Current Character Sheet for Siorc

Siorc

Elder 2, Elder tier, Unaffiliated
Male Evereni, Mercenary, Hunter
Height: 2.1 m / 6'11" - Weight: 114.0 kg / 251 lbs
Age: 30 years - Right Handed
Physical Description

Siorc is above the average height for an Evereni. He has a very muscular frame with broad shoulders. His hair his dark black with just a touch of red beginning to show in small streaks. He keeps the sides of his head shaved, with the top about 6 inches in length.

His skin is a light gray that seems almost blueish in tint. His eyes and fingernails are black, and sharp, pointed teeth are noticeable behind his lips. His right ear is pierced with a small silver hoop.

Loadout: Primary
Accessory
Armor
Back
Equipment
Technology
Weapon
Comp
Backpack
Land
Space
Justice Isn’t Always Legal (General Aspect)

Siorc operates under a deeply personal code of ethics, a set of principles forged through his own experiences and beliefs. This internal moral compass frequently places him in direct opposition to the established galactic law. Unlike the rigid, uniformly applied statutes of the wider galaxy, Siorc's code is flexible, prioritizing justice and individual well-being over strict adherence to legal precedent. This fundamental misalignment inevitably leads to friction with established authorities, who are bound by the letter of the law and often view Siorc's actions as insubordination or even outright criminality.

The Nomad (General Aspect)

Siorc's life is defined by constant motion. He travels from one world to the next without a permanent base, just his starship. This nomadic existence is a deliberate choice to ensure that a life of comfort or possessions can never tie him down. He lives a simple existence, carrying only what he needs, and charging only what he needs for bounties, a physical representation of his psychological need to purify himself through hardship and self-reliance.

Actions Over Words (Personality Aspect)

Siorc is intensely pragmatic and unsentimental. He sees the world in terms of cause and effect, problem and solution. Emotions, for him, are a liability that can cloud judgment, and he has trained himself to suppress them in his work. This doesn't mean he is cold or unfeeling; rather, his compassion is expressed through his actions, not his words. He shows empathy by choosing his bounties carefully and by exposing the truth, not by offering comfort or sympathy.

Words Are Wind (Personality Aspect)

He is a man of few words, preferring to listen and observe rather than to speak. His silence is not a sign of shyness or ignorance; it is an active tool. He uses it to gather information, to size up a situation, and to put others at ease—or on edge. When he does speak, his words are concise, direct, and often brutally honest, without any unnecessary fluff or social niceties. He is not rude, just efficient.

Unorthodox Maneuvers (Combat Aspect)

Forget textbook techniques and tactics. Siorc invents his own moves: the “Blaster Spin,” the “Surprise Headbutt,” and the “Flying Throat Punch” are all examples of risky and inventive tactics enemies never see coming. Sometimes it’s brilliance; other times, it’s a spectacular failure.

No Holds Barred (Combat Aspect)

Every punch, kick, elbow, and headbutt has a purpose. Siorc doesn't "dance" or "spar." His goal is to end the fight as quickly as possible, often in a matter of seconds. He uses his massive frame and weight to generate overwhelming force, and his attacks are aimed at incapacitating targets with a single, devastating blow. He strikes with his whole body, not just his fist, turning every movement into a weapon. This style however can cause just as much damage to Siorc if his not careful and will wear down his stamina in a sustained encounter.

Skill Feats
Down Scope Freight Train Second Skin II Assess The Situation Tactical Positioning Woodland Ranger Static Feedback Unrelenting Offensive Pistol-cuffs Just A Flesh Wound II Always Have An Exit Constant Vigilance Just The Two Of Us III
Force Feats
Granted Feats
Envoy's Will Tools Of The Trade III Improvise, Adapt, Overcome On The Trail III Order Feat: Mercenary
Knowledge
Languages
  • Basic
  • Evereni
  • Huttese
  • Mando'a
  • Sign Language
Lore
  • Advanced Rifle Training
  • Galactic Trade Routes
  • Lore and History of the Brotherhood
  • Navigation of the Unknown Regions
  • The history of the Galactic Civil War including the Alliance to Restore the Republic and the Galactic Empire
  • The history of the modern era including the New Republic and post-Galactic Concordance conflicts
Specialization
Primary Martial Art Mandalorian Core
Secondary Martial Art None
Primary Weapon Specialization None
Secondary Weapon Specialization None
Primary Lightsaber Form None
Secondary Lightsaber Form None