A Mon Alone

Player Handout 6: Valiri, Skrilling Jedi Knight

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 minions of Mon’s and the other 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: While physically, you are a member of one of the most unattractive species in the galaxy (you have mottled grey skin, wrinkly hands with three thick fingers each, tiny eyes, and eight breathing tubes instead of a “normal” nose or pair of nostrils; a bony crest runs along your head, and you have multiple rows of needle-teeth in your mouth), the Jedi robes do lend you a certain elegance that most of your kind lack.  You are 1.7 meters tall, and thickly-built.

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 Valiri was, and what he valued.  There can be little doubt that his life has been a struggle, and that he has done his best to live up to the challenges presented him.

As with so many Jedi, your earliest memories are of Coruscant.  The rose-and-gold sunsets you used to watch from a middle balcony of the Jedi temple are images that you use when calming yourself for meditation.  There is a quiet beauty to the setting of a sun, which you discovered at an early age and took as a guiding metaphor for your life.  There are endings, but even in endings there is beauty, and the promise of a new beginning.  You rarely wonder what your life was like before you were found by the Jedi; your species is not one that would have had you living pleasantly.  Most likely, you were picked up when a Jedi and her Padawan stumbled across your parents looting something they shouldn’t have been looting.  What you’ve read of your kind leads you to believe that your parents might well have handed you over to the Jedi in order to protect their own lives.

You have no anger about such speculations, of course.  You are where the Force has guided you to be, where you are needed. After completing your training on Coruscant, you were contacted by Master Lanius Qel-Bertuk. You didn’t know him, but you knew of him.  He needed teachers for the academy in Cularin, and wanted to know if you were interested.  You meditated a great deal on the offer before accepting, and you are glad you are here.  There is a great deal of work for the Jedi to do, if Cularin is to be protected.

You long ago swore off the use of the disgusting attack for which your species is so reviled.  Such behavior is beneath a Jedi, and you have no desire to soil yourself (or anyone else) in that manner.  There have been times, such as the recent attack outside the Sith fortress, when it occurred to you to use it – but you decided it was better to remain true to your ideals and die than it was to submit to fear and become something you do not wish to be.  You are a Jedi, and these are the choices a Jedi must make.

Constanten is your friend, such as you have friends. You saw her fall in the battle, but knew she was alive. There is little you would not do for her, or for any living being that did not want to do you harm.  As to the attackers, you have only vague impressions of them, none good.  The Barabel seemed particularly dangerous and vindictive – smart, too.  The Spiner stayed just close enough to use its spines if needed, but seemed wary of engaging Jedi with lightsabers.  Probably wise.  The Wookiee and the Trandoshan fought on opposite sides of the battlefield and insisted on shouting back and forth at one another – insults, you think. It’s a wonder they’re still alive.  You don’t remember the blow that took you down, but at the end, there is a definite sense of cold.

Assets:  Your natural tendency to beg has been re-channelled and heightened.  Instead of gaining a +2 bonus to Bluff, Diplomacy, and Sense Motive checks when trying to obtain a favor an item, you receive a +4 bonus on each of those checks when attempting to convince others to follow what you honestly believe to be the will of the Force. This has made you an excellent instructor in the past, and has also led to several requests for you to attend recruiting missions; while you’re sure it isn’t easy for them, parents must be convinced that training by the Jedi is the right thing to do.

Drawbacks:  You retain your species ability to vomit on your enemies.  It is so antithetical to your persona, however, that if you use the ability, you (the individual who makes the decision to vomit offensively) gain a dark side point, because the only reason Valiri would use this ability is anger, hatred, or another dark side emotion.

Valiri, Male Skrilling Jedi Guardian 12/Jedi Investigator 2; IM +5 (+1 Dex, +4 Improved Initiative); Def 21 (+2 Dex, +9 Class); Spd 10 m; VP/WP 118/12; Attack +20/+15/+10 melee (5d8+7/19-20, lightsaber wielded two-handed) or +13/+8/+3 ranged (3d8, heavy blaster pistol); SQ Jedi Knight, deflect (defense +3, attack –3, extend defense and attack), block, profile, target bonus +1, contact; SV Fort +11, Ref +10, Will +11; SZ M; FP 6; DSP 0; Rep 4; Str 20, Dex 13, Con 12, Int 10, Wis 14, Cha 8.
Equipment: lightsaber, Jedi robes.
Skills: Gather Information +5, Search +5, Sense Motive +10, Tumble +4; Speak Basic, Speak Skrilling.
Force Skills:  Battlemind +15, Enhance Ability +19, Enhance Senses +6, Heal Self +1, See Force +6.
Feats: Cleave, Exotic Weapon Proficiency (lightsaber), Force Sensitive, Power Attack, Quick Draw, Sharp-Eyed, Skill Emphasis: Battlemind, Weapon Focus (lightsaber), Weapons (blaster pistols, simple weapons).
Force Feats: Alter, Attuned, Control, Knight Defense, Lightsaber Defense, Sense.

For the duration of the event, you use your own mental ability scores and related skills and feats, but you use Valiri’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 Valiri’s Force skills or feats.  You also use your own Force points and dark side points, as well as your own Will save.