Doctor Langstyn Kraay

Doctor Langstyn Kraay

Doctor Kraay started out as an average medical student with connections to COMPNOR, until he interned in a psych ward in one of COMPNOR's hospitals. He discovered his calling there as in "personality reconstruction." From that point, he worked hard at raising his grades to graduate in the top quarter of his class. Upon graduation, he joined the Re-Education branch of ISB and quickly rose through the ranks.

Moff Sarne personally picked Kraay after the Empire's collapse to lead his gulag in the Kathol sector. Kraay eagerly accepted the position, looking forward to his new position. Although he leaves most of the facility's administration to his department heads, he loves to "cure" the patients that exhibit "dangerously unstable and traitorous" behavior through "personality engineering."

Sarne stopped at Q'Maere after he fled from Kal'Shebbol to collect the troops stationed there, as well as most of the Imperial-issue weapons the facility kept. The moff left behind a skeleton crew, considering them to be inept and wasn't afraid to tell them so. Sarne marooned the staff and prisoners of Q'Maere by damaging their only ship capable of leaving the Rift.

Despite his fears regarding the current situation, Kraay maintains a calm appearance with an occasional flash of panicky anger. He comes across as friendly and helpful, but he is desperate to leave the Rift behind and willing to do anything to do so. Because of this, he may not realize any tactical mistakes he may make while trying to secure a means of escaping Q'Maere.

Name: Doctor Langstyn Kraay
Male Human Tech Specialist 7
Initiative: +2 (Dex)
Defense: 17 (+5 class, +2 Dex)
Speed: 10m
VP/WP: 41/14
Attack Bonuses: +7 melee, +3 ranged (3d6, blaster pistol)
Special Qualities: Expert (knowledge [psychology]), instant mastery, research, tech
  specialty (surgical specialist +1)
Saving Throws - Fort: +4 Ref: +5 Will: +4
Size: M
Force Points: 5
Reputation: +2
Str: 14 Dex: 14 Con: 14 Int: 12 Wis: 12 Cha: 13

Equipment: Blaster pistol, hold-out blaster, medpac, interrogation kit (provides +4 to
  Intimidate checks)

Skills: Computer Use +3, Diplomacy +6, Disable Device +5, Hide +3, Intimidate +6,
  Knowledge (bureaucracy) +3, Knowledge (psychology) +13, Knowledge
  (streetwise) +4, Move Silently +3, Pilot +6, Read/Write Basic, Search +4, Speak
  Basic, Speak Cerean, Speak Mon Calamarian, Spot +4, Treat Injury +8

Force Skills: None

Feats: Dodge, Martial Arts, Skill Emphasis (treat injury), Stamina, Surgery, Weapon
  Group Proficiency (simple weapons)

Force Feats: None