Gonnmakh

SITH ORIGINATOR

Rattataki · Age 28 · 6'7"

Gonnmakh

Character Sheet

Name Gonnmakh
Race Rattataki
Age 28
Height 6'7"
Rank Lord

Abilities

Force Abilities

Acolyte

Meditation

Force Shock

Telekinesis I

Move objects and beings with the Force.

Force Push

Shove a target or object away with concussive force.

Force Pull

Draw a target or object toward you.

Force Throw

Hurl an object at speed toward a target.

Force Barrier

Deflect blaster bolts and some physical attacks by creating a field of Force energies around the caster.

Enhance Attributes

Improve an array of attributes, such as the ability to see great distances, hear faint sounds, or increase one's own movement speed and reaction time.

Force Jump

Augment physical limitations to leap higher, cover greater distances, and perform acrobatics.

Force Speed

Increase one's speed through the usage of the Force.

Force Reflexes

Slow down perception of time, increasing reflexes.

Detoxify Poison

Force Sense

Force Sight

Force Persuasion

Force Slow

Force Concealment

Mind Shield

Pyrokinesis (PK1)

Tapas

Force Healing

As an action, allows to regain +1 HP during a fight.

Force Stun

Attack the senses and perception of the target to prevent movement.

Aura of Uneasiness

A technique that creates Force resonance that can confuse and unsettle enemies.

Comprehend Speech

Allows for spoken speech to be comprehended through the Force.

Breath Control

The ability to control one's breath for an extended period of time. Can potentially starve the brain of oxygen if used for too long.

Apprentice

Telekinesis II

Apply the Force directly to bodies, joints, and organs.

Force Choke

Constrict an opponent's throat at range.

Force Grip

Hold an opponent or object in place; the grip strengthens as your power in the Force grows.

Force Rend

Twist a part of an opponent's body, such as an arm or shoulder.

Force Wound

Target a non-vital organ and squeeze it until it ruptures; debilitating, not fatal.

Force Punch

Strike a target with a Force-amplified punch in melee, or as a ranged shockwave; cannot be used with artificial limbs.

Force Stasis

Freeze incoming inert objects in place; cannot stop blaster bolts or living creatures at your current level.

Force Wave

Force Lightning

Force Fear

Sith Alchemy (SA1)

Force Rage

Force Affliction

Apply the symptoms of any disease of your choosing on up to 5 individuals.

Force Body

Beast Control

Lightning Wraps

Tutaminis

Lord

Sith Alchemy 2

Used in the creation of lesser Sithspawns.

Telekinesis III

Force Destruction

Sanguine Sword

The art of creating a weapon from your own blood or the one of your enemy. One can create any weapon they wish, but must use the blood required for it. (TK3 + SA2)

Darth

Restricted

Saber Forms

FORM I: Shii-Cho Expert

Dominant leg back, rotated 45 degrees right, or left depending on dominant. Non-dominant forward, Knees bent slightly, Hilt positioned over navel, Blade pointed up, slanted forward 45 degrees.

Sarlacc Sweep

This allows a person to sweep their lightsaber in a wide and open arc during a duel. It provides them with a wide range of attack, hitting opponents at lengths and angles not thought possible by some practitioners of the saber.

Disarming Slash

On a successful attack the user makes a decisive, particularly powerful or dextrous strike, disarming their opponent of their lightsaber or other weapon.

FORM V: Shien/Djem So Master

Standard Shien: A two-handed high guard with the hilt raised above the head, the blade angled upward and behind the wielder, and the dominant leg held back for powerful step-through strikes. ** Djem So: A high attack stance with the lightsaber held above the head and angled backward at forty-five degrees, designed to deliver crushing overhand power strikes.

Shien Deflection (Shien)

This maneuver can only be used when being attacked by an opponent with a blaster. It allows the practitioner to deflect blaster bolts back at their opponent.

Falling Avalanche (Djem So)

This is one of the most defining maneuvers of Djem So, the practitioner would utilize an overhand power blow that crashed down upon an opponent with exceptional force. It was a move that often ended duels with weakened opponents.

Barrier of Blades (Shien)

This maneuver, when activated, provides a barrier between the practitioner and their opponents. It allows the practitioner to hold off a large group of blaster wielding opponents as well as strike out at close targets in an offensive manner. The practitioner could deflect blaster bolts while attacking with their saber. It is essentially a figure 8.

Djem So (Fluid Riposte)

A maneuver in which the practitioner parries incoming blows and uses the energy of their opponent’s attacks to strike back in a smooth, quick, and precise manner. These counter attacks seemed to be insanely simple and natural to those that would observe someone utilizing this form, the reason behind this is based on the fact that the practitioner used little of their own energy, relying on their opponent’s.

FORM VII: Juyo Advanced

Juyo begins in a one-handed high guard, with the blade held horizontally above the head and pointed outward. The body is half-twisted while the free hand sweeps across and downward. From this stance, the practitioner launches into fast, erratic, and unpredictable attacks, allowing the passion and intensity of battle to guide their movements.

Vornskr's Ferocity

A practitioner builds up their rage, relying on their emotions and fury. Attacking so quickly with so many strikes at once that it becomes hard for an opponent to defend against. One of the few maneuvers that can overcome a master of Soresu. 3 attacks, 3 zones.

FORM VI: Niman beginner

Opening Stance: Begin standing wide and open with the feet evenly spaced apart. The blade held out from the body in a one-handed grip, angled upwards and back, while the off-hand was folded across the chest. ** Second Stance: Begin with the blade held at a head-height in a two-handed grip, angled upwards and slightly in, with the dominant foot placed forwards. ** Third Stance: Begin with a two-handed low guard, with the hilt held at waist height in both hands, the blade held back and to the side, angled downwards, with the feet closely spaced.

Martial Arts

K'thri Advanced

Attack Flurry

A technique designed to overwhelm opponents, with emphasis on kicks it's meant to land blow after blow after blow.

Two Against One

The practitioner lashes out, balancing themselves on one leg as they strike at one opponent with a kick while laying a series of blows against another.

Rain of Blows

Another technique with an emphasis on quick and precise strikes. The user lashes out with their palms at the side, neck or shoulders of an opponent attempting to disrupt their nerves.

Wrruushi Expert

Advance

Kashyyk Brain Shatter

One of the basic grappling moves. The practitioner grapples their opponent and lifts them over their head as they fall backwards, aiming to slam their opponents head into the ground.

Kachirho Might

An overly aggressive move meant to overwhelm and pin their opponent before the fighting even begins.

Anakkona Strike

Like the predatory beast of Kashyyyk, lash out with all your might. This is an attack designed to be used with both fists, the target is often a shoulder and chest, but has been known to target other areas of the body in unison.

Tach Shriek

The only "defensive" skill in the entire style, though still focused on offense. The Wookie lets out a mighty roar before being attacked. This is meant to disorient and confuse their opponent allowing them a chance to attack once more.

Teras Kasi Expert

Gronda Stomp

A two step, offensive stance maneuver, where the user stomps the foot of their adversary to limit their movement by pinning it down. Then, they follow it up with a punch to the jaw or other vulnerable target.

Nexu Grin

A defensive technique which consists of using the opponent's blow against them. The user grab hold of a limb with both hands and then twist it in a vice-like grip before tossing them over the shoulder and slamming them to the ground in a hip toss.

Charging Wampa

A counter, executed from the defensive stance. After blocking or parrying an attack, the user rises back up from the kneeling position, ramming their dominant shoulder into the target as they advance and create an opening from their counter. This allows for a seamless transition to the offensive stance.

Rancor Rising

An offensive attack, where the user grips the target firmly by their throat and waist. They then kick a leg out from under their opponent and toss them several feet.

Dancing Dragonsnake

An offensive attack, where the user leans in low to attack the opponent with the ridge of their dominant hand in a chop. Often targeting pressure point on their target: eyes, throat, back of the neck, either ear, or the solar plexus. This attack is deceptively quick, as it is powerful should it hit a weak point. Can be used to transition into a defensive stance by staying low following your strike.

Aryx Slash

A front flip somersault kick, wherin the martial artist strikes with their heel from above and brings it down towards the opponents head. This technique is designed to overpower an opponent's highguard. This is performed from the offensive stance.

Leaping Veermok

An attack used from the defensive stance. Utilizing the low positioning and power of their legs, the user leaps clean over a low enemy attack. Jumping high enough to somersault over their enemies' head, a kick can be delivered to the head, neck, or back as the user descends.

Sleeping Krayt

A defensive stance maneuver. The user dodges a high attack, aimed at their head or upper torso, before sweeping with a low kick to cut their foe's legs out from under them.

Combat Forms

Tràkata

Pass the blade

The duelist deactivates their lightsaber as they attack, bypassing the opponent's block and then re-igniting it into the helpless foe.

Unbalancing block

The duelist catches their opponent's blade with their own before momentarily deactivating it, causing the opponent to stumble and leave their defense open for an attack.

Flash slash

Activation of the duelist's lightsaber for only a moment, allowing just enough time for the blade to reach full length while begin swung, and then deactivate again.

Force attack

The duelist deactivates their offhand and uses the offhand to attack with the Force, while continuing to defend with the mainhand saber.

Jar'kai

Sokan

High Ground Defense

High ground defense is when an individual takes an elevated position that has strategic merits for defense and awaits their opponent to attack.

Unhindered Charge

Unhindered Charge is when an individual is so familiar with the terrain that they are fighting on that they seem to weave and flow through the elevations and topographical features of the battlefield, making their way to enemies flawlessly in order to attack them.

Reminders & Tips

Zones

Zone 1 Head

Attack A downward vertical strike.

Defense Saber raised above head and held horizontal.

Zone 2 Right arm and side

Attack A horizontal swing from left to right.

Defense Holding blade vertical and in front of practitioner, pivot body towards attack and slide blade forward to counter momentum.

Zone 3 Left arm and side

Attack A horizontal swing from right to left.

Defense Holding blade vertical and in front of practitioner, pivot body towards attack and slide blade forward to counter momentum.

Zone 4 Back, chest, stomach

Attack Simply shiak or jab by holding a blade with two hands, angling it downward so the tip of the blade faces their opponent, pushing the blade forward.

Defense Sidestep pivot towards blade, push blade forward to redirect blade.

Zone 5 Right leg

Attack Diagonal swing from right shoulder down to opponent's right leg.

Defense Low sweep from left to right and back step.

Zone 6 Left leg

Attack Diagonal swing from left shoulder down to opponent's left leg.

Defense Low sweep from right to left and back step.

Dice Roll Bonuses

Praetorians

Scribe Outward Focus +2

Bonuses to all Offensive Force abilities roll

Collective Force Use Bonus +3

This bonus can only be used when people combine their rolls and use the Force together. This is most commonly used during Rituals, but can also be used during combo attacks or defenses.

Ritualistic Flow 0

Upon successful attack with a Force ability, the Scribe may attempt to deal double damage. This is done by rolling a d2 following a successful attack. If a 2 is rolled, double damage is caused. Can only happen once per fight.

Saber Modifications +2

Added a Blade Lock and a Saber Tuning

Alchemical Mask +2

Imbued with Force Resistance. Through modifications, grants a +2 bonus to defense against Force Attacks once per fight. Must be recharged at a Praetorian Forge event after 6 uses. An Alloy of Electrum was used.

Inquisition

Rune of Hysteria +2

Bearers of the rune of Hysteria are advised to draw on it with caution, as madness is a virulent thing, and those who stare into the abyss often find a thousand eyes staring back. +2 to uses of force Fear/Horror/InsanityOnce-per-event, the Rune of Hysteria may be invoked to achieve an extra kill in horde combat encounters.

Rune of Prowess +2

Often favored by Harbingers, the Rune of Prowess is usually placed on a gauntlet or bracer. Channeling the Force into the rune emboldens an Inquisitor's talent with a lightsaber, assisting them in hasty reactions, and making them a formidable foe in blade-to-blade combat. (+2 to defense against lightsaber attacks. The bearer must utilize either their own melee weapon or Tutaminis in the defense.)

Honor Guard

Parang 0

His sidearm.

Rune of Tyuk +2

Inscribed on his vambraces. Grants Force Speed when activated, and +2 to all attacks made with the Force.

Shadow Mark of Swiftness +4

+4 to initiative.

Inventory

The Blade of Lord Mekirath x1

During his inquisition trials, he attuned to the blade of Lord Mekirath who had just become a Lord and who fell at the hands of a Jedi Master, knowing very well the battle would be lost, but allowing for a scion to strike him down. It is a particularly odd looking weapon which looks aged, damaged, and bears engravings on its hilt.

Sith Poison x3

A poison which is particularly strong against Light side users, bringing out the Dark side.

Swoop Bike x1

A swoop bike with no special augments.

Padawan Blade x1

Taken from a slain padawan, its crystal has been bled.

Gonnmakh's blade x1

A blade with a Synthetic sickly green crystal. Its hilt is particularly dark and its design perfectly encapsulates the Rattataki nature of reverse engineering.

Alchemical Mask x1

A mask that was alchemically enhanced during Praetorian trials with an alloy of Electrum. It looks exotic.

Bled Crystal x1

A crystal fetched on the Ilum trial of the Sith academy. It is currently not being used for a blade.

Padawan Blade x1

A blade that belonged to Dru' the brother of the first Padawan killed, who fell to the Dark Side and attempted to get his revenge on Gonnmakh after their brother and master's death. Its crystal is green

Legion Pugio x1

A pugio earned by joining the Praetorian legion.

GS Whiteout x1

Starship Style: Gunship Starship Model: K-52 Demolisher Starship Nickname: GS Whiteout Armor/Hull Material: Ferroceramic Shield Package: Ray Shields Hyperdrive: Class IV System Upgrade: Dynamic Shield Control

Jedi Knight Blade x1

Picked up on the Harbinger trial, kept as a trophy.

Inquisitorius Athame x1

A ceremonial dagger formed from Havod and bearing the sigil of the Inquisition on its hilt, given only to those that have completed their journey through the Inquisitorius Training Regime. While not special of its own accord in anything but design, its construction is ideal for the application of runes, physical reinforcement into a more potent melee weapon, and it is capable of being turned into a Force Focus if its owner so wishes.

Harbinger's Bracers x1

A pair of bracers engraved with runic sorceries, to be strapped to a Harbinger's armor. Both an identifier of Inquisitorial pride and powerful tool, the Harbinger's Bracers are imbued with the Force and inherently linked to the Harbinger that wears them. They are exceptionally difficult to damage, and excel at the energy absorption of enemy attacks, often utilized in tandem with a Harbinger's skill in Tutaminis.

Jedi Master Blade x1

Collected on GS Tie-in: MIL/INQ: Operation Cleaning House

Likes & Dislikes

Likes

Martial Discipline

He finds peace in the repetitive forms of lightsaber combat.

The Worthy Foe

Nothing earns his respect faster than an opponent who refuses to break, even when facing certain defeat.

Stoicism

He respects those who know how to keep their mouth shut and their feelings in check, preferring a cold resolve over a messy meltdown.

Structural Order

He believes the Empire functions best when the hierarchy is respected and the strong lead with a firm, predictable hand.

Directness

He has no patience for political maneuvering. He likes a problem he can look in the eye and dismantle.

Dislikes

Undignified Slaughter

He views purposeless killing as a lack of discipline. He will not go out of his way to strike the weak for mere sport, as it wastes a warrior's focus. However, if the weak prove themselves a liability, a hindrance, or a source of deceit, he will execute them with the same clinical detachment he uses to sharpen his blade.

Obfuscation

He finds "shadow-play" tiresome. While he recognizes the tactical value of a spy, he has zero respect for those who use secrets to avoid a direct confrontation.

Lack of Self-Control

Hedonism or erratic behavior, common among some Sith, disgusts him. A Sith who cannot control their own urges is a liability.

Whining

He has a very high threshold for physical pain and expects the same from those around him.

Beliefs & Ideals

The Iron Oath

My word is my bond; my hand is the Empire's reach. To lie is to fail, and to fail is to be discarded. I am the steel that does not bend, and the will that does not break.

The Sacred Burden of Labor

I believe that true Sith mastery is found only in the most difficult of paths. The hard work of the occult, including rituals, research, and the pursuit of ancient lore, is the only labor worthy of my time. What others call a struggle, I call my profession.

The Triviality of War

I believe that violence is the simplest of all languages. Because the battlefield is where I find ease and flow, I treat combat as a recreation and an art form. It is a means to vent excess energy and demonstrate physical perfection rather than an arduous task.

The Canvas of Conflict

I believe that every strike of a blade is a deliberate expression of discipline. Battle is not a mindless exchange but a gallery where I display my mastery. If one must kill, one must do so with the precision and grace of a master craftsman.

The Logic of the Machine

I believe the Empire is a vast engine and its subjects are merely components. A component that functions is vital; a component that fails or lies is a defect. I do not feel cruelty when I remove a liar because I am simply discarding a broken tool.

The Flaw of Natural Form

I believe that the flesh is riddled with limitations and that it can be enhanced. It is my conviction that true evolution is achieved through the modification of the self by alchemical mutations and mechanical augmentations.

The Primacy of the Occult

I believe that modern politics are a distraction for the weak. True power is buried in the deep past. I seek to reclaim the forgotten arts of flesh-warping and creature creation to forge a grip on the galaxy that cannot be pried loose.

The Sanctity of the Word

I believe that a lie is the ultimate cowardice. To speak an untruth is to disrupt the order of the hierarchy and insult the intelligence of a superior. Directness is the only path as a problem must be met with an open eye and a steady hand.

The Principle of Utility

I believe that senseless destruction is the mark of an undisciplined mind. If a resource such as a captive, a beast, or a relic can be studied, repurposed, or improved, it is my duty to preserve it for the Empire's advancement.

Backstory

The Scraps of Dignity

Gohnnmakh's childhood was not a life; it was a prolonged trial. He spent his earliest years in a hole on Rattatak, a living asset waiting for the gate to open so he could kill or be killed. There was no education, only the cold resonance of the arena. He learned to speak by listening to high-born gamblers through the floorboards of his cell. He realized that the people who held the whip - men like Rafikk - spoke with elegance, while those dying in the sand were loud and unrefined. To a young Gohnnmakh, Refinement was a Variable of Success. He practiced standing straight in the pitch black because he was terrified that if he looked like a "pit-beast," he would be discarded as a broken prototype.

The Pedagogy of the Whip

Under Rafikk's ownership, Gohnnmakh was treated as a test subject in a long-term experiment on pain threshold. His master didn't want a student; he wanted to forge a living weapon that was physically incapable of flinching. The "experiment" was simple: break the boy's spirit until his body no longer reacted to agony as a deterrent. Electrical torture. The experiment was a success. Gohnnmakh became a fighter who could endure a severed tendon or a scorched lung without a change in posture. Training was a series of stress tests where any deviation from a command was seen as a flaw in the design. This is why he is so literal today. It isn't a lack of imagination; it is a survival reflex hard-coded into his nervous system.

The Vault of the Self

Beneath the military pose and the stoic silence, there was always a sharp mind that Rafikk failed to suppress. Gohnnmakh was born with a natural wit and high intellect, but he was forced to bury them in a hidden partition of his soul. To show even a spark of sass to his master was to invite disposal. For years, he watched the absurdity of his "superiors" - seeing their tactical blunders and hypocrisies - and processed them in silence. He became a master of the elegant bow because it was the perfect mask; it provided the "data output" the masters demanded while hiding the brilliant, sarcastic man screaming for air on the inside.

The Leaking Sass

Now that he has transitioned from a test subject to a Sith Apprentice, the "pressure" of that vault is finally beginning to hiss out. He still follows orders with terrifying literalism because that is how he was built, tested, and proven, but his natural personality is emerging in the gaps. His sass is a release valve. It is the tragic irony of a man who is incredibly obedient on the outside, but whose mind is finally free enough to acknowledge how ridiculous the galaxy truly is. Every dry remark is a small piece of the boy who was never allowed to speak, finally finding his voice.

The Tragic Polish

His speeches are fantastic only because he has spent a lifetime in silence, boiling down everything he's seen into its most brutal form. He doesn't use academic polish; he uses the polish of a honed blade. When he says, "Violence is a beautiful language," he is speaking as a witness to the only thing that never lied to him during his years as a subject. He is a philosopher whose only library was a blood-stained pit, now trying to use that brilliant mind for his own purposes rather than the cruel ambitions of a master like Rafikk.

The Hard Work of the Mind

This is why research is "Hard Work." He can kill a man in ten different ways without breaking his military pose - that is easy; that is just muscle memory and programmed response. But reading a ritual book? Trying to understand the "whys" of the Force? That is an uphill battle for a mind that was only ever taught the "hows" of the slaughter. He treats it with grim dedication because he is tired of being a tool. He is a wise man who was forced to be a weapon, and he is now trying to figure out how to be the craftsman instead.

Key Figures

Selkoth is his childhood rival. Rafikk was his owner.

Storylines

Gallery