Mevion "Mev" Bhaask by emmaroz

Species
Zabrak (Dathomirian)
Career
Bounty Hunter
Specializations
Skip Tracer
System
Edge of the Empire

1
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 0
Melee 0

Characteristics

2
2
2
3
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0
Charm (Pr) 1
Coercion (Will) 1
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 1
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) X 2
Perception (Cun) X 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 0
Stealth (Ag) 0
Streetwise (Cun) X 1
Survival (Cun) 1
Vigilance (Will) X 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Blaster Rifle
Range
Long
Skill
Ranged: Heavy
Stun Settings
Damage
9
Critical
3
Vibroknife
Range
Engaged
Skill
Melee
Pierce 2, Vicious 1
Damage
1
Critical
2

15
225
2227

Weapons & Armor

- Heavy Clothing: Soak 1
- Model 31 Palm Stunner: This high output weapon takes the form of a flat lens small enough to conceal in the palm of a hand. This compact construction, though, restricts its use in actual combat due to the limits of its power storage. Instead, the owners of these devices typically use them to incapacitate an unaware target with a careful application.

Personal Gear

- Electrobinoculars
- General Purpose Scanner
- Binders
- Comlink (handheld)
- Comm Jammer
- Datapad

(Descriptions in notes below)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Outdoorsman 1 EotE Core Book 141 The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
Good Cop 2 No Disent. 36 The character may spend two advantage results from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Street Smarts 2 No Disent. 36 The character removes a setback dice per rank of Street Smarts from [their] Streetwise and Knowledge (Underworld) checks.
Improved Street Smarts 1 No Disent. 36 Once per session, the character may perform the Improved Street Smarts action. [They] make a Formidable difficulty Streetwise or Knowledge (Underworld) check, reducing the difficulty once per rank of Street Smarts. If successful, the GM must reveal one vital clue pertaining to a current mystery the character is attempting to solve. The clue could be something that the character could not normally find out, but does not have to be the full answer to the mystery (it should be something that cancels a false lead and otherwise helps move the story along). The GM should tailor the information depending on the skill used; Streetwise may mean the character learns about the information from an ad hoc network of street urchins, while Knowledge (Underworld) may mean the character draws on [their] own vast knowledge about criminal enterprise to discover a previously unseen clue.
Informant 1 No. Disent. 36 Once per game session, the character may reveal a contact who possesses information on a particular subject of [their] choice. When the character does this, [they] must explain how [they] know this contact and how the contact can shed light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact's expertise might cost.

Background

Mev was raised among The Night Sisters, a tight-knit cloister of force witches who reside in the sullen bogs of Dathomir. Rumors of their existence are sparse; the workings of their order all but unknown. Mev has told no one her true identity, fearing it could turn her into a target for nefarious organizations seeking to harness the strange powers of her kind.

To her knowledge, she is the only Night Sister to have left Dathomir in generations. She had no choice, outwitted by her fellow sister and cunning rival, Nexyan, who sought to supplant her position as their Clan Mother’s chosen successor. After months spent in hiding in the Dathomirian wilds, she stumbled across a ruined ship and managed to get its distress beacon back online. The intrepid scavengers who rescued her agreed to take her on if she promised to prove herself doing high risk solo missions.

One such mission went awry, killing the crew and leaving her stranded on a backwater world infested with crime. She was forced to rely on her wits to survive, her budding force magic refusing to manifest so far from the mysterious planet she once called home. After years of moving from place to place to avoid imprisonment, she now resides in Gatt City, trying to forge a new identity before her crimes can catch up to her, living in the long shadow of the powerful Night Sister she could have been.

Motivation

Obligations

Criminal: Magnitude 10

The character has a criminal record, or was accused of a crime (perhaps one she didn’t even commit), and is somehow embroiled in the legal system. Obligation may be settled by paying ongoing legal costs, making attempts to bury evidence, or efforts to prove her innocence.

Description

Mev is a Dathomirian-born Zabrak who stands 5’8” tall, with a slight figure and measured gait. Unlike the Zabraks of Iridonia, she has no horns or face markings, resembling a human woman with albinism. She is descended from force witches, who spent generations selectively breeding and finely-attuning their magic to slow their aging and permanently alter their appearance. Although standard Zabraks live roughly as long as humans, at 30 years old, she is still quite young for one of her kind.

She favors a high-collared, dark brown leather duster that falls just below her knees, simple black shirt and pants, and tall, functional black boots whose buckles have rusted in Gatt City’s unceasing wet. Her bone white hair is short, shaved at the sides and tufted on top in a messy mohawk. Her face is adorned with piercings – a cuff in her left ear, two studs in her right eyebrow, and a single stud centered below her bottom lip. Her cool, grey eyes betray nothing of what she's thinking; you might think twice before joining her at a Sabacc table.

Although not physically imposing, she carries herself with quiet confidence. A heavy blaster hangs at her right side, periodically peaking out from under her coat.

Other Notes

Item Descriptions

- Electrobinoculars: Allows their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometers away. When using electrobinoculars, characters may remove a setback die from any Perception checks made to identify an object in low light or at long distances
- General Purpose Scanner: Most scanners are small, handheld gear, designed to be simple and durable. Depending on model, they indicate nearby presence of lifeforms, heat fonts, radiation sources, acoustic emissions, metal detection, and the ability to intercept standard comms frequencies. Motion sensing operates up to half a kilometer, remaining systems can detect targets up to 1.5 kilometers, comlink interceptor can catch signals up from much further.
- Binders: Breaking free from a set of binders requires either brute force or feats of agility and flexibility. The difficulty varies by the make and model of binder, but the most common restraints require a Daunting difficulty Athletics or Coordination check to escape.
- Comlink (handheld): Most are simple two-way devices that can transmit and receive to a single mated unit at relatively long ranges over land and even into low orbit, but there are models that can transmit to multiple users at once or network whole groups together on the same frequency.
- Comm Jammer: Cutting through the noise created by a comm jammer requires a Computers check, with a difficulty proportional to the distance from the jammer and power of the device. The closer and more powerful the jammer, the harder the difficulty.[1][4][5] The "Hail" forces an Average difficulty check, which becomes more difficult at close ranges (the exact difficulty is up to the GM, but should increase to Hard or Daunting if at medium range or closer to the device).
- Earbud Comlink: Long range, whole team has one

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