (4d10+11) with Rapid Strike or

Melee empowered vibro-ax +8/+8 (3d10+11) with Double Attack

Melee empowered vibro-ax +6/+6 (4d10+11) with Double Attack and Rapid Strike

Melee empowered vibro-ax +15 (3d10+16) with Powerful Charge

Melee knife +12 (1d4+8) or

Ranged knife +10 (1d4+8)

Base Atk +9; Grp +12

Atk Options Double Attack, Powerful Charge, Rapid Strike, Swift Power

Force Powers Known (Use the Force +11): battle strike , dark rage (3), surge (2)

Force Techniques Improved Move Light Object

Special Actions Hear the Winds, Indomitable, Power of the Dark Side, Shake it Off

Abilities Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 12

Special Qualities evasion

Talents Empower Weapon, Evasion, Hear the Winds, Indomitable, Power of the Dark Side, Primitive Block, Swift Power

Feats Armor Proficiency (light, medium), Double Attack (advanced melee weapons), Force Sensitivity, Force Training (2), Powerful Charge, Rapid Strike, Shake it Off, Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)

Skills Endurance +12, Initiative +11, Jump +13, Use the Force +11

Possessions empowered vibro-ax, 3 knives

Skree Tontin was a native of the planet Niss and from a young age carved out a large section of the planet through armed force, ruling over it as a warlord for many years. Strong in the dark side of the Force, Rath Traynor sensed him when he began forming the cult, and began to put out calls through the Force, bringing the warlord to seek him out. When Skree finally found him, Rath began to exert influence over the warlord’s will, finally bringing the man into his power and absorbing Skree’s lands and forces. A sadistic man by nature, Skree loves giving pain to others, especially in combat. Sensing this, Rath put him in charge of training the soldiers of the military arm of the Order, where he has no problem culling the weak from the Order.

Kell Traynor – CL 12

Medium Human Jedi 5/soldier 4/Force adept 3

Force 8; Dark Side 10

Init +12; Senses Perception +13

Languages Basic, Sith

Defenses Ref 24 (flat-footed 23), Fort 26, Will 28; block, deflect

hp 111; Threshold 26

Speed 6 squares

Melee empowered lightsaber +14 (3d8+8) or

Melee empowered lightsaber  +16 (3d8+14) with Powerful Charge

Melee empowered lightsaber +12 (4d8+8) with Rapid Strike or

Melee empowered lightsaber +9 (5d8+8) with Improved Rapid Strike or

Melee empowered lightsaber +9/+9 (3d8+8) with Double Attack or

Melee empowered lightsaber +7/+7 (4d8+8) with Double Attack and Rapid Strike or

Melee empowered lightsaber +4/+4 (5d8+8) with Double Attack and Improved Rapid Strike or

Melee empowered lightsaber +4/+4/+4 (3d8+8) with Triple Attack or

Melee empowered lightsaber +2/+2/+2 (4d8+8) with Triple Attack and Rapid Strike or

Melee empowered lightsaber -1/-1/-1 (5d8+8) with Triple Attack and Improved Rapid Strike

Base Atk +11; Grp +12

Atk Options Channel Aggression, Double Attack (lightsabers), Improved Rapid Strike, Power Attack, Powerful Charge, Rapid Strike, Triple Attack (lightsabers)

Special Actions Dark Howling, Force Harmony, Hear the Winds

Force Powers Known (Use the Force +18): battlestrike, dark rage, Force grip (2), Force slam, move object

Force Techniques Force Point Recovery

Abilities Str 13, Dex 13, Con 14, Int 12, Wis 14, Cha 14

Talents Block, Channel Aggression, Dark Howling, Deflect, Empower Weapon, Force Harmony, Hear the Wind

Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Improved Rapid Strike, Power Attack, Powerful Charge, Rapid Strike, Skill Focus (Use the Force), Triple Attack (lightsabers), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)

Skills Initiative +12, Jump +12, Perception +13, Use the Force +18

Possessions empowered lightsaber (self-built)

Kell Traynor was born with a powerful connection to the Force, which was sensed by a travelling Jedi Master who had sensed the young child’s potential. However, when he got to the temple and began his training, strong violent tendencies began to appear in the boy. His teachers tried hard to curb those outbursts, but they were eventually forced to expel him from the Order when he nearly killed another student in a fit of rage during a training duel. When he returned to Niss, he found that he had a younger brother, also strong in the Force. He also found that his brother had taken over a large part of the planet and was ruling over it with the help of a dark side cult he had formed in the intervening years. Rath, sensing his older brother’s power, inner turmoil, and natural rage, brought Kelli into the Order and began instructing him in the teachings that Lord Thraxuss had given him. Rath not only accepted, but encouraged his brother’s violent outbursts, further speeding the young man down the path of imperilment. He has still not completely traveled that path, but with such violent men around him, feeding his already dangerous tendencies, it is only a matter of time.

Cult Soldier – CL 6

Medium Human nonheroic 6/soldier 4

Force 3; Dark Side 5

Init +11; Senses Perception +5

Languages Basic

Defenses Ref 19 (flat-footed 17), Fort 19, Will 14

hp 47; Threshold 19; tough as nails

Speed 6 squares

Melee war sword +12 (1d8+8) or

Melee war sword +10 (2d8+8) with Rapid Strike or

Melee war sword +7/+7 (1d8+8) with Double Attack or

Melee war sword +5/+5 (2d8+8) with Double Attack and Rapid Strike

Base Atk +8; Threshold 19

Atk Options Double Attack (simple weapons), Power Attack, Rapid Strike

Special Actions Fortifying Recovery, Indomitable, Stay Up

Abilities Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 12

Talents Indomitable, Tough as Nails

Feats Armor Proficiency (light, medium) Double Attack (simple weapons), Fortifying Recovery, Power Attack, Rapid Strike, Stay Up, Toughness, Weapon Proficiency (pistols, simple weapons)

Skills Endurance +11, Initiative +12

Possessions war sword, troop armor (+6 armor, +2 equipment)

This stat block represents the professional soldier corps of the Order. Rath accepts nothing more than the best for his troops, and Skree Tontin has no problem making examples of those who aren’t up to the task. Equipped with swords and light armor, they are terrors to behold. They are trained in firearms, but due to the planetary attitude towards that form of combat, they don’t carry any ranged weapons.

So there you have Niss and the Order of the Black Wind along with its leadership. Feel free to borrow, modify, or steal these ideas for your game. Just let me know how they work out for you.

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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)

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