Sai Sircu by Jarf

Species
Dathomirian
Career
Seer
Specializations
Nightsister
System
Force and Destiny

6
Threshold 15
Current 11
Threshold 15
Current 14
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
3
2
2
3
2

Skills

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

Attacks

Duskblade
Range
Engaged
Skill
Melee
Pierce 2, superior
Damage
+4
Critical
3
Lightsaber
Range
Engaged
Skill
Lightsaber
Breech 1, Sunder, Viscous 2
Damage
10
Critical
1

0
150
9

Weapons & Armor

Sith Pain Harness-While wearing the Sith Pain Harness, a character can choose to suffer one wound as an incidental to add an automatic success result to the next Discipline check they make during the current round. They then suffer 1 Conflict.

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Witchcraft 1 +1 Force Rating
Summon item 1 When the character purchases this talent, choose one item they own of encumbrance 4 or less. As a maneuver, the character can summon this item to their hand or dismiss it from their hand back to the depths of Dathomir, regardless of the character's location. Once per session, the character can spend one hour to ceremonially prepare a different item to be summoned. The character can have only one item prepared in this way.

Force Powers

Force Rating
2
Power
Conjure
Description
The Force user may spend a Force point to create a facsimile of a Brawl or Melee weapon with the following profile: (Brawl or Melee; Damage +3; Critical 3; Range [Engaged]; Cortosis). This item appears anywhere within short range of the user. The item functions as normal, but at the end of the user's next turn, the item dissipates. If the item is moved beyond short range from the Force user, it also immediately dissipates. At the GM's discretion, the user can also conjure a simple tool or other useful low-tech item that has an encumbrance of no greater than one this way. The user may not activate this multiple times.
Upgrade Effect
Magnitude Spend a Force point to increase the maximum encumbrance of the facsimile by an amount equal to twice the number of Magnitude upgrades purchased. (If using the Mastery upgrade, this upgrade increases the silhouette of the summoned creature by an amount equal to the number of Magnitude upgrades purchased, instead.) This may not be activated multiple times.
Duration The power gains the ongoing effect: Commit a Force die after successfully activating this power. One conjured facsimile per Duration upgrade purchased remains in existence as long as it stays within short range of the user. If the facsimile moves beyond short range of the user, it ceases to exist.
Mag 2
Number Spend two Force points to conjure one additional facsimile of the same type as the first per Magnitude upgrade purchased. The user may activate this multiple times, increasing the number of facsimiles conjured by this number each time.
Num 2
Control Spend a Force point to grant one conjured weapon one of the following qualities: Defensive 1, Deflection 1, or Stun 4. The user can activate this multiple times, granting the weapon an additional quality each time
Mastery The Force user may spend three Force points to create a facsimile of a living creature of silhouette 1 or smaller instead of an object. This creature uses the profile of a living minion NPC of the Force user's choice, obeys the will of the Force user, and ceases to exist at the end of the Force user's next turn. The Force user may spend a maneuver to direct their facsimile, allowing it to perform an action and a maneuver.

If, however, the user has a corpse of a silhouette 1 or smaller available, they can instead animate it, bringing it to false life and gaining 7 Conflict in the process. This abomination uses the profile of the deceased being, obeys the will of the Force user, and ceases to be animated at the end of the Force user's next turn. The Force user may spend a maneuver to direct the corpse, allowing it to spend an action and a maneuver.

Background

Motivation

Morality

No

Description

Other Notes

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