Post by Sied Nevra on Apr 23, 2019 20:33:42 GMT -5
NAME: Sied Ire Nevra
FACTION: Dathomir Collective
RANK: Witch Commander
TITLE: Sister, Commander, Witch
SPECIES: Dathomirian/Domindori
HOMEWORLD: Dathomir
STATUS: Single
FAMILY: Father: Zenon
Mother: Munari Nevra (Deceased)
Siblings:
Garish Nevra
Vienn Nevra
AGE: 27
GENDER: Female
HEIGHT: 1.7 meters
WEIGHT: 68 kg
EYES COLOR: Brown
HAIR STYLE/COLOR: Black, curly, somewhat long.
SKIN/Marks/scars/Tattoos:
Skin: Mid dark brown
FORCE INFORMATION:
FORCE SENSITIVE: Very
FORCE RANK: Witch Commander (officially speaking, closer to clan Shamans/Mothers)
FORCE ALIGNMENT: Dark
STRENGTHS AND WEAKNESSES:
Grew up in heavy influence with Dathomirian Magick, and as the child of Zenon and a powerful Witch, was born very gifted in the force. She is naturally very capable of using force powers, magick in particular, and learning them.
Due to her teaching by Zenon, Sied is an extremely knowledgeable individual on magick and the force.
Sied is very physically skilled and fit, particularly in the use of the bow, daggers, and unarmed combat. With the addition of most physical attributes of the Domindori. She is one of the greatest combatants on Dathomir, with or without her use of the force.
Preference for accuracy over power when it comes to use of the force and magick makes her an excellent assassin and one on one fighter.
More uncommon abilities or abilities of higher skill for Witches, possesses most abilities common to Witch Commanders:
Phase (very skilled)
Alchemy
Particular skill in using Spirit Ichor to create objects
Pyrokinesis (Not nearly as powerful as her father, but still noteworthy)
Lightning, Chain Lightning, Aspect of the Storm
WEAKNESSES:
While powerful in potential, Sied doesn’t practice her abilities all that much except when in action. And so hasn’t grown nearly as much when it comes to her magick and force abilities. As a result, abilities like pyrokinesis are more concentrated, and she doesn't do as many area of effect attacks or multi-tasking with telekinesis. Rather simply doing very powerful concentrated ones.
Like her father, Sied has a weakness to being too dry or hot. Though it is to a lesser extent.
Her poison spit and quills are considerably less powerful than a full blooded Domindori, she also can’t fully transform her head, and so doesn’t possess as good natural vision in water or darkness. Her quills are shorter and less frequent.
Less dedicated: Sied has spent considerably less time working then most witches do, and is just too easily distracted and bored by things to really dedicate herself to learning unless she’s actively accomplishing something.
APPEARANCE:
Sied inherited most of her looks from her father, dark skin, black curly hair, brown eyes. And like him she had a thing for liking to be stylish sometimes. However, she also liked to venture more with clothing. Often wearing clothes more resembling those used on other planets, and a considerable enjoyment of capes. While slender and very acrobatic and fast, those are about the only outward signs that Sied is actually a Nightsister.
BIOGRAPHY:
Sied Ire Nevra. One of Zenon’s younger children, born to Zenon and the Witch who chose him as her mate, Munari Nevra the Clan Mother. While he was already an influential figure now in the Reborn Night, due to his power and intellect, he was still considered less then Munari and as a result Sied spent much more time around her mother then Zenon, her was off performing other tasks. At least, for the first Six Years. Until Munari died. Zenon had almost immediately made claim to position of leader, but would vanish for a few days from there. He was grieving, and that grief was a pillar of fire deep within the forest that grew high into the sky, roaring his pain for him as he erased a part of the forest.
While originally it was assumed another Witch would take on Sied, Zenon essentially took that upon himself as well. Even as he began to lead the Reborn Night Forwards, collecting others and working on the creation of the Collective, he attempted to teach Sied all that he knew.
She was, however, rather resistant to it. She wanted action and activity, she wanted to do things, not consider and contemplate. Make, not learn to make. A complete opposite of her father. Still, her skills were present. And while she would not gain any incredible title as of yet, she was still watching, learning as the Collective grew and eventually became the official government of Dathomir.
Sied hoped that she would be given a place of rank, but was disappointed to discover there would be no nepotism for her. She was made a Witch Commander almost immediately, and was doubtless among the best, but she was far from being considered a clan leader or being considered an equivalent military rank of one.
In all this time Sied was a skilled warrior and spellweaver, she had shown this multiple times when she went into battle, actively both fighting and casting the spells and magick that they were so known for. But especially, she was known for being the assassin. If there was a target on the battlefield that needed to be removed, she would take them out herself while giving instruction to last them long enough for her to accomplish her goal. Her use of hiding her force presence and making herself invisible while she closed in on her opponent allowed her the ability to take out more skilled opponents, just due to the fact they couldn’t see her coming.
GEAR (Armor, Weapons Etc.):
Witch Commander equipment
Scari Reptilian Flier Talisman in the form of a necklace generally hidden under her clothes.
POWERS AND ABILITIES (if force sensitive):
Very powerful in potential, and currently a bit above Witch Commanders.
Almost as knowledgeable on Magick as Witch Mothers and Elders.
Active skill is a it above Witch Commanders.
Dathomir Magick
Most Witch Commander abilities.
Force Stealth.
Strong Pyrokinesis
Voodoo
Alchemy
Phase
SHIP:
The Prophecy
PLAYER KILLS:
ROLEPLAY TRACKER & BOUNTIES COLLECTED:
An outsider on dathomir
War of Ziost
Hutt Expansion