A Mon Alone

Player Handout 5: Yerj, the Barabel

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 stand 2.1 meters in height, your body covered in black scales.  You have narrow, red, slit-eyes and are, in a word, the stuff of nightmares.

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 Yerj was, and what he valued.  Most of what you sense about Yerj is darkness.  He has been a creature of darkness for ages, he thrives on it, he enjoys instilling fear in others.  You feel almost dirty, inhabiting this creature. The paragraphs below represent what you retain of Yerj’s memories; they are generally distinguishable from your own, and while you are aware of them, they probably will not guide your actions.

Prior to adolescence, you remember only one thing:  Beatings.  You were beaten for almost anything you did. You spent nights coughing up blood, or learning to suture your own wounds.  In the morning, if you had stained your sheets with the blood, or if the sutures weren’t straight, you were beaten again. It is hard to remember how you survived to adolescence, but when you did, you were very ready for what came next.  You went from being the beaten, to being the beater. You began training the smallest children.  Some of them died.  The fragile ones needed to die.  You trained older children.  Some of them died as well.  You grew, and you began to train adults.  Then came the first of the missions where someone attempted to leave the training facility, and you went after them.  You hunted them down, brought them back, and killed them.  No one was allowed to leave the facility.  That was the rule.  You knew you weren’t free, but that was fine.  You were doing what you needed to do, and you were alive.

Everything changed when Phylus Mon came to the facility.  He purchased your contract from the owner (whom you never met) and took you to work for him.  You did similar kinds of work, sometimes.  You tracked and hunted game.  Sometimes the game was lost employees.  Sometimes the game was creatures.  You almost never worked directly with Phylus Mon, but you received your orders from him, and those orders became increasingly important the longer you worked for him.  You’ve been part of his organization for over a decade now, but couldn’t begin to speculate on how many others are involved.  It’s not your place to be speculating, regardless.  All you know is, you’ve enjoyed the work.  It’s let you do to others what was done to you for so many years.  It’s also been steady; there was never any danger of you leaving Phylus Mon’s employ.  It was part of your contract.

You once tracked a Jedi, and she was the hardest of your kills.  She did die, eventually, but you never actually broke her spirit.  Ever since, you’ve felt as though Jedi existed to be broken, that their precious “light side” was nothing more than a set of excuses for why they didn’t go out and do something powerful with their lives.  They’re cowards, every one of them.  The Trandoshan and the Wookiee, if anything, made you laugh.  They act as though they have no choice but to distrust one another, making themselves stupid with unreasoned hate and therefore less effective.  If it had come down to it, you would have killed both of them, and been glad for the sport.  It never came to that, though.  You tolerated them, but only because their idiotic hatred never proved life-threatening to you.  The Spiner is a strange case; you haven’t met many of his kind.  The first time you saw his spikes, you laughed. You still think they’re funny-looking, and they aren’t spines, because Nalz has never struck you as anything but spineless.  They’re spikes.  He’s Spiky-boy, in your head.  He needs to stick to his computers, because he can’t handle life in the real world. The Human is big enough that he might be good for something.  Even if he’s not good in a fight, he might be worth a meal or two.

Assets: You’re extremely quick, both physically and mentally.  You have learned to harness your anger and use it to good effect.  Your combat prowess is all the asset you’ve ever needed.

Drawbacks: You’re a bleeder.  If you take wound damage, you must make a Fortitude save (DC 20) or begin to bleed, losing an additional 1 WP/round until a medpac is applied, your wounds heal, or you die.

Yerj, Male Barabel Soldier 2/Dark Side Marauder 4/Force Warrior 8; IM +2 (+2 Dex); Def 24 (+2 Dex, +10 Class, +2 natural); Spd 10 m; VP/WP 199/14; Attack +16/+11/+6 (3d4+3d6+4/17-20, right hand unarmed) and +16/+11 (3d4+3d6+2/17-20, left hand unarmed) or +15/+10/+5 ranged (3d6, blaster pistol); SQ defensive roll (wounds to vitality), uncanny dodge (Dex bonus to defense, can’t be flanked); SV Fort +15, Ref +10, Will +5; SZ M; FP 2; DSP 12; Rep 4; Str 19, Dex 14, Con 14, Int 8, Wis 10, Cha 8.
Equipment: street clothes, blaster pistol.
Skills: Intimidate +4, Tumble +15; Speak Basic, Speak Barabel.
Force Skills:  Battlemind +15, Enhance Ability +18.
Feats: Advanced Martial Arts, Ambidexterity, Armor (light), Force Sensitive, Improved Critical (unarmed), Improved Martial Arts, Improved Two-Weapon Fighting, Martial Arts, Power Attack, Two-Weapon Fighting, Weapons (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibroweapons).
Force Feats: Alter, Control.

For the duration of the event, you use your own mental ability scores and related skills and feats, but you use Yerj’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.  If you were not Force sensitive, you do not become Force sensitive by inhabiting this body. In neither case do you gain access to Yerj’s Force skills or feats.  You also use your own Force points and dark side points, as well as your own Will save.