GM Recommendations for Medical Quests?

By Blue Dog, in Star Wars: Edge of the Empire RPG

I have a player who is running the medical droid Vex from the beginner campaign, and for his motivation he's chosen to have his program make him basically obsessed with becoming a better doctor droid.

This also means he's always putting points into medicine and non-combat skills, which obviously leaves him out during fights (which with our group happens a fair bit) or stealth. He's got more experience playing RPG's than our other players so I'm trying to think of some quest or motivation-based things he could do.

If anyone has suggestions for doctor/droid related quests where he could take the lead for a change, I'm all ears!

So far I'm thinking:

- Village overrun by plague, has to track down ingredients and heal everyone

- Semi-destroyed star destroyer with infected like zombies, has to figure out cure

But that's all I've got right now.

Or a highly placed personage on a remote planet needs the group's help to get him to the closest major trauma center off world...but of course his lieutenant wants him dead. The party handles the fighting while the doctor tries to keep him alive.

How about the group is sent to check on a mining outpost on an asteroid finding no one there except greasy smudges and clothes. Then the group is infected by whatever got the crew of the outpost and they to find out what happened to the old crew by looking for records and clues to what they might have caught and then cure themselves. Maybe have a fight that broke out with infected vs healthy on the station, but that all the crew succomed to it eventually, but because of the fighting the station is a mess of fortifications and such. But with the investigation the group finds the source of the infection and have to fight off remnants of earlier infected folks.

Sorry if it seems kind of jumbled.

Another could be an organ donor escort where you are escorting donated organs from one planet to another for the medic to perform a transplant, but a hutt has taken interest in the organs and wants them for himself. Maybe the donor made the hutt angry and the hutt wants the body for stew or something...

Hope those help.

Burleaf

I really like the idea of an organ transplant as the group's obligation shifted to Jabba after the ending to Long Arm of the Hutt.

The medical transport with a highly placed lord is a neat idea too - maybe a it's a moff to make things interesting, but there are local rebels who try and ambush the group, etc.

These are great ideas folks, keep it up!

He's a good guy and a really patient playet, he literally sat around and just provided support during the finale to the Long Arm of the Hutt so I want to reward him by focusing the story on him a little bit. I try and subtly make one character the 'star' of each session, whether the group realizes it or not, just to give them all something special after a few games. It also plays well into the obligation rules.

A rebellious group of outlaws, in the aftermath of a major battle, desperately needs medical help for its wounded, but enemy patrols make it impossible for them to seek help openly; instead, they send one stealthy individual to bring back a doctor.

-Nate

As Fang said, to make good use of all the group's skills, a medical extraction under fire is a great mission for that. To see an example of how that might play out narratively, I shamelessly will link you to a Star Wars fan comic I wrote that has a similar plot starring a combat medic.

http://fandomcomics.com/comics/comic_large.php?comic=25&start=0

Have a look at the novel "death troopers" for an idea.

Would he stretch to doing forensic work?

Also, crime lords might want him for his skills with narcotics. Maybe a tainted shipment of spice is killing said boss' customers, and he uses Obligation to make the doctor track down who contaminated the product.

Or possibly a new drug has come on the scene, and said Hutt wants the doctor to figure out how it works and where it is coming from.

Edited by ErikB

If he's an experienced player, then he should expect a challenge with his medical skill.

A combatant can shoot his way out of most situations, a charmer can talk, but can a medical droid actually heal his way out of situations? I don't think you have to get creative. He does. The moment he decided to make a 21-B Medical Droid, the burden is on him to prove that the character can be a successful adventurer.

I mean, if he sucks at RPGs, then yeah, let him to go a hospital setting where all he does is spam medical checks and everyone gives him a round of applause afterwards.

If he's experienced, set him up against an imperial garrison. Maybe he can poison the garrison in their sleep. Maybe he can get someone to bomb the local farmers, heal the farmers so the farmers will feel indebted to owe him food, while the garrison is weakened due to famish, or their numbers stretched thin due to having to raid for food.

WoTC produced a Star Wars adventure called Tempest Feud. The first part involved the characters extracting a Hutt from a plague quarantined world. They get in by delivering medical supplies if memory serves me right. I'm sure with something like that could give your player lots of opportunities to shine at his area of expertise. There were officials to deal with and drugged up gangs to fight so your other player wouldn't be left out.

I didn't read all the responses, so I may be repeating... I skimming, I saw "quarantine" and "drugs/spice addiction" come up more than once. Those are good ideas. Another thing to remember with these is that, as a droid, he's immune, making him potentially doubly useful.

In our campaign (set between Episodes I and II), we had a Force tradition of monk healers who had been hunted to virtual extinction. A few different story arcs involved monks, with the players trying to track down and protect the survivors. Later, when there was only one monk surviving, and a powerful ally became infected by the Bando Gora, the heroes turned to her to help save him. Earlier, the PCs competed with bounty hunters to track down the monks -- the bounty hunters had been hired by a wealthy business man whose daughter was dying...

Depending on the interests of the other PCs, I could see certain elements of those story arcs working for you. (By the way, check out the Bando Gora on Wookieepedia... a drug-addled cult might make for an interesting recurring foil. In my game, I tied the Bando Gora and the Rakghoul virus together as variants).

If you're not familiar with FIREFLY, check it out. Simon Tam, one of the main characters, is a doctor, and his needs motivate the crew more than once. Without giving too much away, his sister is "damaged", so he's got an ongoing sub-plot where he keeps trying to fix her. His medical expertise comes into play in multiple smuggling stories, most notable the episode "Ariel" (which involves a hospital heist, and is a fantastic hour of television).

Ridiculous as it may sounds, if you have the Disney Junior channel, consider checking out the TV show THE OCTONAUTS (sorry, my four year old is watching it right now). It features a group of animal adventurers exploring the undersea world and interacting with/helping various sea creatures. The group includes a medic, a scholar, and a photographer, so their adventures are often helping one or more of those specializations.

Part of "being a better doctor" could include needing to have subjects to study. If your player wanted to be particularly insidious, he could encourage his group to keep him steadily supplied with test subjects of various species, or perhaps he encourages them to break into science facilities to steal bits of medical research. He wouldn't necessarily have to kill any captives the group takes, but he could certainly make them uncomfortable in a variety of ways. These ventures outside the law could bring some form of law enforcement after the characters as a recurring menace. It could also open doors with them in the underworld, as the droid learns how to cure something particularly nasty that a crime lord has contracted (or perhaps someone the crime lord actually cares about).

In addition to Firefly, the various Star Trek tv series frequently had doctor-centric episodes, you could borrow from as well.

I second the Death Troopers idea. I ran one similar under Saga rules set on a frigate left in the aftermath of a large battle. Threw in a pair of ten foot tall Togorian Mandos, one of whom was infected, to tie in the warriors types.

Perhaps the party gets infected with a nasty bug, and has somehow get the doc aboard an imperial ship, and then defend him long enough for him to work up a cure to their ills.

I believe that was a firefly episode where a certain doctor thought of growing a pointy mustache could fit the bill.

Also parasites taking people over.

Xenos of unheard of origin and are startlingly powerful that need a 'non'standard approach to defeating them.

Being a Stargate fan I suggest looking into it. They have a good many episodes where medical dramas are a focal point but the rest of the combat team still has work to do. One episode is the natives all 'die' due to a drone damaging something that emits a frequency. Or Hathar (or a rogue imperial ) doing experimentation to make perfect people be they hosts or slaves.

In fact wraith squadron has alot on that point. Even in Houk in the wookiepedia page they mention genetic testing...

Look into Piggy from wraith squadron. Genetically engineered gamorean that is a genious.

Hope that helps.

They could get contracted to ... "acquire" .. some new medical technology from a conference. Especially if it's billed as a replacement for bacta, a lot of interest would be generated. Of course, it's really just a new drug that villian X has put out... working for the Black Sun/Hutts heck even Imperial Intelligence.