A Mon Alone

Player Handout 3: Gorak, the Trandoshan

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 an albino Trandoshan, right down to your pasty white flesh and pink eyes.  You are somewhat shorter than average for your species, but thickly built.  You’re also female.

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 Gorak was, and what she valued.  She was apparently not treated well early in life, and the scars never quite healed. The paragraphs below represent what you retain of Gorak’s memories; they are generally distinguishable from your own, and while you are aware of them, they probably will not guide your actions.

You have no recollection of a family.  Your earliest memory involves staring out a ship’s viewscreen at the blur of hyperspace.  There are memories of being laughed at, ridiculed, pointed at – mainly by Wookiees.  They thought you were funny to look at, because your flesh was so pale.  More than just the Wookiees laughed, but the Wookiees laughed loudest, and pointed with big, dirty, hairy paws.  You have a sense that someone was guiding you, taking you around on an invisible leash, showing you off. Once, a big, smelly Wookiee rented you for a week.  What happened during that time is, thankfully, a blank spot in your memory.

This went on for years.  You can’t even guess how many.  The bigger you got, though, the less people laughed, and the more they were afraid.  You looked at them as someone led you around on that invisible leash, and they backed away from you.  After a time, you were told you were free, and you met Phylus Mon.  He treated you well, made you feel important and needed.  He fed you and clothed you and offered you a job.  He wanted help controlling his “collection” of animals, and your experience during your years of captivity gave you the right perspective to be a great help to him.  Some of the controlling he wanted you to do was violent and unpleasant, but that’s just the way of the galaxy, isn’t it? It’s a violent, unpleasant place, where people laugh at you for no good reason. You’ve been with Phylus’s organization for years, mainly handling creatures for him.  You’re especially good with Acklays and Rancors.  You spent most of your time at one of his private zoos, and the first time you were on his ship was when he told you that he was planning to come to the backwater of Cularin.  You know nothing about what he wants to do here except that he thought there might be a call for your skills, and little about the others he brought along. That doesn’t bother you.  Your contract specifies that you only receive the information Phylus wants you to have, and he can withdraw your access to information at any time.  You are employed because he wants you employed.  You cannot terminate your contract, but you’ve never seen a need to do so. You were kept separate from the others until you reached Cularin – Phylus said it was for everyone’s protection – but you can’t remember what happened once you arrived in the system.  There was a black spire.  Then, nothing.

You can’t believe he brought a Wookiee along, but then, Phylus has his own ways.  The Wookiee cannot be trusted.  It’s an evil, vile creature that wants to hurt you.  You will not do anything to help the Wookiee, or any other Wookiee.  (If you, the hero, decide to attempt to “Aid Another” any Wookiee while inhabiting Gorak’s body, you must first succeed at a DC 16 Will save.)  The Spiner strikes you as more enamored of his toys than anything else – not atypical for a male of any species.  If he’s a bit of good in a fight, you’d be shocked, but he must be able to do something, or Phylus wouldn’t keep him around.  The Barabel’s a tough read, but you think you like him.  He’s got an edge that makes you wonder about inter-species breeding, sometimes.  As to the Human, who knows?  Phylus doesn’t keep many humans around, so there must be something about this one.  Maybe it’s his raw size.  He is a pretty impressive specimen, and you think you heard somewhere that he has local ties.  The Jedi are just Jedi.  They are useless puppets who never did anything to protect you, and you have always wondered how they stayed so well-positioned in the galaxy.

Assets: Your hide is tougher than most Trandoshan hide, due to beatings you took over the years in captivity (additional +1 natural armor).  You also possess a keen sense of smell, and can identify the odor of most non-sentient species in the galaxy with minimal effort (+4 bonus to Knowledge (Alien Species) checks when you can smell the creature).

Drawbacks:  You cannot accept confinement.  If you are grappled, held, manacled, or otherwise detained, you begin to lose control.  You must first make a Fortitude save (DC 15) to prevent blacking out, rendering you dazed for 1d3 rounds.  

Gorak, Female Trandoshan Fringer 5/Soldier 9; IM +2 (+2 Dex); Def 24 (+2 Dex, +10 Class, +2 natural); Spd 10 m; VP/WP 142/18; Attack +10/+5/+0/+10/+5 (2d4, 2 vibrodaggers) or +13/+8/+3/+13/+8 ranged (3d6+1, 2 +1 mastercraft blaster pistols); SQ Barter, Jury Rig +2, Survival +2; SV Fort +14, Ref +8, Will +4; SZ M; FP 2; DSP 2; Rep 3; Str 10, Dex 15, Con 18, Int 14, Wis 10, Cha 12.
Equipment: street clothes, two +1 mastercraft blaster pistols, two vibrodaggers, combat jumpsuit (DR 3).
Skills: Climb +2, Handle Animal +9, Hide +14, Intimidate +14, Jump +2, Knowledge (Alien Species) +8, Listen +9, Move Silently +14, Ride +4, Search +8, Spot +9, Survival +7, Treat Injury +14, Tumble +10; Speak Basic, Speak Dosh, Speak Huttese.
Feats:  Alertness, Ambidexterity, Armor (light), Dodge, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Two-Weapon Fighting, Weapon Focus (blaster pistol), Weapons (blaster pistols, blaster rifles, heavy weapons, primitive 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 Gorak’s physical abilities.  This includes her attack sequence, her 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.