Efnir Kis

History
Efnir Kis is an 18-year-old Iktotchi padawan, born on Iktotch, moon of Iktotchon in the Expanse region. As with all Iktotchi, he was born with force sensitivity and precognitive abilities. However, in his early teen years these powers progressed, and he showed aptitude with telekinesis and finding lost objects. These youth who develop force strength and potential beyond the typical Iktotchi are then selected to travel to the Jedi Temple on Coruscant, as had been done since the Iktotchi people were discovered by the Republic long ago. And so Efnir found himself on a new planet full of strange peoples, but ready and eager to begin his studies in the ways of the Force.

To aid in his training he was paired with Jedi Master Saesee Tiin, also Iktotchi. While Efnir would accompany Master Tiin on some low-risk missions, with the ramping up of the Clone War, Master Tiin would be increasingly in combat situations and so Efnir mainly could be found at the temple, wandering the halls, the current week's object of study levitating behind or being hidden by his friends to track down and hone his abilities. Master Tiin did once say that the Niman style of lightsaber combat may complement Efnir's abilities and temperament well, providing a well-rounded style, useful in most situations.

Due to many people's unease around Iktotchi, and sometimes outright discrimination such as being barred from casinos, Efnir rarely would be outside of the temple if not on a mission so has had little exposure to broader Coruscant. Initially Efnir comes across as quiet and thoughtful, possibly aloof or distant but those who have spent time with him find him to be loyal and friendly enough.

During the Clone Wars, many Iktotchi could sense a coming doom. Many tried to warn leaders or others in power, even at the Jedi Temple, though such a vague warning was difficult to act on. Efnir too had these ill portents but could do nothing but muse on them with his master when present, or sometimes with his friends when not. After a time, it was pushed to the side in order to proceed with normal life but always was an unpleasant sensation in the back of his mind. One night Master Tiin accompanied Masters Windu, Fisto, and Kolar to discuss some urgent business with Chancellor Palpatine. Efnir felt the disturbance in the Force at the death of his master, awakening him in the night, immediately knowing that this marked the beginning of the darkness he had been feeling all this time, and it was going to descend here at any moment. There would not be time to mobilize the temple, but his friends would be sleeping near. Perhaps they could be roused and convinced to flee this danger...

Characteristics, Skills and Gear
Career (Specialty): Jedi Mystic (Seer), Niman Disciple

Characteristics: Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 5, Presence 1

Wound Threshold: 14

Strain Threshold: 18

Defense: ranged 1/melee 2

Soak: 4

Force Rating: 3

Morality: 84

Skill ranks: Discipline (Wil) 4, Lore (Int) 2, Perception (Cun) 1, Vigilance (Wil) 2, Lightsaber (Wil) 2

Career Skills: Charm (Pr), Coercion (Wil), Discipline (Wil), Leadership (Pr), Lightsaber (Wil), Lore (Int), Negotiation (Pr), Outer Rim (Int), Perception (Cun), Survival (Cun), Vigilance (Wil)

Gear: Basic Hilt Lightsaber Mod: +1 Dmg, -1 Crit, Concealing Robes with Armor insert Mod: +1 Soak, Backpack, Stim Pack x2, Earbud Comlink. Stored: Handheld Comlink, Grapple Gun, Falsified credentials

Iktotchi Racial Ability
Precognition: - In addition to seeing flashes of the future at the GM's discretion, an Iktotchi may spend 1 triumph or 3 advantage on an Initiative check to perform a free maneuver before the encounter begins.

Seer Talents
Uncanny Reactions (1): The character adds 1d6 per rank of Uncanny Reactions to his Vigilance checks.

Keen Eyed (1): Remove ■ per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.

Grit (1): Grain +1 strain threshold

Sense Advantage: Once per game session, add ■ ■ to 1 NPC's skill check

Force Rating: Gain +1 Force Rating

The Force is My Ally: Once per session, may suffer 2 strain to perform a Force power action as a maneuver

Natural Mystic: Once per session, may reroll one Force Power check once

Force Rating: Gain +1 Force Rating

Niman Disciple Talents
Toughened Replacing Nobody's Fool. +2 Wound threshold

Reflect (3) When character suffers a hit from Ranged (light, heavy) or Gunnery and after damage is calculated, may spend 3 strain to reduce the damage by 2 + ranks in Reflect prior to applying soak while wielding a Lightsaber and only once per hit.

Parry (3) When hit by a melee attack, may spend 3 strain to reduce the damage by 2+ ranks in Parry.

Defensive Training When wielding a lightsaber, melee or brawl weapon, the weapon gains the Defensive quality rating equal to ranks in Defensive Training.

Niman Technique Use Willpower for Lightsaber checks instead of Brawn

Sense Emotions User adds Boost die to Charm, Coercion and Deception checks unless target is immune to force powers

Draw Closer Take the Draw Closer action- make a Lightsaber combat check against one silhouette 1 target within medium range, adding Force no greater than Force rating, spend force pip to move target one range band closer or to add successes to the check.

Force Assault Spend Triumph or 3 adv. on a missed Lightsaber(will) attack to immediately perform a Move force power action as a maneuver.

Dedication +1 Willpower

Force Move Talents
Basic Power: The Force user can move small objects via the power of the Force. The user may spend dice to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.

Range (2): Spend 1 FP to increase power's range by a number of range bands equal to Range upgrades purchased.

Control: The Force user can hurl objects to damage targets by making a ranged combat check combined with a Move power check, dealing damage equal to 10 times silhouette.

Control: The Force user can pull objects out of secure mountings or out of an opponent's grasp.

Control: The user can perform fine manipulation of items, allowing them to do what they could normally do with their hands at the range of this power.

Strength (3): Spend force pip to increase silhouette of target equal to ranks in Strength

Magnitude (2): Spend force pip to increase number of objects effected equal to ranks in Magnitude

Control: Weapon: once per session, spend 1 Destiny point and commit 1 Force die to activate it for one scene as follows:
 * While Force die is committed, you extend the duration of Move to wield melee or brawl weapon(s) with the Force out to short range. When committed, chose either Magnitude or Strength. If Magnitude, can increase number of weapons wielded up to a number as if 1 pip was spent on the Magnitude upgrade. If Strength, then can increase silhouette of the weapon similarly. Can only chose 1 (as if 2 pips were spent on Move, 1 to activate base power and 1 for upgrade).
 * Weapons wielded this way use Discipline (Will) instead of the usual die pool (because it is using the Force). Weapon passive abilities remain such as Pierce, Superior etc but not if it requires wielding in a hand such as Defensive. Critical remains determined by the weapon stats. Activated abilities such as Burn, Blast, Linked, Auto-fire etc. are not usable (this takes their place). Talents that require the weapon to be held also do not function such as Parry or Reflect (unless character also holding different weapon in a hand to use that way).
 * To make an attack chose the target with the highest difficulty defensive die pool and upgrade the difficulty by 1. Base difficulty is 2 as with other melee attacks. If attack is successful, can spend 2 advantage or 1 Triumph to hit either the same target or another within range (like with auto-fire). Can be activated multiple times if multiple weapons are wielded, once per weapon.

Force Enhance Talents
Enhance Basic Power: When making an Athletics check, may make an Enhance Power check as part of the pool. Spend pips to add Success or Advantage (user choice) to the results.

Force Sense Talents
Force Sense Basic Power: User may spend Force pips to sense the presence of all living things (sentient and non-sentient) within short range. May spend pips to sense the emotional state of a target the user is engaged with.