Qot La'Jal's page

187 posts. Alias of adsapiens.

Full Name

Qot La'Jal


Miraluka | May the Force be with you. | DEX 4D KNO 2D MEC 2D PER 5D STR 3D TEC 2D | CON 3D SEN 3D ALT 2D | Experience 5




Liaison to Diplomatic & Trade Negotiation Missions

About Qot La'Jal


Qot is a survivor - Alpheridies, homeworld of her species, was destroyed after Order 66, and she's the offspring of some of the few Miraluka who were able to flee. The "rebel" group disappeared over the years and tried to impart some of their culture and training on the children; Qot isn't really a jedi, but a force sensitive fighter from the Miralukan organization called the Luka Sene.

The last few from her order were persecuted and killed, and she went into hiding while still very young. Using a mechanical apparatus over her face - to pretend her sight is bionic, and not force-based - she had been passing as a Human and seeking work as an scavenger through different planets on the outer rim. In one of such planets, she "acquired" a droid who was being mistreated by the owner. They both fled in a freighter, and the owner had been since hunting her to pay for such debt. Just another for the list of people trying to get their hands at her...

As she aged, her other talents were noticed though - more specifically for diplomacy and negotiation, and she became a secretary and liaison for the traders seeking better deals in high volume intergalactic commerce. She's still too young and with a lot to learn, but her natural skills are greatly appreciated.

Appearance and Behavior:

Qot is very young, looking to be around 16 or 17 years old. As a Miraluka, she doesn't have her eye sockets - but other than that, she looks very much human-like, despite slightly pointed ears. Her hair is very light blond - almost white - and long, and her skin is fair.

She actually uses a mechanical prosthetic pair of binocular-looking glasses over her face to hide her actual species. The "glasses" don't work and aren't powered at all. Her actual sight is force-based through her species.

She dresses in a mix of scavenger and trader clothes, used in top of a standard blast vest. She carries around a long staff - similar to those of scavengers - but she attaches the lightsaber to one of its ends and wraps well tight in clothes to hide. Her lightsaber crystal has a faint green color.

Her attitude is somewhat shy, most of the time, but anyone talking to her will notice a natural optimistic view of the galaxy despite the events surrounding her origins. She believes in the Force but doesn't speak about it; her training was interrupted a long time ago, and ever since she had been trying to avoid using it.

Attributes and Skills:

- Dodge +2D = 6D
- Lightsaber +2D = 6D
... Double-Bladed Lightsaber +1D = 7D
- Melee Combat 4D
- Melee Parry 4D
- Running 4D
- Alien Species 2D
- Languages 2D
- Planetary Systems 2D
- Survival 2D
- Willpower 2D
- Astrogation 2D
- Beast Riding 2D
- Repulsorlift Ops 2D
- Starship Shields 2D
- Bargain 5D
- Command 5D
- Hide 5D
- Investigation 5D
- Persuasion 5D
- Search 5D
- Sneak 5D
- Brawling +2D = 5D
... Martial Arts +1D = 6D (Blindfighting: Very Difficult)
- Climbing/Jumping 3D
- Stamina 3D
- Swimming 3D
- Droid Repair 2D
- First Aid 2D
- Lightsaber Repair 2D
- Repulsor Repair 2D
- Security 2D
- Control 1D +2D = 3D
- Sense 1D +2D = 3D
- Alter 1D +1D = 2D

Advantages and Disadvantages:

Debt (+3D) This character either inherited this debt or borrowed a substantial amount of money. She has a time limit for repaying the loan.
Quick Draw (Lightsaber, -2D) The character may draw a type of weapon (lightsaber, vibroblade, blaster, and so forth) immediately, i.e. it does not count as an action during a combat round. Note that this factor applies only to a single weapon type. If you want your character to be able to quick draw a sword and a knife, he must take this factor twice (for a cumulative -4D penalty).
Skeleton in the Closet (+4D) This character has elements of his past that he does not want anyone to unearth. The player should choose a specific "skeleton" to tie in with the character’s history. No matter what, he must not reveal this secret. It may bring harm to him or those he loves.
Wanted for a Crime (+2D) A system, galactic government, or culture has declared this character a criminal. The character may or may not have committed the crime he has been charged with, but nevertheless, the authorities have begun their search for him.

Force Powers:

Absorb/Dissipate Energy Control (Varies), 1rd, Up: VE: sunburn, E: intense sun, Mod: solar wind, Diff: rad storm; may keep up if constant source; for blaster bolts, must use prior to being hit (difficulty: Mod + damage)
Accelerate Healing Control (Varies), 1min, Not Up: E: wounded, Mod: incap, Diff: MW; make 2 natural healing rolls 12h apart in same day, +2 to both to heal; can only attempt once daily
Control Pain Control (Varies), 1rd, Up: May use as reaction to being damaged. No damage penalties, yet damage still counts; VE: stun/W/W2, E: incap, Diff: MW (still roll 2D/rd, can still die despite control)
Enhance Attribute Control (Mod), 1rd, Not Up: Bonus to one attribute at a time; If beats difficulty by 0-13: +1D for 3 rd, 14-25: +2D for 2 rd, 26+: +3D for 1 rd
Resist Stun Control (Mod), 1min, Up: Must activate prior to damage; negates all stun results (except unconscious). Other injuries treated normally.

Combat Sense Sense (Mod), 1rd, Not Up: Req. Danger Sense, Life Detection. No initiative (decides place in order). +3 diff/target, +2D to hit/evade vs targets. Lasts 10 rounds/use (not required to keep up)
Danger Sense Sense (Mod), 1rd, Up: Req. Life Detection. Grants 1 rd to act if otherwise would have been surprised. Opposed with Control (adds to difficulty)
Life Detection Sense (Mod), 1rd, Up: VE if Force-sensitive target; detects live sentient beings within 10 m. Opposed with Perception. Success >10: aware of Force skills/sensitivity, and identity if met prior
Life Sense Sense (VE+RM/PM), 1rd, Up: Req. Life Detection. Senses presence and identity of specific person; aware of damage status, disease. Opposed with Control (adds to difficulty)
Magnify Senses Sense (VE+PM), 3rd, Not Up: Augments sight/hearing/smell for distance. Does not change visual or sonic frequency, e.g. UV spectra, or allow scents which are impossible for species to detect
Receptive Telepathy Sense (VE+RM/PM), 1rd, Up: Req. Life Detection/Sense. Success: read surface thoughts/emotions; roll >2x diff: may sift through memory <24h next round. May resist with Perception or Control.
Sense Force Sense (Mod+PM), 1rd, Up: +1 diff lvl for details/specific objects; does not specifically detect sentient beings. Detects magnitude of Force, rough type, and quantity of life, and vague premonition

Telekinesis Alter (Varies), 1+ rd, Up: Move objects. VE: <1 kg, E: 1-10 kg, Mod: 11-100 kg, Diff: 100-1000 kg, V.diff: 1000-10,000 kg, Heroic: <100 T, may move 10 m/rd (+5 diff for each extra 10). Maneuvers: +1-5 gentle turns, +6-10 for easy maneuvers, +11-25 for complex/attacking. Attacking w/objects uses Control vs Dodge; <1kg 1D, <10 kg: 2D, <100 kg: 4D, <1T 3D sp,, <10T: 3D SF , <100T: 5D SF

Lightsaber Combat
Control (Mod) + Sense (Easy), 1rd, Up: Add Sense to hit/parry and +/- up to Control to damage. Allows parrying blaster bolts; to redirect: additional Control roll to hit vs weapon’s range or Dodge. Example: if Lightsaber skill 7D, damage 5D, Control 4D, Sense 3D: 8D to hit/parry (7D + 3D – 2D for MAP), up to 7D damage (5D + 4D – 2D for MAP)


Force sight The Miraluka rely on their ability to perceive their surroundings by sensing the slight Force vibrations emanated from all objects. In any location where the Force is in some way cloaked, the Miraluka are effectively blind.

Blindfighting Brawler Martial Arts Specialization: The character is trained to use senses other than sight to locate a target. Difficulty: Very Difficult; Effect: If the character makes the required skill roll and is within striking distance of the target, she may ignore the effects of blindness. She cannot see, but can hear or smell a target well enough to strike. This may be used as a reaction skill.

Move 10/12
Force Powers 14
Force Sensitive Yes
Force Points 5
Dark Side Points 0
Character Points 0


500 Credit
Two sets of clothing
Astromech Droid (See Below)
Lightsaber (See Below)

Purchases (500-365 = 135 Credits)
Standard Staff, 15 Credits, Very Easy, Damage STR+1D
LaserHone Talon Vibrodagger, 50 Credits, Easy, Damage STR+2D, Special: Max 6D
Standard Blast Vest, 300 Credits, Cover 2-3, Phys +1D, Energy +1, Special: May Stack

*** Currently Using ***

Reconditioned Scout Trooper Armor +2 Physical, +2 Energy (+2 not +2D), no dex penalty
* Comlink Helmet contains tongue-activated comlink.
* MFTAS Multi-Frequency Targeting and Acquisition System (MFTAS), +2D to Perception checks in low-visibility situations, +2D to ranged weapon skill uses against targets that move more than 10 meters per round; polarized lenses prevent flashblinding.
* Body Glove Climate controlled body glove (allows operation in moderately warm or cold climates).

Utility Belt High-tension wire, grappling hooks, spare blaster power packs, ion flares, concentrated rations, spare comlink, water packs, 2 medpacs


Name R2C0 - “Artucio” or just “Cee-Oh”
Type R2 Astromech Droid
Size 1.0m
Movement 5

- Astrogation 5D
- Starfighter Pilot 3D
- Space Transports 3D
- Computer Programming/Repair 4D
- Starfighter Repair 5D

Details Retractable Grasper (+2D Lifting), Arc Welder (0.3m, 1D-5D), Circular Saw (4D), Fire Extinguisher, Various Tools, 20x8cm Hidden


Type: Exotic melee weapon
Scale: Character
Skill: Lightsaber: double-bladed lightsaber
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Proper use of a double-bladed lightsaber requires the specialization “Lightsaber: Double-Bladed Lightsaber.” Without the proper specialization, the difficulty to use a double-bladed lightsaber is one grade higher than normal (ie, Very Difficult), and none of the special benefits of the double-bladed lightsaber may be used. If used with only a single blade projected, a double-bladed lightsaber is treated as if it were a normal lightsaber. If properly trained, a Jedi wielding a double-bladed lightsaber gains a +5 bonus to all parry rolls made when both lightsaber blades are extended. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Apply normal damage to the character wielding the lightsaber.

Qot's lightsaber crystal shines a faint green, almost white light. She barely, if ever, draws or even shows it; she keeps it attached to her staff, pretending to be a crude electronic cap wrapped in rags. She trains using her staff, pretending it to be her actual double-bladed lightsaber, and her fight style is all around defensability and quick short jumps.

Miraluka Race:

Attribute Dice: 12D
Attribute Minimum/Maximums:
Special Abilities:
Force sight: The Miraluka rely on their ability to perceive their surroundings by sensing the slight Force vibrations emanated from all objects. In any location where the Force is in some way cloaked, the Miraluka are effectively blind.
Move: 10
Size: 1.6-1.8 meters tall