Thursday, June 20, 2024

Maul (SOLO)

<< Previous Page

Name: Maul (As of Solo)
Type: Dark Side Warrior / Criminal Lord
Species: Zabrak
Homeworld: Dathomir
Gender: Male
Born: 54 BBY (946 GC)
Died: 2 BBY (998 GC)
Hair Color: None
Eye Color: Yellow / Red
Height: 1.75 meters
Skin: Red

Acrobatics: 6D
Brawling Parry: 6D
Dodge: 8D+2
Lightsaber: 6D+2
Lightsaber: Form IV: Ataru 7D+1
Lightsaber: Form VI: Niman 8D
Lightsaber: Form VII: Juyo 8D
Lightsaber: Form: Jar’Kai 8D+2
Lightsaber: Form: Double-Bladed Lightsaber 10D+1
Lightsaber: Form: Dun Möch 9D
Melee Combat: 5D+2
Melee Parry: 6D
Missile Weapons: 5D+1

Business: Criminal Underworld 8D
Heist Coordination: 6D+2
Intimidation: 8D
Languages: 5D
Planetary Systems: 6D
Scholar: Jedi Lore 4D+1
Scholar: Sith Lore 6D
Streetwise: 4D+2
Survival 5D
Tactics: 4D
Willpower: 5D

Astrogation: 4D+1
Communications: 3D
Repulsorlift Operations: 6D+2
Sensors: 3D
Space Transports: 4D+2
Starfighter Piloting: 3D+1
Starship Gunnery: 4D+2
Starship Shields: 3D+2

Bargain: 5D
Command: 6D
Con: 6D
Hide: 4D
Investigation: 5D+1
Search: 4D+2
Sneak: 4D+1

Brawling: 6D
Brawling: Teräs Käsi Martial Arts: 11D+1
Climbing/Jumping: 4D+2
Stamina: 4D+2

Computer Programming/Repair: 4D+2
Droid Programming: 4D
Droid Repair: 4D+2
Lightsaber Repair: 5D+1
Repulsorlift Repair: 5D
Security: 5D
Space Transports Repair: 3D+2

Special Abilities:

Cybernetic Legs: Allows for normal walking and running.

Hardiness: Zabrak characters gain a +1D bonus to Willpower and Stamina skill checks.

Teräs Käsi Martial Arts: Before making the attack, the player splits the Teräs Käsi martial arts skill dice into two groups: attack dice and damage bonus dice. The character rolls to attack using only the attack dice. If the character succeeds in the attack, add the damage bonus dice to the character’s Strength roll when determining damage. Characters may not allocate more than half of their Teräs Käsi martial arts dice to their damage bonus dice. Maneuvers: Backflip, Back Strike, Blindfighting, Crescent Kick, Elbow Smash, Escape Grapple, Flawless Counter, Flip, Flying Kick, Foot Sweep, Instant Knockdown, Insatnt Stand, Instant Wound, Martial Arts Leap, Power Block, Rar Kick, Reversal, Snap Kick, Spinning Kick, Whirlwind Attack.

Lightsaber Combat Form IV: Ataru: May perform one acrobatic maneuver or one movement enhancing Force power and attack once without the penalty for an additional maneuver. However if restricted in movement (due to space, wounds, etc.) any actions done with Ataru receive a -1D penalty. Hawk-Bat Swoop, Saber Swarm, Spinning Attack, Tumble Strike.

Lightsaber Combat Form VI: Niman(intimidation): +2 to defense rolls, while attack rolls suffer a -2 penalty. +1 bonus to attack and defense for each die in intimidation (maximum of four per roll). Maneuvers: Double attack, draw closer, heavy parry, pushing slash, vicious stare.
Lightsaber Combat Form VII: Juyo: -2D to attacker’s parry or dodge. +4D initiative. +1 bonus to attacks for each Dark Side Point. -2 defensive rolls for each Dark Side Point. Assured strike, back thrust, circling thrust, swing strike, vornskr’s ferocity.

Lightsaber Combat: Jar-Kai: Make two attack rolls simultaneously or separately with no multi-action penalty. +1D to defense rolls. Double Sweep, Rising Whirlwind, Twin Strike.

Lightsaber Combat: Double-Bladed Lightsaber: +1D to any attack and damage rolls, +1D to any defense rolls. If within confined spaces -2D penalty for any roll. Feint, full circle spin, spin defense.

Lightsaber Combat Form: Dun Möch: Dun Möch users receive a bonus equaling one point per con, persuasion or intimidation die (that has to be chosen at start of round). This bonus may be distributed to attack or parry rolls during a combat round. Heavy Parry, Random Strike, Vicious Taunt

Force Skills: Control 7D+1, Sense 8D+1, Alter 7D+1

Force Powers:

Control: Absorb/Dissipate Energy, Accelerate Healing, Concentration, Contort/Escape, Control Pain, Emptiness, Enhance Attribute, Enhance Reflexes, Hibernation Trance, Rage, Resist Stun

Sense: Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Sense Force

Alter: Telekinesis

Control & Sense: Lightsaber Combat

Control & Alter: Aura Of Uneasiness, Inflict Pain

Control, Sense & Alter: Affect Mind, Projected Fighting, Telekinetic Kill

Sense & Alter: Lesser Force Shield

Force-sensitive: Y
Force Points: 1
Dark Side Points: 15
Character Points: 10
Move: 10

Equipment: Double-Bladed Lightsaber (5D each blade)

Background: Maul, once known as Darth Maul, was a Force-sensitive Dathomirian Zabrak male who established himself as a crime lord during the reign of the Galactic Empire. However, he was once the Sith apprentice of Darth Sidious, and therefore, a Dark Lord of the Sith. Having trained in the ways of the Force, Maul was a formidable warrior strong with the dark side and deadly skilled in lightsaber combat. In addition, he was a scheming mastermind who plotted his return to power despite losing his place in the ranks of the Sith.

Born during the era of the Galactic Republic, Maul was the son of Mother Talzin, leader of the Nightsisters of Dathomir, and also had two siblings, the Nightbrothers Savage Opress and Feral. Sensing his potential, Sidious took Maul as an apprentice while he was still a child. Anointed by his Sith Master as Darth Maul, the Dathomirian was raised to hate the Jedi Knights that served the light side of the Force. Desiring to see the Jedi Order fall, Darth Maul trained for the day when the Sith would exact revenge on their ancient foes. The time for revealing the Sith’s continued existence to the Jedi came during the Invasion of Naboo, when Darth Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Though he killed Jinn, Maul was, in turn, defeated by Kenobi, who bisected the Sith assassin at the waist. Darth Maul was believed to be dead in the aftermath of the battle, but Maul ultimately survived, emerging a decade after his defeat, during the height of the Clone Wars.

Despite learning that his Master took a new apprentice, Darth Tyranus, Maul still believed that he was a Sith Lord. Taking his brother as an apprentice, Maul and Opress held that they were the true Sith rather than Sidious and Tyranus. He then devised a scheme to seize power on the planet Mandalore, overthrowing the New Mandalorians and installing the Death Watch as the new ruling government. In addition to the Mandalorians, Maul expanded his criminal enterprise, the Shadow Collective, to include the Pyke Syndicate, Black Sun, and the Hutt Clan. However, as his power increased, Maul became a threat to his former Master’s plan, resulting in a confrontation that concluded with Opress’s demise and Maul’s capture by Sidious. After escaping with the help of his Mandalorian super commandos, Maul resumed his reign on Mandalore until he was overthrown by the Grand Army of the Republic.

Maul survived the end of the Clone Wars, witnessing the Great Jedi Purge of Order 66 and Sidious’s rise as Galactic Emperor. Chastened by his former Master on the principle of the Rule of Two, Maul abandoned his claim to the mantle of the Sith, focusing instead on building an empire of his own—the Crimson Dawn—by controlling the criminal underworld. Ultimately though, Maul remained driven by the desire for revenge, specifically against Sidious, the Master who disowned him, and Kenobi, the Jedi who defeated him. During his conflict with the Jedi fugitives Kanan Jarrus and Ezra Bridger, Maul tracked Kenobi to Tatooine, determined to finally end their rivalry for good. Their last lightsaber duel ended when the Jedi Master struck down his old nemesis. Believing that Kenobi had consigned himself to a life of exile to protect the Chosen One, Maul died taking comfort in the belief that he would be avenged once the Sith’s prophesied destruction was realized.

<< Previous Page

PT White

I've been involved in creating content for Star Wars The Role Playing Game since 1992 and consider myself a Star Wars Super Fan and knowledge bank for the Star Wars Universe.

Leave a Reply

Only people in my network can comment.