Melisande Dominique Antilles Stendan

Description and Background Statistics Equipment
Missions Character Upgrade Reference


 

"Mel Stendan."

Jewel at 19, on the way to Cularin

Mel at 21, working for the New Republic

Description 

Mel is a female human, approximately 1.70m (5'7") tall and weighing 58.9kg (130#), with dark blue eyes and blonde hair. Her hair is kept medium-long but usually tied back or braided in space or on a mission. When not wearing a uniform, she tends to dress in charcoal black, form-fitting clothes. She is lithe and wiry, and very acrobatic.                        .
 

Background and Personality

Birthdate: May 1, [2004-equivalent]. She turned 21 on May 1,  2025.

Mel grew up on the planet of Corellia, spending her earliest years peacefully at her parents' home on the Gold Beaches. She adored her father, and learned everything he was willing to teach (and a few things he wasn't) about the shadier aspects of his activities, and often tagged along when he visited Coronet's Blue Sector (much to her mother's dismay). She also learned slicing from her mother, though only enough to help her with her other skills. She learned to pilot at an early age (as most of the Stendans do), but again, treated it more as a useful thing to know but secondary to her true gifts.

When Mel was in her early teens, Jervon departed on one of his frequent missions - but from this one, he didn't return. Initially, this was a cause for concern but not alarm, but as time passed, alarm started to set in. Mel consulted with her grandfather, Ril, whose tales had always fascinated her and with whom she was also close, and then started looking for her father. She started at home and with her mother's slicer help, but soon was spending time in Coronet's Blue Sector, tracking down leads and establishing her own talents and contacts. These led her not only to information on her father, but also to those who preferred the Empire's way of doing business; she discovered that her father had run afoul of one of those. She turned her talents to bringing down the corrupt and unjust while still looking for her father. After several years, she was finally able to contact him - once - and confirm that he was still alive but in hiding to both protect the family and to bring down those who had attacked him. 

Mel loves exercising her gifts for their own sake - for her, it's not about keeping what she acquires, but the challenge of acquiring it. Normal "work" is as easy and automatic as breathing: she's very good at lifting something, examining it, and putting it back before the mark notices, gleaning a lot of potentially-useful information. Looking for her dad focused her on using those gifts for something other than just fun and challenge; she discovered that helping people was important to her and that she could use her skills for that, if not in any conventional way. She is very matter-of-fact about how good she is: "How *did* you *do* that" "I'm Mel."

 

Professional 

Mel hasn't had a "real" job; her "alternative revenue stream" comes from any items she steals, as well as proceeds from the "jobs" she does getting justice for others.

One of those "jobs" was the Eorox Agricultural and Mining Corporation (Eorox A&M for short), a Core System MegaCorp headquartered on Brentaal IV. They've been on the wrong side of one too many civil suits for environmental damage through negligence ( effectively an Erin Brockovitch sort of situation except the corporate lawyers have always won in this scenario). Mel arranged an alternate revenue stream for the victims of a couple of the larger mining disasters, and made Brentaal IV a little too hot to hold her.  She called in a favor with a slicer buddy to get her on a New Republic roster somewhere as far away from the Core as she could, but didn't provide said buddy with any of the details for his own safety. It was the perfect plan, until the buddy helpfully added her to her cousin's squadron. On an agricultural world. Where Eorox has a good-sized satellite office. (This caused her to have Obligation: Bounty.) 

Mel needed transporation, so she boosted Fret to be her R2 unit on the X-Wing she acquired. He was, not surprisingly, Extremely Alarmed by this plan and will probably be complaining about it for a long time to come. 

When she arrived at Farlander Base, she met the other members of OGRE Squadron: her cousin, Carine Stendan; IG-700 (Igloo), the family droid (also a surprise!); Ekko and Dral Varad, twin Mandalorian brothers; and Nus, a Bothan female who is apparently related to Greest.  

Greest was a Bothan male assigned to a Republic embassy on one of the worlds where the miners got sick, and who provided some of the information needed to get started on Eorox's trail. Mel had bumped into him one or twice before that and so knew he might be able to help, but she didn't really know him well. He gave her the Eorox information easily six months ago and it was the last time Mel saw him. 

Mel has a complicated relationship with law enforcement and authority. On one hand, she tries to stay under the radar and not draw their attention to her or her activities, making sure that she's never in a position where they can prove she's broken the law. on the other hand, she has posed as law enforcement, and has even tipped them off on occasion and given them "gifts" of proof of others' criminal acts. Some of them know that she's a thief but hasn't committed a crime in their jurisdiction; some just know her disguised alter ego.      

 

Family 

Mel is the grandaughter of Ril and Jewel Stendan, the daughter of their youngest child, Dominique Stendan, and her husband Jervon (Antilles) Stendan. (Yes, a descendant of Wedge Antilles.) After the events near Cularin and the birth of their oldest son, Michel, Ril and Jewel came back to the Corellion estates and spent the next few years having their four children (Michel, Sylvie, Arnaud, and Dominique). After the youngest, Dominique, was about 5 or 6, Ril and Jewel started getting back into the support of the Rebels and New Republic. As a consequence,  Dominique's life was less settled than her older siblings', and so when she met a dashing smuggler and pilot at the age of 16, she fell hard and fast. Jervon, the smuggler, was 8 years older and though not above flirting with the lovestruck girl, didn't take her seriously. Three years later, a mission gone wrong stranded him temporarily on Corellia, and he reached out to the only non-shady contact he had. By now older and a little wiser, Dominique still hadn't forgotten her earlier infatuation, and assisted Jervon. After time, their relationship deepened into true love and they married, Jervon taking the Stendan name.  He continued his activities, though now almost exclusively on behalf of the New Republic and its allies. As an expert slicer, Dominique held down the fort at home, and soon the children came - first Melisande, then Marc and Arielle. 

Side note: why did Jervon take the Stendan name and give up the respected Antilles name? Or maybe he didn't, but Dominique didn't change her name, and Mel's formal name is Antilles-Stendan (or the non-hyphenated version) and she uses Stendan as a shortened version. Though, if she was really a daddy's girl, why wouldn't she use Antilles? Need to think about this a little more.

Mel is familiar with all of her cousins - the families often came to the Gold Beaches for family summer vacations and holidays, but isn't close to any in particular. Her cousins probably remember her as an awkward child, not terribly social - especially since her grin and "Let's go steal something!" often drew frowns of incomprehension from the more staid of the family. She did enjoy lifting things from just about anyone, though was just as quick to give them back (though often the same way she took them). She was definitely precocious and tended to run with the older cousins (hence being familiar with Carine). 

Stendan Family Tree

  

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Statistics

Female Human (Corellian) Smuggler (Thief Specialization)
1.7m (5'7"), 58.9kg (130#), blonde hair, dark blue eyes, 21 years old (DoB 05/01/"2025")
 
 
Brawn 2 .
Agility 3 .
Intellect 2 .
Cunning 3 .
Willpower 2 .
Presence 2 .

 
Encumbrance: 7/12 
SP / WP: 12 / 12
Attack:
 Weapon Type  Weapon  DMG  DMG Mod  Range  Skill  Critical  Notes
Melee / Cutting Edge Melee  Combat Knife  +1  Engaged  Melee    
               
Energy Weapon / Blaster   Holdout blaster    Short  Ranged - Light  Stun setting 
Energy Weapon / Blaster   Blaster pistol   Medium  Ranged - Light   Stun setting
               
Unarmed    Engaged  Brawl  Disorient 1, Knockdown, Stun setting
               
Special Qualities:  .                
Notes:

Skills:

Skill Total Char  Buy Career  Dice Pool  Miscellaneous
Astrogation  0 Int  0    
Athletics  Br  0  Species  
Brawl  Br  0    
Charm  Pr  0    
Coercion  Wil  0    
Computers  Int  Career    ()   
Cool  Pr   Species  
Coordination  Ag  Career   
Core Worlds  0 Int  0    
Deception  1 Cun  Career    
Discipline  Wil  0    
Education  Int  0    
Gunnery  0 Ag  0    
Leadership  Pr  0    
Lightsaber  Br  0    
Lore  Int  0    
Mechanics  Int  0    
Medicine  Int  0    
Melee  0 Br  0    
Negotiation  Pr  0    
Outer Rim 0 Int  0    
Perception 1 Cun  0 Career    
Piloting - Planetary Ag  0    
Piloting - Space    1  Ag Career   
Ranged - Heavy   Ag  0    
Ranged - Light  Ag     
Resilience  0  Br 0    
Skulduggery Cun  0 Career    ()  
Stealth Ag  0 Career  ()  
Streetwise  Cun  Career   
Survival  Cun  0    
Underworld  Int  Career 
Vigilance  Wil  0 Career   
Xenology  Int  0    
Warfare  Int  0    


Specializations:

 

Talent Description Activation Ranked
Black Market Contacts When looking to purchase illegal, exotic, or black market goods, the character may descrease an item's rarity by one level per rank in Black Market Contacts. For each level an item's rarity is descreased, its cost increases by 50% of its base cost. Active (Incidental) Yes
Bypass Security The character removes per rank of Bypass Security from his Skullduggery and Computers skill checks made to disable a security device or open a locked door. Passive Yes
Dedication Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. Passive Yes
Dodge When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number.  The number of strain suffered cannot exceed his ranks in Dodge. Active (Incidental, Out of Turn) Yes
Grit Each rank of Grit increases a character's strain threshold by one. Passive Yes
Hidden Storage Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance value of items more than the character's ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable difficulty. Passive Yes
Indistinguishable The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. Passive Yes
Jump Up Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental. Active (Incidental) No
Master of Shadows Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy. Active (Incidental) No
Natural Rogue Once per game session, the character may reroll any one Skullduggery or Stealth check. Active (Incidental) No
Rapid Reaction The character may suffer a number of strain to add an equal number of to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction. Active (Incidental, Out of Turn) Yes
Shortcut During a chase, the character adds equal to his ranks in Shortcut to any checks made to catch or escape an opponent. Passive Yes
Stalker The character adds per rank of Stalker to his Coordination and Stealth checks. Passive Yes
Street Smarts The character removes a per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks. Passive Yes

Equipment

 

 

Items Carried
Armor and Weapons
  • Blaster Pistol 
  • Holdout Blaster 
  • Combat Knife 
  • CF-9 Naval Flight Suit 
    • Soak: 1
    • Melee Def: 1
    • Ranged Def: 1
Tools and Electronic Equipment
  • Utility Belt
    • Increases encumbrance threshold by 1.
  • Backpack
    • Increases encumbrance threshold by 4.
  • Climbing Gear
    • The right tool for the job.
  • Disguise Kit
    • The right tool for the job.
  • Binders
    • Escape requires a Daunting Athletics or Coordination check.
  • Electronic Lock Breaker
    • The right tool for the job.
  • Comlink (earbud)
    • The right tool for the job.
Other Equipment
  • Stimpack (2)
    • Cures 5 wounds
    • During one standard day, subsequent use of stimpacks decreases the number of wounds healed by 1 for each additional stimpack.
  • Thermal Cloak
    • Removes 2 black from
Personal Items
  • Little Black Dress 
Droids
  • Astromech Droid R2-59 "Fret" (owned by Ril, "borrowed" to help fly the X-Wing used to leave Brentaal IV)
Vehicles
  • T-65 X-Wing 
    • Acquired on Brentaal IV when a quick exit and trip to Farlander Base was required.
  • Zephyr-G Swoop
    • Acquired at Farlander Base from a bunch of pathetic would-be thieves and drug dealers (The Edge of Nowhere).

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Missions

 

Date Name XP Credits Duty / Obligation Equipment Summary
2025-05-06  Initial session  --  -- Obligation: Bounty 10   Flightsuit, X-wing  GM Grant: Access to Pilot (Space) as a class skill. 
2025-05-20  The Edge of Nowhere  10  -- -- Zephyr-G Swoop, Blaster  The pilots of OGRE Squadron arrive at Farlander Base, meet their new CO and some of their fellow squadronmates, and investigate an overdue supply shipment. They successfully track down and subdue half a dozen swoop gang members, the Thumpers, in the ruins of Tondatha. Sheriff Dess Saltwind takes the giggledust-dealing hooligans into custody, and the pilots return to their base with most of their recovered supplies intact. 
2025-06-03 The Bloodstorm 10 500 

Duty: Space Superiority 5

Obligation: Bounty 10 

--  The heroes pitched in to conduct repairs at Farlander Base, mostly successfully; a few of the computer systems are still glitching. One of the Ghost RIDR (Remote Independent Drone Recon) platforms deployed by Scout Flight relayed a distress call from the medium freighter Braxant Drifter and the pilots of Strike Flight responded. OGRE Squadron defeated all the pirate Cloakshape fighters attacking the freighter, but the Bloodstorm itself - an old Imperial ADZ-class destroyer - managed to jump clear. With a little help from the NRDF, the freighter repaired its hyperdrive and completed its voyage to Agamar. In addition to machine parts and bulk textiles, the freighter was hauling a group of xenoarchaeologists from the University of Agamar who were returning from the excavation of a 3000+ year old Jedi outpost on the planet Bimmiel. Dr. Anki Pace, the head of the department, was very grateful for the rescue and delighted to meet a real living Jedi, and told the squadron about the ruins of the underwater civilization in the Crescent Sea on the northern continent, which may soon be accessible if the drought continues. Enjoy your day of liberty in Calna Muun, Strike Flight... well done! 
2025-06-17  It Belongs in a Museum  10  -- Duty: Political Support 2  -- xxx
2025-07-01
2023-07-15 
Fly Casual  10  -- Duty: Space Superiority 5  -- xxx
2025-08-12  Darkness and Ruin  10  200  -- -- xxx
2025-11-18 .. 30 5000 + 1481 Influence with the New Republic Defense Forces  -- 1481 cr from stolen credsticks 
202025-12-02  .. .. 1000  Duty: Space Superiority 10  Heavy blaster pistol 500cr chip from Mugwaarl's Palace
.. .. .. -- -- -- xxx
.. .. .. -- -- -- xxx

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Character Upgrade

 XP Tracking

Description XP Gained / Spent Running total
Starting XP 110 (Human)
10(Obligation)
120
Character creation
  • Agility 3
  • Cunning 3
  • Computers 1
  • Coordination 2
  • Deception 1
  • Piloting - Space 1
  • Streetwise 1
  • Underworld 1
  • Specialization: Street Smarts
  • Specialization: Black Market Contacts
  • Specialization: Indistinguishable
  • Specialization: Bypass Security 
.
  • -30
  • -30
  • -5
  • -10
  • -5
  • -5
  • -5
  • -5
  • -5
  • -5
  • -5
  • -5
 5
The Edge of Nowhere +10 15
Skill: Ranged - Light (rank 1) -10 5
The Bloodstorm  +10  15 
It Belongs in a Museum  +10  25 
Talent: Black Market Contacts (rank 2)  -10  15 
Fly Casual +10 25 
Talent: Stalker  -15  10 
Darkness and Ruin +10  20 
2025-11-18 +30 50
Talent: Bypass Security (rank 2)  -20 30
Talent: Master of Shadows  -25 
2025-12-02  +20  25
Skill: Skulduggery (rank 3)  -15  10 
Skill: Streetwise (rank 2)  -10 
.. .. ..
.. .. ..
.. .. ..

 

 Priority  Item  Cost Depends on   Notes
 Purchased  Talent: Stalker  15  Talent: Black Market Contacts (purchased)  
   Talent: Hidden Storage  10  n/a  
   Talent: Shortcut   5  Talent: Hidden Storage OR Talent: Black Market Contacts -> Dodge -> Grit  
 Purchased  Talent: Bypass Security (rank 2)  20  Talent: Black Market Contacts -> Stalker  
   Talent: Street Smarts (rank 2)   20  Talent: Hidden Storage -> Shortcut -> Rapid Reaction OR Jump Up  OR other paths  
 Purchased  Talent: Master of Shadows  25  Talent: Street Smarts -> Black Market Contacts -> Stalker  
   Skill: Athletics (rank 2)  15    Human
   Skill: Computers (rank 2)  10    Career
   Skill: Cool (rank 2)  15 To put it in Leverage terms for Parker, Cool is staying in character when the grift starts going sideways, pivoting smoothly to Plan B, or just smiling in the room full of motion sensors and laser grids because Yes I Really Am That Good.
Mel acquired Cool as her skills grew, but has to learn Discipline.
 Human
   Skill: Coordination (rank 3)  15    Career
   Skill: Deception (rank 2)  10    Career
   Skill: Discipline (rank 1)    10 Discipline is actually walking away when the boss calls "Abort" even when the shiny thing is right there in front of you, or putting the shiny things back because that's not what we're here for, or not stabbing the mark with a fork even if he really has it coming. 
Mel acquired Cool as her skills grew, but has to learn Discipline.
 
   Skill: Perception (rank 2)  10    Career
   Skill: Piloting - Space (rank 2)  10    Career
 Purchased 1 rank  Skill: Ranged - Light (rank 1)  10    
 Purchased  Skill: Skullduggery (rank 3)  15    Career
   Skill: Stealth (rank 2)  10    Career
 Purchased  Skill: Streetwise (rank 2)  10    Career
   Skill: Underworld (rank 2)  10    Career
   Skill: Vigilance (rank 2)   10    Career
         
   Skill: Mechanics (rank 1)  10    
         


 

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Original material © Maryrita Steinhour, 2025.
All other material is the property of its respective copyright owners:
- Horizontal rules © Wizards of the Coast, Inc., a division of Hasbro, Inc.
- Pictures of Jaina Skywalker and excerpts from the official Star Wars web site at  www.starwars.com © Lucasfilm Ltd.
- Information on Corellia excerpted from The Star Wars Encyclopedia.