Mraize by Mittens

Species
Twi'lek
Career
Mystic
Specializations
Makashi Duelist
System
Force and Destiny

0
Threshold 11
Current 11
Threshold 15
Current 15
Ranged 2
Melee 2

Placeholder Image

Characteristics

1
2
2
3
2
4

Skills

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

20
280
280

Weapons & Armor

Lightfoil, 5D, 2C, Breach 1, Def2, Sunder
Creshaldyne Mk. IV Modular Backpack w/ 3 Pouches, +6E, 120Cr
Utility Belt, +1E, 25Cr

Personal Gear

2x Stimpack, 50Cr
Comlink, 25CR

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Grit 2 +1 Strain per rank
Parry 1 When hit by melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Resist Disarm 1 Suffer 2 strain to avoid being disarmed or having weapon damaged
Makashi Technique 1 Use Presence for Lightsaber skills instead of Brawn

Force Powers

Force Rating
2
Power
Enhance
Description
Spend (1)FP to gain Success or Advantage on Athletics checks
Upgrade Effect
Control Can be used with Resilience
Control Can be used with Coordination
Control Can be used with Brawl
Power
Influence
Description
Spend FP to stress the mind of one living target you are engaged with, inflicting 1 strain
Upgrade Effect
Magnitude Spend 1FP to increase targets affected by ranks in Magnitude
Control Spend FP to gain Success/Advantage on Coercion, Charm, Deception, Leadership or Negotiation checks

Background

Born on the planet Ryloth, Mraize grew up in a world torn apart by corruption and criminal syndicates. Despite the adversities, he displayed exceptional Force sensitivity from an early age, catching the attention of a Jedi Master who happened to be on a mission there. Recognizing his potential, the Jedi Master brought Mraize back to Coruscant to train him in the ways of the Jedi.

It became apparently early on that he had a way with words and was a proficient lightsaber duelist. While popular with his peers, he was much less so with his Jedi elders. He was a troublemaker amongst the Order, often getting himself intro trouble by questioning and sometimes outwardly defying his superiors. Mraize was prone to boredom and would often seek out challenges that some thought were beyond his ability. As Mraize delved deeper into the teachings of the Jedi, he became increasingly aware of the flaws within the Order. He questioned the dogmatic nature of their beliefs, the suppression of emotions, and the strict adherence to a rigid code. While most Jedi were bound by their duty to protect the innocent, Mraize couldn't help but notice the bureaucracy and politics that sometimes hindered their actions. He witnessed instances where the Jedi Council's decisions seemed detached from the reality on the outer rim, leaving innocents vulnerable to the tyranny of the Mandalorians and other dark forces. This growing disillusionment gnawed at Mraize's core, fueling his doubts about the Jedi Order's true purpose.

One fateful mission, Mraize and his master were sent to a remote planet to negotiate a peace treaty between two warring factions. The talks quickly devolved into violence, and Mraize found himself in a desperate situation, struggling to defend innocent lives. In the heat of battle, he felt a surge of anger, a raw emotion he had been trained to suppress. The dark side of the Force whispered seductively, tempting him with its power.

Overwhelmed by the chaos and his own conflicted emotions, Mraize made a decision that would forever alter his path. Ignoring his master's pleas, he tapped into his anger, channeling the dark side to protect the vulnerable. In that moment, he felt a twisted sense of empowerment, as if he had finally broken free from the Jedi's restrictive teachings.

Haunted by his actions, Mraize returned to the Jedi Temple, unsure of how to face his fellow Jedi and his own inner demons. Fearing judgment and exile, he made a difficult choice. He severed his ties with the Order, renouncing his Jedi identity and embarking on a new path as a bounty hunter in the Outer Rim. He realized that by working independently, he could pursue the justice he sought without the constraints of the Jedi doctrine. Through his experiences, Mraize discovered that the galaxy was far more complex than he had imagined, and the line between light and dark was often blurred.

Embracing his Twi'lek heritage, Mraize used his natural agility and adaptability to excel in his new profession. He honed his combat skills and developed a reputation as a formidable warrior and a cunning strategist. His intimate knowledge of the Force and the ways of the Jedi made him a unique and dangerous opponent. He traveled the Outer Rim, taking on high-risk assignments and earning a reputation as a relentless and effective bounty hunter.

However, not all contracts were straightforward, and Mraize found himself entangled in a web of betrayal and deceit. Unbeknownst to him, a wealthy and influential client named Okku the Hutt (CHANGE THIS IF YOU WANT THE NAME DOESN'T MATTER TO ME AT ALL), had hired him for a mission that involved kidnapping a corrupt Republic official. As he delved deeper into the mission, Mraize discovered that he had been manipulated from the beginning. Okku had orchestrated his involvement as a means to an end, planning to frame Mraize for the attempted act of terrorism.

Caught in a trap, Mraize found himself betrayed by Okku's henchmen. Despite putting up a valiant fight, he was ultimately overpowered and captured. Stripped of his weapons and imprisoned, Mraize found himself confined to a cell, his once bright future now seemingly extinguished.

But even in the darkest of moments, a glimmer of hope remained within Mraize. Determined to seek redemption and regain his freedom, he bided his time, waiting for an opportunity to escape his captors and bring the true culprits to justice.

Motivation

Obligations: (+10, +10 starting xp)
Betrayal - Left the Jedi Order, didn't face judgement for his actions.
Criminal - Framed for attempted kidnapping of a Republic official.

Motivation: Get revenge on Okku the Hutt, be a force for what he sees as 'good' in the galaxy.

Morality

Emotional Strength: Enthusiasm / Ambition

Emotional Weakness: Recklessness / Arrogance

Description

Other Notes

CHARACTER CREATION NOTES FOR DM: (Assuming Knight Level Creation, granting 150 extra xp)
Skill Ranks Taken @ Creation, no xp spent: (4 Career - Charm, Lore, Perception, Outer Rim) (2 Specialization - Charm, Lightsaber) (1 Species - 1 Deception)
Characteristics: Pres 4 (40xp), Cun 3 (30xp), Short Path to Power (30xp) *initial 100 xp spent here*
Skills: Perception 2 (10xp), Cool 2 (15xp), Outer Rim 1 (5xp), Vigilance 1 (5xp), Coordination 1 (5xp)
Talents: Grit x2 (10xp), Resist Disarm (5xp), Parry x1 (5xp), Makashi Technique (10xp)
Force Powers: Enhance (10xp) 3 Control Upgrades (15xp), Influence (10xp) 2 Upgrades (20xp)

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