Ancient Sith Trials: The Dark Lords
Oct 23, 2019 18:45:11 GMT -5
Darth Dreadwar, Reiis Invadator, and 1 more like this
Post by Darth Cruor on Oct 23, 2019 18:45:11 GMT -5
Year: 6789 BBY
Tulak Hord. Lord of Hate, Master of the Gathering Darkness, Dark Lord of the Sith. His rule had ensured that the fledgling Sith Empire had not only secured its foothold in the Stygian Caldera but also spread its influence to hundreds of worlds beyond. The capital of this young Empire resides on Ziost which is the most populous of the seventeen planets, though Korriban remains a powerful religious center of the Empire. Tulak Hord was a warrior of such great power and skill that none would have thought his death possible, yet death comes to us all it seems, at the height of his power he was murdered by the hand of his own apprentice.
Though the Sith Empire has existed for more than a century and consists of hundreds of worlds this time could not be more volatile, numerous political factions exist and seek to exert their influence on the Empire, the question that plagues everyone's mind however is if any one person could seize the mantle of Dark Lord and lead as Tulak Hord had, or would the Empire crumble now and splinter into warring factions? There were many Sith Lords within the Empire now who were capable, their houses and clans strong enough to make a claim for the throne, but were they brave enough to take advantage of this moment?
Even now the most influential Lords and Ladies from across the Empire were traveling to Korriban to attend the funeral of the slain Dark Lord, all in attendance would know the implications of his death, he alone seemed powerful enough to hold the numerous factions together. All were fearful that the inevitable fight for control of the Empire would lead to an uncertain future, that future was theirs now, what this Empire would become was in their hands alone.
Of the rival factions the three which were most influential were the military, religious, and allies of the former apprentice to Tulak Hord. Those who supported the former apprentice, Ortan Cela, felt he should be named Dark Lord. The military, led by Shadow Hand Drathen Omana, refused to accept Cela’s claim and called him a coward for having stabbed his master in the back. The religious sect, led by High Priest Dagon, wished to see the succession be decided by their interpretation of the Force’s will.
Who, if anyone, would become the next Dark Lord of the Sith?
The culture of the Sith Order would be as follows:
Rank and station is the most important thing in the world of the Sith, and ascension to greater power is their ultimate goal. On Korriban and Ziost assassination is the preferred method of eliminating rivals, though discretion is necessary, for to openly murder a rival will bring down the merciless might of Sith “justice”. None care about the act of murder itself, it is the appearance of order and civilization that must be upheld, if the Empire was to fall into chaos and strife all knew it would splinter and dissolve.
Outside of the center of Sith civilization however, might makes right, many unpleasant things can happen to an individual in the untamed worlds of the Empire. Even there however, it is a good idea to keep those activities secret, after all sometimes murder leads to revenge. It is not uncommon for Sith to have allies, however all must be careful to not be double crossed, everyone is suspect.
Character/s
Characters of this period are more like feudal lords, each building a base of power around themselves. As such each Sith should have their own house, or clan based NPCs ( who won't have powers, but can still pose as formidable warriors....and possibly be enhanced through ancient methods left unsaid at this time ).
This is up to you to create, but it is safe to consider that all Sith characters will be of the elite class, each with established lands and wealth.
These are characters of influence, and power, they are the people who make the Empire run and who have enough power to lord over the rest. Even the newest character in this game is still a master, and will have the ability to create NPCs.
The principle idea of this RPG is to give control to you, and to let players drive the game – while the GMs control the overall story and keep everyone in check, they are here to ensure the game is fun for all – while throwing twists in form time to time!
Character Sheet: Submit your completed sheet to Darth Cruor
Name: (We will be avoiding the use of "Darth" titles at this time)
Race: (Human, Sith (specify Massassi/Kissai), Hybrid, Zabrak, Devaronian, Twi’lek)
Age:
Affiliation:
Home world: (We will start the game on Stygian Caldera worlds only, mainly Korriban and Ziost. The Empire is much larger obviously, but this is where we will start and can expand from there.)
Physical Description:
Equipment/Weapons/Armor: (Note, no lightsabers at this time and remember while blasters exist they are in primitive form and consume vast amounts of power. Force Imbued Blade, Lanvarok, Massassi Battle Staff, Massassi Brand, Massassi Ceremonial Blade, Massassi Knuckler, Parang, Shikkar, Sith Lanvarok, Sith Sword/Dagger/Knife, Sith Tremor Sword, etc)
Powers: All will have Telekinesis, Athleticism (speed, reflexes, acrobatics, jump), Force Sense (basic precognition), Force Sight, Force Empathy, Force Stealth.
In addition each character can select one additional power at the time of creation. Not all powers will be allowed, be conservative in your choice of power, anything too extreme will be denied.
As you can see powers for starting characters are going to be basic core powers, additional powers must be earned via IC roleplay and can be tracked in the RPR library thread.
Bio:
Levels/Classes:
This game will have no levels, nor classes. Sith in this game are all considered Master level Sith at the point of character creation.
Every character (Sith Lord) will be striving to find their place in this fledgling Empire, some may seek to become the new Dark Lord of the Sith.
Each character can seek to find a niche within this order, some may be rewarded as they contribute to the overall experience of the game. These niche positions can be High Priests of the religious caste, Spymasters who specialize in espionage, Shadow Assassins, Battle Lords who lead Sith armies into war, etc.
Above all is the Dark Lord, whoever that is at the time, that is the ultimate goal for any Sith.
Might makes right, the strong will lead the Order. There is however a maximum duration for a Dark Lord, to make this work we need the succession of Dark Lords to continue moving forward. After one full year of being Dark Lord, the Dark Lord dies of old age, a legend among Sith and the ONLY characters in the game who can become a Sith Spirit.
Powers and how to earn them:
So we have no levels, but you might be asking yourself how will we determine powers for each character. Let me answer that.
All Sith in this game are considered Master level Sith and as such have been taught the basics, the basics are considered the commonly seen powers of the Sith from the films, starting powers are listed in the character sheet.
You might be asking yourself at this time...."Is that all we get?!" Don't fret, a vast number of powers are available. It is up to the player to tell us what they want. However they must be earned, and there are 3 ways to do that.
The 1st and most common way for a player to learn a power is to do a Power Quest. If Player X wants to play an assassin type of character, and would like to add the ability to add Force Concealment to his/her repertoire they can PM a GM.
The GM team will set up a quest, the difficulty of the quest will depend on the power of the ability the character wants to earn. Force Storm for instance will be a FAR harder quest than Dark Aura. The GM teams also has the right to determine that a power is broken in regards to this game, for instance, we will not be allowing Mind Control for the foreseeable future.
Power Quests will not be easy, nor should they be.
The 2nd way to earn a power is through an Item Quest. Items can be gained in the game that will give players limited uses of powers, these quests will be easier than the Power Quests. If Player X wants to gain an item that gives the ability to use Alter Environment, a quest can be set up by the GM to gain an item that will allow the player to use that power 1-3 times (depending on the difficulty of the quest). Once the item has been depleted it is useless.
The 3rd way is to learn a power from another character, if Player A wants to learn Force Concealment from Player B (player B must have learned the power through a Power Quest before they can teach another player), they can approach that character and barter for knowledge. Player B may require a favor, may demand loyalty, may only train an apprentice, or any other thing they deem necessary to come to an agreement. If a power is earned in this way GMs will require that multiple posts be made in game to show this transfer of knowledge.
The Kaggath: Character vs Character Combat and Death:
Characters will die from time to time. This is not personal. Making it personal won't be tolerated. This is character play. If a player versus player fight takes place and it is going to be to the death it will be judged as per proper role playing etiquette by the GM team.
Not all Character vs Character fights need to be death fights, some will be for dominance or prestige amongst their peers.
Death fights, or a Kaggath (an ancient battle of domination between two Sith Lords), may happen if the need arises. The only time a death fight is required is when a character challenges the Dark Lord, the Dark Lord cannot turn down a legitimate challenge (as determined by GMs), characters with weak in-game alliances, or few powers, won't be allowed to make a challenge.
Upon a character death the main character is considered dead, for good, we won't get into essence transfer. Their power base is considered dispersed. The player can create a new character, with GM approval.
At the end of the day we are telling stories, epic ones. For that to happen we all need to be mature and have fun with this, or it won't work.
Technology, while present, is limited in both scope and application. Space travel is done but it is treacherous and limited. Traveling to another world is a major endeavor and will consume resources. Remembering that we are playing 6000+ years before the films, so transportation and military equipment will be less advanced than what we are used to.
Tulak Hord. Lord of Hate, Master of the Gathering Darkness, Dark Lord of the Sith. His rule had ensured that the fledgling Sith Empire had not only secured its foothold in the Stygian Caldera but also spread its influence to hundreds of worlds beyond. The capital of this young Empire resides on Ziost which is the most populous of the seventeen planets, though Korriban remains a powerful religious center of the Empire. Tulak Hord was a warrior of such great power and skill that none would have thought his death possible, yet death comes to us all it seems, at the height of his power he was murdered by the hand of his own apprentice.
Though the Sith Empire has existed for more than a century and consists of hundreds of worlds this time could not be more volatile, numerous political factions exist and seek to exert their influence on the Empire, the question that plagues everyone's mind however is if any one person could seize the mantle of Dark Lord and lead as Tulak Hord had, or would the Empire crumble now and splinter into warring factions? There were many Sith Lords within the Empire now who were capable, their houses and clans strong enough to make a claim for the throne, but were they brave enough to take advantage of this moment?
Even now the most influential Lords and Ladies from across the Empire were traveling to Korriban to attend the funeral of the slain Dark Lord, all in attendance would know the implications of his death, he alone seemed powerful enough to hold the numerous factions together. All were fearful that the inevitable fight for control of the Empire would lead to an uncertain future, that future was theirs now, what this Empire would become was in their hands alone.
Of the rival factions the three which were most influential were the military, religious, and allies of the former apprentice to Tulak Hord. Those who supported the former apprentice, Ortan Cela, felt he should be named Dark Lord. The military, led by Shadow Hand Drathen Omana, refused to accept Cela’s claim and called him a coward for having stabbed his master in the back. The religious sect, led by High Priest Dagon, wished to see the succession be decided by their interpretation of the Force’s will.
Who, if anyone, would become the next Dark Lord of the Sith?
The culture of the Sith Order would be as follows:
Rank and station is the most important thing in the world of the Sith, and ascension to greater power is their ultimate goal. On Korriban and Ziost assassination is the preferred method of eliminating rivals, though discretion is necessary, for to openly murder a rival will bring down the merciless might of Sith “justice”. None care about the act of murder itself, it is the appearance of order and civilization that must be upheld, if the Empire was to fall into chaos and strife all knew it would splinter and dissolve.
Outside of the center of Sith civilization however, might makes right, many unpleasant things can happen to an individual in the untamed worlds of the Empire. Even there however, it is a good idea to keep those activities secret, after all sometimes murder leads to revenge. It is not uncommon for Sith to have allies, however all must be careful to not be double crossed, everyone is suspect.
Character/s
Characters of this period are more like feudal lords, each building a base of power around themselves. As such each Sith should have their own house, or clan based NPCs ( who won't have powers, but can still pose as formidable warriors....and possibly be enhanced through ancient methods left unsaid at this time ).
This is up to you to create, but it is safe to consider that all Sith characters will be of the elite class, each with established lands and wealth.
These are characters of influence, and power, they are the people who make the Empire run and who have enough power to lord over the rest. Even the newest character in this game is still a master, and will have the ability to create NPCs.
The principle idea of this RPG is to give control to you, and to let players drive the game – while the GMs control the overall story and keep everyone in check, they are here to ensure the game is fun for all – while throwing twists in form time to time!
Character Sheet: Submit your completed sheet to Darth Cruor
Name: (We will be avoiding the use of "Darth" titles at this time)
Race: (Human, Sith (specify Massassi/Kissai), Hybrid, Zabrak, Devaronian, Twi’lek)
Age:
Affiliation:
Home world: (We will start the game on Stygian Caldera worlds only, mainly Korriban and Ziost. The Empire is much larger obviously, but this is where we will start and can expand from there.)
Physical Description:
Equipment/Weapons/Armor: (Note, no lightsabers at this time and remember while blasters exist they are in primitive form and consume vast amounts of power. Force Imbued Blade, Lanvarok, Massassi Battle Staff, Massassi Brand, Massassi Ceremonial Blade, Massassi Knuckler, Parang, Shikkar, Sith Lanvarok, Sith Sword/Dagger/Knife, Sith Tremor Sword, etc)
Powers: All will have Telekinesis, Athleticism (speed, reflexes, acrobatics, jump), Force Sense (basic precognition), Force Sight, Force Empathy, Force Stealth.
In addition each character can select one additional power at the time of creation. Not all powers will be allowed, be conservative in your choice of power, anything too extreme will be denied.
As you can see powers for starting characters are going to be basic core powers, additional powers must be earned via IC roleplay and can be tracked in the RPR library thread.
Bio:
Levels/Classes:
This game will have no levels, nor classes. Sith in this game are all considered Master level Sith at the point of character creation.
Every character (Sith Lord) will be striving to find their place in this fledgling Empire, some may seek to become the new Dark Lord of the Sith.
Each character can seek to find a niche within this order, some may be rewarded as they contribute to the overall experience of the game. These niche positions can be High Priests of the religious caste, Spymasters who specialize in espionage, Shadow Assassins, Battle Lords who lead Sith armies into war, etc.
Above all is the Dark Lord, whoever that is at the time, that is the ultimate goal for any Sith.
Might makes right, the strong will lead the Order. There is however a maximum duration for a Dark Lord, to make this work we need the succession of Dark Lords to continue moving forward. After one full year of being Dark Lord, the Dark Lord dies of old age, a legend among Sith and the ONLY characters in the game who can become a Sith Spirit.
Powers and how to earn them:
So we have no levels, but you might be asking yourself how will we determine powers for each character. Let me answer that.
All Sith in this game are considered Master level Sith and as such have been taught the basics, the basics are considered the commonly seen powers of the Sith from the films, starting powers are listed in the character sheet.
You might be asking yourself at this time...."Is that all we get?!" Don't fret, a vast number of powers are available. It is up to the player to tell us what they want. However they must be earned, and there are 3 ways to do that.
The 1st and most common way for a player to learn a power is to do a Power Quest. If Player X wants to play an assassin type of character, and would like to add the ability to add Force Concealment to his/her repertoire they can PM a GM.
The GM team will set up a quest, the difficulty of the quest will depend on the power of the ability the character wants to earn. Force Storm for instance will be a FAR harder quest than Dark Aura. The GM teams also has the right to determine that a power is broken in regards to this game, for instance, we will not be allowing Mind Control for the foreseeable future.
Power Quests will not be easy, nor should they be.
The 2nd way to earn a power is through an Item Quest. Items can be gained in the game that will give players limited uses of powers, these quests will be easier than the Power Quests. If Player X wants to gain an item that gives the ability to use Alter Environment, a quest can be set up by the GM to gain an item that will allow the player to use that power 1-3 times (depending on the difficulty of the quest). Once the item has been depleted it is useless.
The 3rd way is to learn a power from another character, if Player A wants to learn Force Concealment from Player B (player B must have learned the power through a Power Quest before they can teach another player), they can approach that character and barter for knowledge. Player B may require a favor, may demand loyalty, may only train an apprentice, or any other thing they deem necessary to come to an agreement. If a power is earned in this way GMs will require that multiple posts be made in game to show this transfer of knowledge.
The Kaggath: Character vs Character Combat and Death:
Characters will die from time to time. This is not personal. Making it personal won't be tolerated. This is character play. If a player versus player fight takes place and it is going to be to the death it will be judged as per proper role playing etiquette by the GM team.
Not all Character vs Character fights need to be death fights, some will be for dominance or prestige amongst their peers.
Death fights, or a Kaggath (an ancient battle of domination between two Sith Lords), may happen if the need arises. The only time a death fight is required is when a character challenges the Dark Lord, the Dark Lord cannot turn down a legitimate challenge (as determined by GMs), characters with weak in-game alliances, or few powers, won't be allowed to make a challenge.
Upon a character death the main character is considered dead, for good, we won't get into essence transfer. Their power base is considered dispersed. The player can create a new character, with GM approval.
At the end of the day we are telling stories, epic ones. For that to happen we all need to be mature and have fun with this, or it won't work.
Technology, while present, is limited in both scope and application. Space travel is done but it is treacherous and limited. Traveling to another world is a major endeavor and will consume resources. Remembering that we are playing 6000+ years before the films, so transportation and military equipment will be less advanced than what we are used to.