+Passage into History: The Sith Trials+
Jun 15, 2019 6:13:03 GMT -5
Lord Vassago, Sedriss Nathemus the Conqueror, and 2 more like this
Post by Darth Dreadwar on Jun 15, 2019 6:13:03 GMT -5
This is a Closed Sith Trials RPG, set one year before the original Sith Trials installation, Passage into Darkness: The Sith Trials. This is a small, informal game designed primarily for the veteran role-players and GMs
who participated in the original Sith Trials games. There will be no formal GMs or update schedule, nor quests unless they spontaneously develop; instead, collaborative storytelling is the focus, providing a creative diversion from The Old Sith Trials and the upcoming True Sith Trials.
To ensure the game creators can contribute to this game without taking any time away from The Old Sith Trials, the cast will be limited to only the current GMs of The Old Sith Trials, and players who participated in the original Sith Trials episodes. The goal is to have between 4 to 10 players.
For Old Sith Trials players reading this game, wanting their own creative diversion, and pouting at the entry requirements, please look at joining the Empress' own prequel RPG, The Exiled, as well as Lord Draconis' The Eternal Struggle: A Sith Trials Story, and keep your eyes peeled for Lord Cruor's and Lord Draconis' upcoming Ancient Sith Trials: The Dark Lords.
~Rules & Guidelines~
- 1) Please be aware that Lord Vassago is the reigning Dark Lord of the Sith in this era, and he is the highest authority in this game's universe, as well as the game's Head GM. A character disrespecting the Dark Lord, or any of the high-ranking Sith Lords, may be killed, or face other realistic consequences.
- 2) In the unlikely event an issue extends out-of-character, it will be sorted out by the hierarchy of the Eternal Sith Empire in accordance with the Constitution.
- 3) Players returning from Passage into Darkness may retain their level from that game. Otherwise, all new player characters will start at Level 1 or Level 2, although cameos from long-lived characters from the rebooted Sith Trials series are welcomed with permission.
- 4) This game is designed to capture the atmosphere of Passage into Darkness. As such, role-playing will take more of a sandbox format with no overarching metaplot or threat, and be contained on Korriban, focusing on life hour-to-hour, day-to-day, within the Sith Temple. I will be ensuring continuity with the fanon, as the resident lore historian. For the sake of nostalgia, all details below, including the Character Sheet template, stats/levels system, and other game mechanics, are identical to that of Passage into Darkness. Credit to Lord Vassago for writing the following information, and to Lords Vassago, Cruor and Nemisis for creating and GMing the original Sith Trials.
~Locations on Temple Grounds~
Think of the Sith Temple grounds as something of a campus, if you will. A large campus. The following is a list of the areas, followed by a short description:
Main Grounds: The Main Grounds that the Sith establishment are on is vast and expansive, looking almost like a small city surrounded by a massive outer-wall with large main gates. The main grounds consist of the same terrain as Korriban itself; red sands and gravel. There are paths, of large stone, laid down for easy navigation from one area to another.
Main Temple: The Main Temple is massive and contains the Dark Lord's throne room, as well as the large audience chamber. The stone walls are strong, and the marble floors are fine. The main temples ceiling are high and vaulted, and the majority of the walls contain elaborate carvings. The Main Temple also contains a sizable laboratory, vaults for treasure and artifacts, and holding chambers/cells, among others. The Main Temple is one of the few structures that has an Elite guard assigned to it.
Houses: Each of the four Houses has accommodations for the Sith assigned to it. The Headmasters of each house keep their quarters within these buildings. Each of the Houses is spacious, and is self contained with their own training facilities, and the like.
Hangar: There is one immense hangar for all ships and transports. The hangar is a wide-open area with pillars and rafters as far as the eye can see. Most times the ships and cruisers of the Sith who call this installation home will be docked here.
Dueling Arena: An immense arena filled with observation decks and huge vaulted ceilings, held up by large pillars, making it ideal for intense battles. House games and competitions will be held here.
Sith Lounge: This lounge, commonly referred to as "the Red Blade Lounge," is a place where the members of the Sith installation can come to be comfortable, relax, get a drink, get a massage from one of the many lovely and talented masseuses, or fulfill any other need or desire a Sith may have during their off time. This area, something like Jabba's Palace, is ideal for fraternizing with other Sith and members of the installation.
The Library: A large structure that houses the a great deal of Sith lore, as well as that of other religions. This is the ideal area for someone who wishes to increase their knowledge in the Sith, or other ways known in the galaxy. Commonly known as the Archives.
The Gardens: This area is filled with lush, beautiful plant-life as well as ponds, lakes, streams, water-falls, trees with lush over-hang, and things of the like. It is indoor and quite different than the terrain on Korriban. This is something of a simulated environment. More than anything, this area is ideal for meditation, and those who may not fit in at the Red Blade Lounge. The gardens are held in high regard by the Dark Lord, and are considered sacred to some level.
The Detention Center: The Sith do not always kill those whom they capture. Within the installation is a prison, of sorts, with a great deal of holding cells, both Force-resistant and otherwise. There are many areas, including a torture area and dungeon, within. Many who enter are never seen again...
The Residence of the Dark Lord: The Residence of the Dark Lord is private, to the nth degree. Only those whom are given the highest of permissions may enter the residence of the Dark Lord. Being the ruler of the Sith, Darth Vassago is afforded his own residence comparable to that of a mansion, even. The residence is completely self contained in every way, including a private hangar. The Residence of the Dark Lord is also afforded an elite guard, similar to that of the Main Temple. Those caught trespassing will suffer nothing less than death, perhaps worse. Only the highest of officials have ever been granted access to the Residence of the Dark Lord.
~Character Sheet: Basic Information~
Name:
Alias: (If applicable)
Rank Within the Order: (Master/Warrior/Apprentice)
Age:
Species:
Gender:
Home world:
Force Sensitive:
Appearance-
Height:
Weight:
Build:
Hair:
Eyes:
Skin:
Markings:
Clothing:
Weapon(s):
Personal Ship: (If applicable)
Lightsaber Description: (If applicable)
Hilt:
Blade Color:
Lightsaber Fighting Form:
Biography:
~Force Levels(1-20)~
Lv 1-Peon/ at this level the character receives 10 points.
Lv 2-Apprentice/ +5 points
Lv 3-Apprentice/ +5 points
Lv 4-Apprentice/ +5 points
Lv 5-Apprentice/ +5 points
Lv 6-Apprentice/ +5 points
Lv 7-Warrior/ +5 points
Lv 8-Warrior/ +5 points
Lv 9-Warrior/ +5 points
Lv 10-Warrior/ +5 points
Lv 11-Warrior/ +5 points
Lv 12-Master/ +5 points
Lv 13-Master/ +5 points
Lv 14-Master/ +5 points
Lv 15-Master/ +5 points
Lv 16-High Master/ +5 points
Lv 17-High Master/ +5 points
Lv 18-High Master/ +5 points
Lv 19-High Master/ +5 points
Lv 20-Grand Master/ +5 points
Note: There may be only 1 character for each of the levels 16-20,
and advancement to any of those levels by lower level Sith may only
happen when there is a vacancy. All levels 15 and under may have
unlimited characters per level. There is one way around this, and that
is with the Transcend Death power; once a Sith who is in the top
5 levels dies and becomes a spirit, a living Sith can once again fill
that slot; there is no limit to the amount of Spirits that can be in a
specific level.
~Sith Classes and receiving your "Darth" name~
The "Darth" name is something that must be earned, and no apprentice has
earned this name yet. Only once a character passes his or her
apprentice stage, and attained the Warrior level (7th lv) will he be
granted his "Darth" name. If the player has a preference tell your
Master OOC and upon promoting you to Warrior your Master will bestow
upon you your Sith name.
There are three classes of Sith, and this is to be picked upon reaching
Warrior level (lv 7). These will direct your path of training, and
customize your character's abilities. Each class has three powers that are
exclusive to it, and cannot be used by characters of other classes.
Upon reaching the 7th level (that of a Sith Warrior), the character can
begin learning those powers.
Sith Maurader- The Maurader's life is one spent in
dedicated practice to the art of lightsaber combat, and high levels few
can match the Maurader in a toe to toe duel. Sith Mauraders gain +1 on
Lightsaber Combat at 7th lv, and add an additional +1 at 10th and 13th
lv. A +1 on Enhance Attribute at 10th lv, add an additional +1 at 12th
and 14th lv. And a +1 on Shields of the Force at 13th lv, add an
additional +1 at 15th lv.
Force fury/rage- Allows the user to slip into a rage induced by
the Dark Side, this transforms the user into an unstoppable beast in
combat...but only for a short time and at great cost.
LV1- Users of this will temporary increase abilities. The user calls
upon the Dark Side using his anger to send him into a destructive rage.
The user will see increased damage potential, increased speed, and
greater strength.
LV2- Along with the previous level benefits, the user gains proficiency
in being able to resist lower level Force powers of his/her opponent.
LV3- Along with previous level benefits, the user is now considered very
proficient in this power. The user now gains the ability to absorb minor
physical damage(small projectiles, cuts, etc) without it affecting their
performance.
LV4- Achieving this level grants the user all previous level abilities,
increasing all benefits (more damaged inflicted, greater speed,
resistance to mid-level Force powers, resistance to greater physical
wounds). However, the user begins to suffer health damage after he
leaves the Force rage and is physically drained for long period there
after.
LV5- At this level the user has mastered this power, and his powers are
increased to very high level of skill, exceeding one's known limits or
abilities drastically. At this level, users have been know to suffer
great physical damage, yet continue to fight without loss of
abilities(unless you have a leg chopped off, or are beheaded). Example:
someone could lose an arm or hand and still continue to fight furiously
and as long as physically possible. Damage inflicted at this level is
severe because of dark energy being channeled into opponent(s).
Resistance to Force powers is greater, but the user is not invincible.
Although the benefits of this power are great, creating the illusion
that users at this level become temporarily unstoppable, it comes with
even more of a price; users who enter the highest level of Rage usually
become so engulfed in the Dark Side that after the temporary Force Rage
has concluded, the user becomes almost completely defenseless, having
been totally drained, both in the Force and physically exhausted.
LV6-The user has learned how to keep a reserve of energy hidden away,
after the rage is completed he will not need immediate rest, but can
continue on for a few hours before he is too exhausted to go on.
Blade punch- This power charges a lightsaber blade with Dark
Side energy and holds that in the blade until it scores a strike, when
this is in effect the lightsaber blade is covered in tiny black
lightning-like tendrils that seem to dance about the blade. At 1-2 lvs
of Mastery the punch releases an burst into the victim that does light
damage and leaves the victim slightly shaken. At 3-4th lvs of Mastery
the punch unleashes strands of dark side energy that sap the victim of
moderate damage and leaves the in much pain. At 5-6 lv of Mastery the
punch releases a full on volley of lightning-like spears of dark side
energy that can leave the victim incapacitated or dead. Since this
power is only released on a successful lightsaber strike, there is no
way for a victim to avoid or dissipate all of it, if the victim has
absorb/dissipate that is the same or higher level of Mastery as the
attackers Mastery in the Blade Punch power the victim only takes half of
the damage. Note, this punch damage is in addition to the lightsaber's
actual damage that was inflicted with the hit.
Reduce Injury- Similar to Accelerate healing, except reduces
extent of injury, doesn't actually heal. The greater the level of
Mastery the greater the injury that can be affected.
Sith Assassin- The Assassin blends his training in the
use of the lightsaber and the dark arts to make him a more deadly
hunter. Sith Assassins gain +1 on Blackness at 7th lv, and add an
additional +1 at 10th lv and 13th lv. A +1 on Dark Ball at 10th lv, add
an additional +1 at 12th and 14th lv. And a +1 on Phase Shift at 13th
lv, add an additional +1 at 15th lv.
Black Blade- Allows the Sith to create a blade much like a
lightsaber, only black and not connected to any hilt. It is controlled
by the Sith and can move at great speeds. The Sith need not concentrate
on this power, he can be doing other things while it is in effect. At
low levels of Mastery (1-2) the blade simply acts as a weapon wielded by
a duelist of 1/2 the casters level. At mid levels of Mastery (3-4) the
blade is empowered and can more easily cut through armor and light
shielding (such as that employed by Droideka's). At high levels of
Mastery (5-6) is when this weapon becomes truly useful, it can now even
cut through Force Shields and other such Force Barriers (as long as the
casters Mastery level is higher than the targets Mastery level in given
defense), and also heavy shielding (such as starfighter).
Phase Shift- While using this power, a Force user can actually
shift her existence such that she no longer interacts with solid matter.
This enables her to walk through walls, escape binders and chains, and
any manner of other things which can affect a character physically.
There are many dangers to using this power, though. A character can
become trapped while passing through an object, reverting back to
standard phase and suffering great physical harm. At low levels a user
can keep this power active for only a few seconds, so stressful is this
power that even the highest level users can only use it for a minute or
two at each use.
Blackness (stealth)- allows a Sith to enshroud themselves in a
camouflaging veil of the Dark side, becoming hidden from other beings
and creatures. As the Sith blends into their surroundings, any smells,
sounds, or movements emanated from them are muffled; droids and
life-form sensors are not affected. at higher levels (5 & 6) the force
wielder can create pockets of darkness randomly, these pockets of
darkness cannot be broken by normal light sources.
Sith Lord- The Sith Lord focuses on using the Dark Side
of the Force as his only weapon, for with it as an ally all else is
irrelevant. None can match the true power and knowledge a Sith Lord
possesses, sure some may be able to best them in straight up lightsaber
combat, but who uses just a lightsaber anymore? Sith Lords gain +1 on
Absorb/Dissipate Energy at 7th lev and add an additional +1 at 10th and
13th lv. A +1 on Sith Lightning at 10th lev, add an additional +1 at
12th and 14th lv. And a +1 on Telekinesis power at 13th lv, add an
additional +1 at 15th lv.
Control Mind- Allows you to take control of someone’s
mind, turning them into a puppet per say. When done correctly you can
control the actions of others to get them to serve you like loyal
automatons. Note: This power can also be used as Alter mind, and Dim
another's senses.
L1- Can take control of 1 NPC's.
L2- Can take control of 2 NPC's.
L3- Can take control of 3 NPC's.
L4- Can take control of 4 people.
L5- Can take control of 5 people.
L6- Can take control of 6 people.
Create Force Storms- This power cannot be used inside buildings
or ships, but outdoors the user can create either storms of nature where
the Force rages or Great destructive Storms created by Sith. At lower
levels these storms can only destroy weak shelters, at mid levels they
can destroy normal shelters and buffet smaller ships with high winds, a
Master can even break down more established buildings, and can create
extremely unsafe flying conditions for smaller ships.
Force Lightning- by harnessing pure hatred and evil, this allows
a Sith to produce bolts of white and blue energy, which are cast from
their fingertips. Upon striking their target, these bolts cause intense
pain and injury. Only the most gifted Sith, by dissipating and
absorbing energy with a level of mastery level higher than the
caster of the lightning, is able to parry or dodge Force Lightning
(those of equal level will take partial damage).
~Levels of Mastery for Force Powers~
You can allocate up to 6 points toward each Force powers in the powers
list below, and each point you place toward a power will advance you one
rank on the following list. These are referred to the 6 levels of
Mastery, and are as follows...
Novice: You are a novice in this skill if you have
allocated 1 point towards its use. Any level character can have this
level of Mastery.
Proficient: If you have allocated 2 points toward this
power. A character can only progress to this level of Mastery once they
reach a level of 4 or higher.
Specialized: If you have allocated 3 points toward this
power. A character can only progress to this level of Mastery once they
reach a level of 8 or higher.
Master: If you have allocated 4 points toward this power.
A character must be level 10 or higher to achieve this level of
Mastery.
High Master: If you have allocated 5 points toward this
power. A character must be level 12 or higher to achieve in this level
of Mastery.
Grand Master: If you have allocated 6 points toward this
power. A character must be level 12 or higher to achieve this level of
Mastery. And due to the extreme amount of time dedicated to this level
of Mastery a character can only advance to Grand Master one power per
level. (Example, a 17th lev character can only have 6 Grand Mastered
powers)
~Force Powers~
The following is a list of Force powers that will be available for use for all classes.
You may choose whichever ones you'd like, up to your point maximum...
Waves of Darkness- allows a Sith to delve into the
darkness of their own spirit, and dredge up feelings of hatred, greed,
rage, fear, and jealousy that linger in shadowed recesses. Using the
Force as a power source, the Sith expels these vile emotions in waves of
Dark side energy that radiate outward in an expanding sphere. At low
levels this ability can cause unease and nervousness, at higher levels
of mastery any beings or creatures caught in the disturbance suffer
immediate confusion, and soon flee the area in fear.
Feed on the Dark Side- allows a Sith to feed on the fear,
hatred, anger, or other negative emotions of others, to make themselves
more powerful. The Sith will do everything in their power to provoke
negative emotions, including deception, taunting, threats, etc. to allow
themselves to feed off of them.
Elemental Control/Resistance- Allows the wielder to
control 1 specific aspect of nature, to the exclusion of all others
(air, earth, fire, water), and manipulate it to their own gain. It can
be used in various ways and the higher the level of the user the more
adept s/he is at controlling the power. It can also provide resistance
to those elements, such as walking out of a building that is burning
down unscathed, or remaining underwater without need to breathe, or
being resistant to Force Wind attacks etc..
Absorb/Dissipate Energy- Allows the apprentice to absorb
and neutralize energy attacks from blasters, the force, etc. The higher
the level the more powerful the attack can be. When trying to deflect an
attack from a player character, your Absorb/Dissipate skill level should
be checked against the attackers level in the skill s/he is using.
Control Pain- Control pain lets Sith continue a task
despite great pain. Lower levels can control small pains, but the higher
the level the more the pain is reduced and the greater the pain that can
be dealt with.
Life Energy Drain- allows a Sith to draw power from
nearby, non-sentient or sentient beings to boost his energy levels,
permitting them to go long periods without suffering from fatigue or
requiring sleep. This power also drains the victim, and will cause
fatigue and loss of strength.
Force Scream- an involuntary reflex of the Dark side,
usually occurring when a Sith loses control of their emotions, which
triggers shock waves that ripple through the Force, causing great damage
in both the Sith and any beings in close proximity. Waves of anger and
hatred, amplified and fueled by the Dark side, at low levels it can
cause pain and discomfort and at high levels are capable of smashing
through both mental and physical defenses with ease. Power leaves
victims in shock, or even unconscious.
Web of the Dark Side- allows a Sith to summon strands of
Dark side power, and wrap them around any given target, ensnaring them
in a mesh of intensity. The lattice of energy severs the connection
between the Force and the trapped individual, draining the power and
energy from their body. Effects last for 1 combat turn/lv of Mastery.
Force Explosion- allows a Sith, by drawing on the power of
the Dark side, to create an explosive charge of pure Force energy, which
appears as a blue electrical energy pulse. At 1st level this is a short
range explosion ranging only about 5', that sends a concussion wave that
knocks senseless for a brief moment anyone caught inside. At higher
levels, it turns into a more deadly attack increasing in power and range
equal to 5 feet per character level, and can throw targets away from the
user of the power.
Bolt of Hatred- The Force user creates in his or her hand
a radiant sphere of pure hatred which he or she can hurl at any target
within his or her line of sight. The bolt is slower than a normal bolt
from a blaster. The stronger the Force user, the more powerful the Bolt
of Hatred is. The more powerful it is, the slower the bolt travels
towards it's destination. If a character is hit square in the chest or
head with a high powered Bolt of Hatred without bringing up a defense,
he or she will die instantly.
Deadly Sight- Sariss' trademark in Jedi Knight, this is
one of the most painful mental attacks. Victims feel their skin and
bones burning and their blood boiling within them (an illusion; the
actual damage is comparable to a mild sunburn). If the necessary line of
sight (or attacker's concentration) is not broken, the victim will die
from pain.
Inflict Pain- The character can use this to inflict great
agony in her target. The actual physical result of the power is that the
target is not able to move for several minutes after the attack. The
Sith can not kill using this power, for it only stuns the target. He/She
does not need to be in contact with her target to use this power.
Shock burst- This power unleashes an energy attack similar
to Force Lightning except it is released in a radius around the
attacker. The targets in range suffer small amount of damage but are
stunned momentarily unless they are strong enough to resist it. The max
range at level 1 is 5', and increases in an increment of 5'/character
level. At high levels (4-6) this power can be almost as strong as
regular Force lightning.
Slow- This power clouds the mind, making a target's
actions unusually sluggish. It is possible for a strong Force user to
resist this power however.
Crystallize- A Sith launches a bolt of energy at the
target. As the bolt enters the target's body, it cools it immediately
down to the temperature of -40 degrees Celsius. However, the cooling is
so brief, that the target does not die at once. If the target receives
quick medical attention s/he could be revived, if not death will surely
follow. If used against objects, they become so brittle that they can
easily be broken, water is immediately frozen solid.
Dark Ball (multiple uses and a possible force shield
variant)- The dark ball is actually a concentrated sphere of
kinetic and electric energies created again only to serve its master and
therefore is under his control. The dark ball, when created may act in
many roles. It can also act as a shield in battle and protect its
master. It has been rumored that the little sphere can even kill. Being
able to change sizes and shapes, the Sith may even find it a great asset
if he wishes to retrieve some hard-to-get or rare item.
Electronic Manipulation- This power allows a Sith to
channel his anger into the electronic circuits of a computer, droid, or
machine, and reprogram it by manipulating its physical and electrical
components. The reprogramming can only restore original programming
which has been altered, not actually rewrite a computer's programming.
This can also be used to cause "ripples" in the electromagnetic field;
ripples that could in fact scramble any electrical device in the
vicinity, up until the point that the electrical device is unusable.
This is a good power for disabling enemy equipment.
Telekinesis- Allows you to pick up, move, or stop a solid
object with the Force.
L1- Would have to concentrate to move small objects such as a
lightsaber, blaster, or small rock.
L2- Could move small objects fast but would have to concentrate
moderately for objects such as large rocks or heavy machines such as
droids and strenuously concentrate for something several hundred pounds.
L3- Can lift people, large rocks, and droids fairly easy now and heavy
things can be pushed easier but heavy things several hundred pounds in
weight still require a good bit of concentration. can levitate with ease
L4 - Can move people, large rocks, etcetera very easily and move things
under a thousand pounds with a fair amount of concentration.
L5- Can move heavy things under a thousand pounds quite easily and
things over a thousand pounds with a fair amount of concentration, and
things over 2,000 lbs with great concentration. can fly with ease.
L6- Can move or effect the trajectory of objects that are over 2,000 lbs
with ease, 3,000 lbs with fair amount of concentration, and items over
4,000 lbs with great concentration.
Note: This would also be used for Force Push/Pull, it can also be
used for more specific things like Telekinetic Kill, Force Crush,
Levitation, and flying.
The Black Gaze- When cast bolts of pure dark magic leap
from the Sith's eyes. Where the beams touch the victim's flesh his skin
blackens and withers, sloughing away until gleam of bone is visible
beneath! The power has a range of about 5' at 1st level and increases
5'/level gained. It is usually fatal it will usually kill anyone weaker
than the caster (those with very low or no absorb dissipate skill), the
more powerful the victim is the more likely he is to survive, but anyone
surviving this power will be in intense pain for a long period of time
(it's supposedly even more painful than being struck by force lighting).
Sith Abyssal Fire- This is the most devastating attack
devised by the Sith yet. What the Sith Lord is actually calling into
existence is a ball of Kinetic energy. The fire is a by product of the
chain reaction of the balls existing in a physical state. This ball of
energy is so devastating is was once seen that a Sith Lord destroyed a
Corvette class starship with one. The danger of this spell is if the
caster is not careful it can go as far as to split atoms and cause a
nuclear reaction that could destroy far more than just the intended
target.
Pyrokinetic Kill- A chosen target is ignited in a burst of
dark flame. The flame is of the dark side and thus can't be doused as
normal flame. It burns until the target has been turned to ash or it is
doused by the force. The Max duration on this power is 1 combat turn
per level of Mastery.
Dragon's Breath- At novice levels the Sith can summon up a
fiery blast that bellows forth from the casters mouth. This blast
travels the length of line of sight in a straight line. As the caster
grows within the Sith he/she can begin to customize the effect of the
blast. At mid levels the the caster can grant the fiery blast an
illusionary effect such as placing a shadow of a cobra or the like into
the blast. At high levels the Sith's fiery blast no longer is a line of
sight bolt. The fire is bellowed out of the casters month and the cast
may animate the fiery cobra, for example, to chase the intended target so
long as the cast can see the target. As Sith Lord level the target need
only to have been in the Sith Lords sight prior to the casting of the
spell as the Cobras in this case will follow the target as if locked on
with a targeting lock from a TIE Fighter targeting computer. So long as
the Sith Lord remains in the general region of the target. This spell is
both devastating to the target and demoralizing to it.
Sinkhole- This power will create a depression in any earth
surface (solid or otherwise, as long as it is earth based) that can vary
in width from 5'-15', this will soften the natural ground to entrap the
targets feet and slow him/her considerably.
Shape shifting- As the Force flows through the user's
body, his appearance slowly morphs from human to animal. The Sith may
choose what animal he/she wants to morph into. The user literally
becomes an animal, his attacks are that of the animal chosen. At low
levels of mastery the user can only change into basic animals, at mid
levels the user can hybrid that form as a cross between humanoid and
animal (werewolf-like), at high levels the user can transform into any
animal in the SW galaxy (natural or otherwise).
Pressure- Altering of the air and gravitational pressures
around one's opponent that at low levels of Mastery (1-3) results in
extreme discomfort, possible nausea, and if the user is strong enough
and the pressure is increased, the person or object under the stress can
either be crushed due to the pressure, or is severely crippled.
Lightsaber Combat- To use a lightsaber most effectively,
a Sith learns this power. The Sith uses this power both to wield this
elegant but difficult-to-control weapon while also sensing his
opponent's actions through his connection to the Force. The Sith may
use lightsaber combat to parry blaster bolts. The Sith may also attempt
to control where deflected blaster bolts go, although this is a harder
feat to perform and can only be used at the 3rd level of mastery or
higher.
When a character wishes to use a lightsaber, the power automatically
activates. Other powers can be used while this power is active.
Enhance Attribute- Enhance attribute increases a basic
skill, i.e. jumping, running, acrobatics. Can also allow for greater
feats of strength, endurance, and reflexes.
Shields of the Force- The Ability to raise a defensive
Force Shield.
Note: Shields can defend against Energy attacks and other
physical attacks. It cannot last for very long however. In combat a
Force User may raise it as a reflex against Saber attacks. A Sith would
be able to raise their shield again in battle at some point and take
another hit from a saber after taking one already, being able to take a
total of 2 attacks before they lost their abilities to block saber
attacks. Often when this is done, some form of damage is also done to
the person raising the shield. A very direct attack with a saber may
kill someone regardless of a shield. For instance, a saber attacking a
hand or neck or feet will do damage and probably cut the thing in half
because the force shield would block the saber but not stop it. An
attack aimed at a shoulder would probably be blocked but the shoulder
would be cut. Another use of the power, when some other attack is
suspected, and a shield is raised to defend against something such as
shrapnel etc., a Knight may raise a shield to defend against it.
Depending on the type of attack, they will take damage. They cannot
raise another shield after this until they rest some way. Another use
for a Force Shield is raising a small one to block blaster attacks, a
Sith may raise a small force shield the size of a hand to block blaster
attacks, A Force User will eventually tire though and cannot defend
against blasters for ever.
Summon Dark Side Spirit: User can summon a spirit of a
dead Sith to aid in battle. At 1st level of mastery in this power the
user can summon a spirit equivelant to a 2nd lv character, at 2nd level
of mastery the spirit is 4th lev, at 3rd lv in mastery the spirit is 6th
lv, at 4th lv of mastery the spirit is 8th lv, at 5th lv the spirit is
10th lv, and at 6th lv the spirit is 12th lv.
The spirit will stay for a while and will aid in combat, or assist in
anyway necessary, until either the power fades and the spirit goes its
own way, or the spirit is destroyed. (if used in a duel the duration of
this power should only be 1 turn per level of Master, so for a character
that is specialized in this power the duration would be 3 turns of
combat).
Spider walk- Allows the user to walk like a spider. At
low levels (1-2) of Mastery the user can simply scale the walls like a
spider. At mid level (3-4) the user can walk on the ceiling. At high
levels (5-6) the user can even fight with a lightsaber and use other
force powers while clinging to the walls, even if hanging upside down.
Shadow strike- Allows the user at low levels (1-3) to
transmit blows using his own physical strength to inflict damage. At
high levels (4-6) the user can even transmit other force powers through
the shadows to deliver attacks (such as drain energy).
Stumble/drop- Causes nearby targets to lose balance and
fall, or to drop an item. The range of this power is 10'/lv of Mastery,
and the power can be used on 1 person per 2 levels of Mastery (1 person
at Novice and Proficient, 2 people at Specialized and Master, 3 people
at High and Grand Master).
Magnify Senses- Using this you can magnify your five
sense. Effectiveness increases with users level, and can be used in a
wide variety of situations.
Detoxify Poison: Allows the user to detoxify poisons,
either in the bloodstream or out. The more levels of Mastery the user
has achieved the more deadly the poisons that can be neutralized.
Farseeing: Allows you to see into the past, present, and
future.
L1 - L3- Can only see current situations.
L4 & L6- Can see into the past, present, and future but only L6 or
higher can do so with ease.
When using this ability tag the GM for response.
Control Breathing- Allows you to control the flow of
oxygen in your body. You take control of the atmosphere around yourself
to ‘grab’ oxygen molecules and pull them through the your skin and into
your lungs. This allows you to affectively breath underwater without
breathing masks, and it allows water breathers to breath on land the
same way. It can also allow you to hold your breath for extended
periods of time. L1-3 can use this power for a limited time, L4 or
higher can use it longer.
Remove Fatigue- Allows the Force user to battle the
effects of strenuous acts. The user manipulates the Force and causes
bodily toxins to be ejected more efficiently and thus allowing greater
stamina. As the level of mastery increases so does the amount of time
the effects last.
Wither- This power allows the Sith to choose a target as
far as 5ft per level away, and pick a limb. The limb immediately goes
numb and becomes useless, if anything is held in the limb it is dropped
and if stood upon it will hold no weight. If the target has a higher
level defense it will negate this attack. If it is the victims head or
chest that is targeted he simply falls unconscious.
Transcend Death- This power is unable to be used until the
character is at max level of Mastery (Grand Master), and does not become
activated until the character is slain. Once this power is selected,
and the character is at max Mastery, it is not optional and the power is
in effect permanently. This is not really a power, but knowledge that
the Sith learned in life that will allow him to cheat the afterlife and
become a Sith spirit. When the Sith dies that is normally the end for
it in the campaign and the player goes on to create a new character at
the appropriate level, but with this power the dead Sith becomes a
spirit and stays at the same level it died at, but the Spirit cannot
advance in levels either and will be permanently stuck at the same
level. The Sith Spirit is immune to lighsabers and all forms of
blasters, but neither can it deploy them as it has no physical body.
The Sith Spirit is not immune to Force Powers however, and it can take
damage and even be killed by them, and in turn it can use any of the
Force Powers it learned in life (at the same level of Mastery it
achieved in life). As stated earlier the Spirit cannot advance in
levels, but it can gain additional powers through training, any that are
gained will be given by the GM and Co-GM's.
NPCs: Only 1 NPC per person is allowed. Each player can
have 1 NPC starting at 3rd level. At 3rd-7th level your NPC is a level 2
force user. At 8th-10th your NPC is advances to a level 4 force user. At
11th-15th level your NPC advances to a level 6 force user. At 16th-19th
your NPC advances to a level 8 force user, and finally at level 20 your
NPC advances to 10th level.
Please note that this is something that you can choose to do. Your NPC
does not have to take levels if you do not wish it.
Death: If a character dies the player can create a new
character (or upgrade the NPC character) at 1/2 of the old character's
level (round down). For example a 15th lv character dies, the player can
create a 7th lv character to replace it.
Character Sheets should be sent to the GM team of The Old Sith Trials (Darth Vassago, Darth Cruor, Darth Draconis, Darth Viscretus, Darth Hesper, Darth Kain, Darth Catalyst and myself) for approval, and posted below before the official start of the RPG.
Character Sheets should be sent to the GM team of The Old Sith Trials (Darth Vassago, Darth Cruor, Darth Draconis, Darth Viscretus, Darth Hesper, Darth Kain, Darth Catalyst and myself) for approval, and posted below before the official start of the RPG.