Wircka by Metushelah

Species
Human
Career
Seeker
Specializations
Hermit
System
Force and Destiny

2
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
4
2
2
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 1
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 1
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 0
Streetwise (Cun) 0
Survival (Cun) X 4
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 1

Attacks

Explorers Knife
Range
Engaged
Skill
Melee
Vicious 1
Damage
3
Critical
3

0
270
40
6/11

Weapons & Armor

Explorers Knife (ritualistic looking, 2 enc) - add 1 [BOOST] to all Survival checks.

First Session should use Survival to craft a light armor (250 credits) that was crafted previously.

Personal Gear

Healer's Kit (2 enc)- may perform Medicine checks without penalty. On a [DESPAIR] some or all supplies end, and may perform an Average Survival check to restock. Made of a cured hide bag with different leaves, mosses, dried fruits or other nastier substances.

A necklace from her time with the other witches. Memorabilia.

Backpack - add 4 to encumbrance. Fashioned from cured hides and toothy clasps.

Field Rations x5 - bought for dire times.

Flute (1 enc), Anklet+Wrist Chimes (1 enc) - add 1 [BOOST] to all Charm check as well as to Survival checks involving animals. Mostly used for performing when needing credits or charm animals in the wilds. (It is something captivating seeing a pretty gal playing a sorrow tune)

Assets & Resources

Salem - Bonded Animal
Silhouette 2 (ride able),

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
One With Nature FnD: SS: 31 When in wilderness, may make a Simple (-) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter (see pg 227 of F&D Core rulebook).
Animal Bond FnD: 138 TL:DR - Force talent. Create bond to animal size of half Force Rating (rounded down). Spend Maneuver to make animal gain Maneuver and Action (must be in hearing range, usually medium range).
Menace FnD: SS: 31 Once per round, character's turn, may spend maneuver to allow any threatening creature through Animal Bond (Silhouette 2+) to perform Menace maneuver at short range with enemy. The enemy gains 1 [SETBACK] on next Combat check against character.
Survival of the Fittest FnD: SS: 31 Force talent. Once per session when performing a single check, the character may treat his Force rating as being equal to his ranks in Survival.

Force Powers

Force Rating
2
Power
Heal/ Harm
Description
F&D: 292.
Heal (light side only): Spend (Force pip) to heal a number of wounds equal to intellect from an engaged living creature (including user). Counts as a Stimpack (up to 5 a day). May NOT activate multiple times.
Harm: Spend (Force pip) to inflict a number of wounds equal to intellect (ignoring soak) on an aegaged living target. The user gains 1 Conflict. May NOT activate multiple times.
Upgrade Effect
Control: Strain Heal: if not (Black pips) were used, target heals strain equal to wounds healed.
Harm: if any (Black pips) were used, user heals strain equal to wounds inflicted.
Control: Status Heal: Spend (Force pips) to remove one status effect from target (staggered, immobilized, disoriented). May activate multiple.
Harm: the user may Spend (Force Pip) to heal wounds equal to wounds inflicted on target to an engaged target(including self). Healed character gains 1 Conflict. May activate multiple times but must select a different target to heal this way each time.
Power
Influence
Description
May attempt to guide and shape and even twist the thoughts and feeling of others.

The character may spend (Force pips) to stress the mind of one living target he is engaged with, inflicting 1 strain May activate multiple times.
Upgrade Effect
Range Spend (Force pip) to increase power's range by a number of range bands equal to Range Upgrades purchased. May activate multiple times increasing the range by this number each time.
Control: Skills When making a Coercion, Charm, Deception, Leadership, or Negotiation check, The Force user may roll an Influence Power Check as part of his dice pool. He may spend (Force pips) to gain (Successes) or (Advantages) (user's choice) on the check.
Power
Seek
Description
The Force user allow the Force to lead the way to something lost or forgotten.
The user may spend 2 [pip] to gain insight into the general location or direction of a person or object previously encountered, regardless of current distance. The user may spend 1[pip] and succeed at and Average Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
Upgrade Effect

Background

Primitive Backwater. One with the Force. Exile Dathomiri Witch.

Coming from Dathomir, she belonged to one of the lesser known tribes of the Witches. Wircka was destined from birth to join and help the leaders in the tribe, preserving the knowledge and provide for support and guidance when the tribe needed it.

During one of her tests in a cave strong with the force Wircka was attacked by phantasms born of her fears and negative emotions. She was losing the fight until suddenly a shadow dog appeared and chased the ghosts away. That shadow was Salem who guided her out from the cave and into safety not before resting inside a small Jubba bird. Coming back to the village all she received was scorn and gasps. Thinking she passed Wircka could not understand what was the cause of such reactions until she talked to the Elder Mother and looked at her reflection that she saw the yellow eyes she now possessed. Disgraced and exiled, with only Salem at her side, she was sent off to the "great plains" hoping to return in the future.

"Dathomir is a hard planet, and one needs to be hard to stay alive... but the odd of doing it alone are slim..." -unkown visitor.
4 months of trying to survive were no easy feat with death of body or spirit in every corner, and Wircka did the only sane thing she could do at that point and turned to the Nightsisters. She hoped that they will accept her where none other would.

Staying with the Nightsisters was different than living with the Witches, their different values and customs meant Wircka was standing out and treated wearily until she could learn of their ways and prove she belonged. Unfortunately this union would not last as General Grievous was on his way and when he arrived with his army of droids wiped most if not all of the Nightsisters off the face of the planet. Wircka at that time was out gathering supplies and hunting with Salem when the ships arrived. She tried running back to their camp but the undead blocked her way not discerning between friend or foe. Seeing how the droids were finishing them from the distance and the prospect of losing her family again made her make up her mind and leave this accursed planet, now all she had to do was find a ship.

Fast Forward, since then Wircka has passed a couple of planets, following a call beckoning her or searching for worthy replacements for Salem to inhabit when at times he met his match. Wircka would gather him to her and following the teachings of the Sisters would keep his essence in her until a suitable new body was found.
Mostly leaving in the wilderness which was cheaper or when Salem wasn't allowed kept them away from civilizations but at times credits were needed for supplies or food or a ticket to another world, then she would work as a performer either with Salem or alone, dancing and playing using her natural charm to sway the crowd.

A recent demise of Salem sent Wircka to Ord Mantell in order to find him his next corpus. A 3 week trip has just finished and Wircka got back to the city trying to sell off some of her catch and find a ticket off this planet.

Motivation

Pursuit of Happiness.
Something beckons to her which she feels through the force (Seek).

Morality

Assertivness / Obstinacy

She believes Salem is some sort of spirit or entity that saved her once and been following her ever since. Salem "died" 5 times already and each time she believes she "drew his soul" and kept it in her (using Heal with control:Status harming him but healing herself) until a new body was found.

A very big proponent of the Living Force...

Description

Black haired, 1.7m high with yellow eyes. An athletic build of someone on the move. Her Clothes are similar to those in the picture with a backpack on the back and another smaller one thrown over the side both made from cured hides with teeth/claws/small bones as clasps and decorations. From the smaller one, some long herbs are stick out and a flute.

She has a discerning look on her face, assertive or condescending it's hard to tell.

Being accompanied by her big Companion Salem every where she goes.

Salem is usually quiet when Wircka is at peace, adding his voice to her inner monologues at times. But when Wircka is in turmoil then his voice is strongest and his carnal base instincts drown the rest.

Other Notes

Character generation:

Starting species XP 110
Morality increased XP for +10 xp
Knight Level Play XP increase for +150
=270

XP expenditure:
Presence 3 @ 30
Intellect 4 @ 70
-100=170

Skills:
Medicine - Species
Charm - Species
Survival - Career, Specialization, @15, @20 (Knight Level can't train rank to 4, but this comes at cost of extra credits in order to have survival rank 4 to make a bond with a silhouette 2 animal for riding).
Vigilance - Career
Knowledge (Xenology) - Career
Discipline - Specialization
-35=135


Talent (Hermit): One with Nature @ 5 xp
Talent (Hermit): Animal Bond @ 10 xp
Talent (Hermit): Menace @ 10 xp
Talent (Hermit): Survival of the Fittest @ 15 xp
-40=95

Force Powers:
Heal/Harm (basic) @15
Heal/Harm (control: strain) @20
Heal/Harm (control: status) @20
Influence (basic) @ 10
Influence (magnitude) @ 5
Influence (control: skills) @ 15
Seek (basic) @10
-95=0

Equipment purchased (Starting Credits: 500):
Explorers Knife (ritualistic looking) @100
Crafted Armor (light-survival) @250 (to be created at the first session)
Healers Kit (survival) @0
Backpack @ 50
Field Rations @ 50
Flute and Wrist+Anklet Chimes (crafted-survival) @10 (used to earn money as a performer at times).

Credits spent: 460
Credits remaining: 40

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