Home Page Medj'K'ai Nebula Star Wars

by Halfbat


Medj'K'Ai Chronicles - the Characters

These Chronicles are a merge of several SWd20 RCR campaigns, put together with some artistic license from the GM. The Medj'K'Ai Nebula campaigns are Light Side orientated: whilst PCs have their personality, class and species stereotypes and propensities, nonetheless the underlying assumption is that all PCs have a "good" heart, at the core.

The Characters

The following is an overview of the key characters in the Chronicles.

Velah, Spirit Adept - The Jedi Padawan - Aay'la, Twi'lek spacehand - Treevo, Rodian Pilot


Velah SeRai, Female Adhrooli Spirit Adept 1
Init +2. Defense 15. VP/WP 10/14.
Atk +0 melee (1D6, 20, staff) or +2 ranged
SV Fort +3, Ref +3, Will +4. FP 2; DSP 0. Rep +0.
Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Skills: Climb +2, Hide +6, Jump +2, Knowledge(Spirit Circle) +4, Listen +8, Sense Motive +4.
Feats: blind-Fight, WGP(Primitive, Simple)
Force Skills: Affect Mind +4, Enhance Ability +6, Force Strike +4, Heal Another +4, Illusion +4, Move Object +6.
Force Feats: Force-Sensitive, Alter, Sense, Guiding Spirit
Velah, a young Adhrooli female Force Adept, is from the recently rediscovered planet of Adhrool. Her face peculiarly blank, her eyes merely pale, sightless orbs, it is only her slightly larger, flexible ears which reveal her primary sense: sound and echo-location. Urged into the core of the nebula by her "Spirits" in a search for a woman - apparently a Twi'lek - who is powerful in the force, her guiding spirit ha stold her that only through this powerful alien will she find the "path allotted" her by the "Spirits". Risking much social standing by abandoning her Clan to the extremely harsh living conditions of Adhrool, she is following her path off-planet and inside the Nebula. She hopes her Clan will survive under the protection of her aging master.

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Mu'hai Mus'hym , Male Cerean Jedi Consular 3
Init +2. Defense 14+. VP/WP 23/12.
Atk +2(*-4) melee (2d8, 19-20, Lightsaber) or +2 ranged (3d6, 20, DC15 Stun, Blaster Pistol)
SV Fort +4, Ref +2, Will +5. FP 4; DSP 0. Rep +1.
Str 10, Dex 10, Con 12, Int 16, Wis 14, Cha 15
Skills: Bluff +6, Computer Use +8, Diplomacy +9, Gather Information +7, Intimidate +5, Knowledge(Medj'K'ai Nebula) +4, (Jedi Lore) +6, (Politics) +7, Pilot +1, Profession (Political Lobbyist) +5, Sense Motive +6, Treat Injury +4. (Speak Mon Calamari and Neimoidian)
Feats: EWP(Lightsaber), WGP(Blasters, Simple), Stamina, Trustworthy
Force Skills: Affect Mind +6, Empathy +7, Farseeing +8, Friendship +3, Illusion +5, Move Object +4, See Force +3, Telepathy +7.
Force Feats: Alter, Force-Sensitive, SQ Deflect(defense +1, attack -4), Sense, Link
Mu'hai, the cerebral and consiliatory Cerean Jedi Consular, the impetuous Simja Shaar, and the acrobatic In'Nex, both Jedi Guardians. With their Master's sent on a probably terminal - and secret - mission for the Jedi Council, the Guardians have been despatched by the Council to investigate the inexplicable comm silence from Keysh'kar College. They have also been given charge of a message cylinder to deliver to its most senior Jedi. In contrast, Mu'hai received Jedi training when young but was never selected as a padawan: he left and joined the Political wing of the Antarian Rangers, becoming a rather good, highly empathic, political lobbyist. At the outbreak of the Clone Wars Mu'hai was re-assessed and assigned to a Master somewhere within the Medj'K'ai Nebula.

In'Nex , Male Jedi Guardian 3
Init +2. Defense 16*. VP/WP 29/12.
Atk +4 melee, +5(*-4) (2d8, 19-20, Lightsaber) or +5 ranged (3d6, 20, DC15 Stun, Blaster Pistol)
SV Fort +4, Ref +5, Will +3. FP 3; DSP 1. Rep +1.
Str 12, Dex 14, Con 12, Int 14, Wis 13, Cha 11
Skills: Balance +3, Jump +8, Knowledge(Medj'K'ai Nebula) +3, (Jedi Lore) +4, Pilot +6, Tumble +12.
Feats: Acrobatic, EWP(Lightsaber), WGP(Blasters, Simple), Weapon Finesse(Lightsaber), Skill Emphasis(Tumble)
Force Skills: Affect Mind +6, Enhance Ability +2, Friendship +1, Heal Another +4, Heal Self +4, Illusion +1, Move Object +8.
Force Feats: Force-Sensitive, SQ Deflect(defense +1, attack -4), Alter, Control, Burst of Speed
All three Jedi have very different outlooks on life, with Simja's impetuosity and Mu'hai's passivity often causing friction. In contrast, In'Nex is focussed on using the force for physical development, for speed and surprise, and has already been sent ahead to Losshaven awaiting the arrival of the other two padawan. Both Guardians are expecting a boring and frustrating time... why waste trained Jedi on such a ridiculous "Go look and see" investigation? Why not use Rangers? Or couriers?

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Aay'la E'yan, Female Twi'lek Scout 1
Init +2. Defense 15. VP/WP 9/12.
Atk +0 melee (1D3 unarmed) or +2 ranged (3D6, 10m, DC15 Stun, 20, Blaster Pistol)
SV Fort +3, Ref +3, Will +1. FP 1; DSP 0. Rep +0.
Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 16
Skills: Astrogate +5, Climb +1, Computer Use +3, Demolitions +2, Disguise +4, Entertain(Dance) +4, Hide +5, Jump +2, Knowledge(Medj'K'ai Nebula) +4, Knowledge(Spacer Lore) +2, Pilot +8, Profession(Spacehand) +3, Repair +3, Search +2, Spot +2, Survival +3, Treat Injury +2.
Feats: WGP(Blasters, Simple, Rifles), Starship Ops(Star Fighter), Spacer
Aay'la E'yan, a young Twi'lek female, was originally sold into slavery by an unscrupulous Twi'lek slavemaster (one to whom nothing was more important than profit). She was won by her last owner (a former Pirate-Smuggler) in a game of sabacc several years ago, and her slavery became in name only - he became her mentor, nurturing, raising and training her during her most formative years. She was fully released from her slavery by her owner, only to see him die at the hands of another smuggler. Having exacted a painful revenge on his assassin(!), she finds herself aimless and homeless, so has signed-on as a spacehand on a freighter bound for Keysh'kar - the home of a reknowned Twi'lek Dance School. Maybe she could find a home amongst other homeless Twi'lek? Likeable and attractive to Humans and Twi'lek, she is determined to ensure that she gains "friends in high places", seeing this as her best insurance, but she is crewing the Nebulon Bantha as a free trip whilst searching for a place to belong.

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Treevo Koono, Male Rodian Scoundrel 1
Init +4. Defense 16. VP/WP 6/10.
Atk +0 melee (1D3 unarmed) or +4 ranged (3D6, 10m, DC15 Stun, 20, Blaster Pistol)
SV Fort +0, Ref +6, Will +1. FP 1; DSP 0. Rep +0.
Str 10, Dex 18, Con 10, Int 14, Wis 12, Cha 8
Skills: Appraise +4, Astrogate +6, Computer Use +4, Craft(Blasters) +5, Disable Device +4, Escape Artist +4, Forgery +5, Knowledge(Medj'K'ai Nebula) +4, Knowledge(Streetwise) +4, Knowledge(Art) +4, Listen +5, Moce Silently +7, Pilot +8, Repair +4, Search +7, Spot +5, Tumble +6.
Feats: Track, WGP(Blasters, Simple), Starship Ops(Freighter)
Treevo Koono has the characteristic blue skin, dark eyes and height of many Rodians. Currently, he is in a spot of trouble. Having upset some Calamari and a Wookiee over some art smuggling who believed they were double-crossed ("It's not my fault! I was told it was a legal deal!"), he now desperately needs either protection, distance or refuge. Given that he tends to not get on with anyone very well, fleeing from the borders of the Nebula into its heart seems the only way to go. What's more, all external flights from the Nebula are carefully monitored, and charges for smuggling him "alive" outside the sector will take all his possessions, and probably more. Whilst he carries the Rodian lust for the hunt, Treevo is looking for someone to ally with to aid his future progress and, someday, get his own back on the smuggler who double-crossed him. In the meantime, he has to run...

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Page updated 15th November 2004 by Halfbat