A Mon Alone

Player Handout 2: Kaarror, the Wookie

Roleplay Clarifications:  You, the hero, are still you. You simply have an awareness of someone else, and their impressions of those with whom they have been trapped (the other minions of Mon’s and the two Jedi).  Some of the bodies, and memories, are stronger than others, and may influence your behavior somewhat.  The physical description is what you look like, in the body of this “other”.  The mental impression is what remains of them.  You may use the mental impression to enhance your roleplay with the other heroes, to help you better understand Mon, or perhaps some or all of the above, but the mental impressions are not meant to force you to think or play a certain way.  Everything that says “You” under the mental impressions is meant to describe the thoughts that linger from the prior inhabitant of this body.  Thus, if you read, “You hate all Jedi,” that doesn’t mean that your hero hates all Jedi; it means that the memories of the body into which you’ve stepped are those of hating all Jedi.  The only parts of the text of this handout that bind you are the physical description, and the assets and drawbacks. You cannot escape what you look like, and the assets and drawbacks were such central parts of who this individual was, that they remain even with the Force essence stolen away. We will discuss the stat block, and how you use it, when we come to that point.

Physical Description:  You are over two meters tall, covered in pale fur – except for your shoulders, which have been shaved, and where the fur is only starting to grow back.

Mental Impression: You retain the memories of who you were before you entered this body, an awareness of everything that happened to you over the course of your life.  But you also have a sense of who Kaarror was, and what he valued.  Not everything about your new host is pleasant. The paragraphs below represent what you retain of Kaarror’s memories; they are generally distinguishable from your own, and while you are aware of them, they probably will not guide your actions.

You remember the great trees of Kashyyyk, but only barely.  You remember being caught in a net.  You remember being bundled into the hold of a ship that smelled very, very bad, and taken to somewhere very strange, with lots of buildings and no trees at all.  You were moved to another ship, and another.  You traveled the galaxy, but you did not forget your home world. You crew, and you began to fight because you were paid and fed and treated better when you fought.  You came to know a Chevin (you didn’t know him as a Chevin at the time, he was just another strange looking alien) named Phylus Mon.  He liked you.  He bet on you and won a great deal of money on you.  He bought you your freedom, when you were of age.  You found other Wookiees, who called themselves the Kalmec, and joined with them.  You helped supervise spice deliveries and the provision of other pleasantries to the wealthy around the galaxy, and enjoyed watching them slowly destroy themselves with their excesses.  It was what they deserved.

You were promoted through the Kalmec ranks, and eventually, as a sign of your status, you shaved your shoulders.  You did a little of everything – it’s a blur.  Drugs, murder, extortion, gambling – you assisted with all of it.  Then came the contact from your old friend, Phylus Mon.  He wanted you to come and work for him, and while he didn’t say as much, you knew how things would go with him.  You could either go and work for him, or you could die.  Not much of a choice.  He wanted you to go to a place called “Cularin”.  It seemed safer than trying to avoid the Clone Wars, so you went.  Your arrival in Cularin is the last thing you remember, aside from an enormous black spire.

The Trandoshan hates you, but that’s the nature of her kind.  She’s useful, in her own way.  Good to stand behind.  The Barabel delights in being sneaky, and you’ve heard of a Barabel bounty hunter in Mon’s employ.  This might be him, and if so, he’s quite a force to be reckoned with.  The Spiner is just a freak.  No two ways about it. Every time you look at him, you find yourself thinking that he would make a good comb.  As to the Human – he’s big, but he suffers from the shortcoming of all Humans.  He thinks he knows everything, and he doesn’t know when to shut up.  No Jedi has ever been worth more than you could get if you sold his lightsaber on the black market – and you’ve sold a half-dozen, in your time.

Assets: You may not be the most powerful Wookiee, but you know how to make an attack count. You may use your Precise Attack bonus with your vibro-axe as well as the normal complement of weapons; the same restrictions apply, other than that. Your eyes are also particularly good – you notice things others might not (+2 bonus on Spot checks).

Drawbacks:  The you who you are can still sense the residual anger of the one Kaarror was.  His rage was difficult to control, after years of fighting for his life and more years as a killer of galactic proportions.  If you take more than 30 points of damage in a round, while inhabiting Kaarror’s body, you must make a DC 18 Will save to avoid flying into a Wookiee rage.  Note that if you are Force-sensitive, this does not automatically give you a dark side point, as it is merely an amplification of the rage inherent in Kaarror’s species.

Kaarror, Male Wookiee Scoundrel 2/Scout 1/Soldier 5/Bounty Hunter 6; IM +5 (+1 Dex, +4 Improved Initiative); Def 19 (+1 Dex, +8 Class); Spd 10 m; VP/WP 112/14; Attack +17/+12/+7 (2d8+7/19-20, vibro-axe in two hands) or +13/+8/+3 ranged (3d8, heavy blaster pistol); SQ Rage, Extraordinary Recuperation, Illicit Barter, Lucky (1/day), Target Bonus +3, Sneak Attack +3d6; SV Fort +10, Ref +9, Will +7; SZ M; FP 1; DSP 6; Rep 5; Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Equipment: street clothes, +1 mastercraft vibro-axe, heavy blaster pistol.
Skills:  Climb +12, Demolitions +6, Escape Artist +6, Gather Information +10, Intimidate +17, Jump +11, Knowledge (streetwise) +5, Listen +6, Move Silently +16, Pilot +4, Repair +7, Sense Motive +7, Spot +11; Speak Shyriiwook, Understand Basic, Understand Huttese.
Feats: Armor (light), Dodge, Headstrong, Improved Critical (vibro-axe), Improved Initiative, Mobility, Power Attack, Spring Attack, Track, Weapon Focus (vibro-axe), Weapons (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibroweapons).

For the duration of the event, you use your own mental ability scores and related skills and feats, but you use Kaarror’s physical abilities.  This includes his attack sequence, his VP/WP, any skills based on Strength, Dexterity, or Constitution (other than Force skills), and any physical feats (this includes all the combat-related feats except exotic weapon proficiencies). You get the distinct impression, once you’re inside this body, that its essence was probably chosen specifically because of its combat-readiness.

If you were Force sensitive prior to switching, you remain Force sensitive, and still have access to all your Force skills and feats. You also use your own Force points and dark side points, as well as your own Will save.