Jannah Sidrat

A Driven Jack who Consorts with the Dead


Might – 12
Speed – 16 (Edge 1)
Intellect – 16 (Edge 2)
Effort – 3
Tier – 1
XP – 1 (28 spent, 3 unspent: 2 Edge, 2 Effort, 1 Intellect, Skill 2)

Can use light and medium weapons

Can hold: 2
Cyphers Held: Mini-Gate p. 73
Oddities Held:
Pyramid Cups, Holographic Clothes, Food Reorganizer

Oddities Given Away or used
Box with mini Musicians in it, who get upset when the box is closed (Given to a little girl), Lubal Armor Int Armor traded for Mini-gate, Sonic Hole used infiltrating a cemetery

Daily Goal Skill: Each day, choose one skill that you believe will clearly help you reach your goal. You are trained in tasks related to that skill.
Daily Flex Skill: Same as above but arbitrarily chosen.
Skill: You’re trained in Intellect defense actions.

Currency: 11,134 shins
Combat stuff: 2 weapons (whip, razor ring {both 2 pt of dam), light armor (black leather jerkin
Additional Equipment:
You carry an innocuous memento of someone close to you who died. It might be a locket, a ring, a letter, a coin, or something similar.
Explorer’s Pack: Contains 50 feet (15 m) of rope, rations for three days, three spikes, hammer, warm clothes, sturdy boots, three torches, and two minor glowglobes.
Pack of light tools: Contains small tongs, pliers, screwdriver, small hammer, small pry bar, lockpicks, 10 feet (3 m) of string, 3 feet (.09 m) of wire, and miscellaneous screws and nails.

Hedge Magic (1 Intellect Pt)
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action.

Speaker for the Dead (2+ Intellect points)
You can ask a question of a dead being whose corpse you are touching.
Because the answer comes through the filter of the being’s understanding and personality, it can’t answer questions that it wouldn’t have understood in life, and it can’t provide answers that it wouldn’t have known in life.
In fact, the being is not compelled to answer at all, so you might need to interact with it in a way that would have convinced it to answer while it was alive. For each additional Intellect point you spend when you activate the ability, you can ask the being an additional question.

Electric Sexual Discharge

Vision (Enabler)
You can see clearly in dim light, very dim light, and darkness. Enabler.

Trained Without Armor

Practiced in Armor

Push (2+ Intellect points)
You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this esotery to pull a lever or even close a door. Action.

Necromancy (3+ Intellect points)
You animate the body of a dead creature of approximately your size or smaller, creating a level 1 creature. It has none of the intelligence, memories, or special abilities that it had in life. The creature follows your verbal commands for one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, you can reanimate it again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. If you have access to multiple bodies, you can create an additional undead creature for each additional Intellect point you spend when you activate the ability.
Action to animate.

Ward (Enabler)
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor.

Your commitment to your goals makes it hard to relate to others who don’t share your objectives or to notice things that don’t pertain to your present mission. The difficulty of all perception tasks is increased by one step.

Through the study of sciences to which most people give a wide berth, you have mastered the ability to speak with and reanimate the dead. The Numenera holds no moral or ethical distinctions between different abilities or types of knowledge, but Ninth World society does, and necromancy is shunned as a taboo.
Nothing that you do proves the existence of an afterlife—your abilities deal with retrieving information from brain cells and reactivating dead tissues. Still, perhaps delving even deeper into your studies can reveal knowledge of what happens after death and whether it’s possible to truly restore the dead to life.
You probably wear black clothing, which might be adorned with skulls, bones, teeth, or other symbols of death. Some who consort with the dead paint their skin and dye their hair black, red, and white to bring them visually closer to the bodies they interact with.
Nanos are the most likely characters to consort with the dead, calling themselves “necromancers.” Glaives and jacks who plumb these dark depths are sometimes referred to as “death warriors” or “death knights.”

Necromantic Esoteries:
If you perform esoteries, those that would normally use force or other energy (such as electricity) instead use deathly energies. For example, your Flash esotery is a blast of cold, life-draining energy.
This alteration changes nothing except that the type of damage is different, and it harms only living creatures.
Minor Effect Suggestions: The animated creature adds 1 to all rolls, or the target is dazed for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.
Major Effect Suggestions: The animated creature adds 2 to all rolls, or the target is stunned and loses his next turn.



Jannah is a wandering jack who goes from place to place following her often changing obsessions. Recently, she was rented her ability to talk the dead to the mystic Blue Lady in exchange for access to esoteric texts and lessons to help her understand the nature of death and her dark abilities. While dedicated, she doesn’t have the long term dedication to esoteric learning and only sees the arrangement as a means to a particular goal. Not seeing it as a calling in itself, she has provisionally accepted apprenticeship.

Jannah grew up in an orphanage in the same high walled village as Eden, though the two did not know each other. She did not know her parents and her only connection to them are a couple of her mothers rings, originally payment to the orphanage. Her various eccentricities coupled with her manifesting abilities led her to run away around the age of 14 rather than face an increasingly hostile environment. She has gotten by using her abilities to stage street shows and act as a private medium. Not the most comfortable life but it has afforded her the ability to wander were she wanted. She is now about 23 years old, she thinks.

She found her way to the Blue Lady a bit after Eden. There, the two formed a very sisterly relationship as they lived lived, worked, and studied. Jannah jumped at the possibility of joining Eden on her exploratory trip both to follow her respected friend and also to find another interest, as too much studying and not enough doing was driving Jannah crazy.

Jannah Sidrat

Danamera Teleute Teleute