Author Topic: +Passage into Darkness: The Sith Trials+
Darth-Vassago  6022 posts
Registered: Jun '04
49151_TOR Sith Lord (90909)
Date Posted: 6/14/05 9:15pm Subject: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/18/06 1:28am (7 edits total) Edited By: NaboosPrincess
This is the official "Sith Trials" RPG. Only members who fulfill the set requirements, or have already been accepted into the Sith Trials may join. Please read the whole post as there are some changes to this RPG.

All Masters in the Sith Trials will start at 12th level, unless a level has been assigned to you previously. All Warriors will start at 7th level, unless a level has been assigned to you previously. All Apprentices will start at the 2nd level.

~Rules~

1) Absolutely NO OOC arguing; take it to PM or send me a PM if there is an issue. If I see page upon page of arguing, drastic measure will be taken.
2) Absolutely NO trolling within this thread. I've had enough of the trolls that have infested my RPGs in the past. If you troll, you will be reported to the Modess without hesitation.
3) No godmoding.
4) No swearing.
5) The GM and SubGMs (GM: Darth-Vassago, SubGMs: Darth_Nemisis, Darth-Dispicable) are the ultimate authority in this RPG. They have the final say in everything. Listen to them at all times.
6) Obey the TOS, of course.

~Requirements to Join
- One who wishes to join this RPG must have at least 300 (yes, three-hundred) posts to be considered.
-One who wishes to join this RPG must be readily active within the RPF
-One who wishes to join this RPG must have considerable role playing skills.

If you have already been accepted, these rules do not apply to you, so you are safe. However, this does not mean that you will be free to slack off; you must still be on your toes and ready for anything, as you could be put into a duel, or even a death match at any time. These rules are being put into affect at once, and I don't want to hear any complaints. Anyone who complains will be expelled from the Order.

These rules have been put into order due to the recent influx of Jedi attempting to infiltrate our ranks as "socks", and the like. Also, I strive to create a nice, serious, and "professional" role playing atmosphere. I do not see this thread as a childish one that we can use to fool around, or socialize OOC in, rather as a serious role playing game. My wish is that the RPF and the boards in general see us in the same light. I would appreciate if each of you would start treating it as such (not to say you're not already).

I thank you in advance for you cooperation.




~Locations on Temple Grounds~

I would like to add another layer to the RPG by giving everyone an idea of what the temple grounds look like.

Think of the Sith Temple grounds as something of a campus, if you will. A large campus. The following is a list 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.

**Note** The archives have been left incomplete on purpose by the command of the Dark Lord of the Sith. The reasons for this are his own. Inquire at your own risk **Note**

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 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 whom 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 he 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.




~Earning Prestige~
Earning prestige within the Sith Trials will be nothing like that of
previous incarnations. Rather within this RPG missions will be given to
aspiring apprentices and Warriors. Missions that will test their power,
knowledge, skill, and judgment, among other things. Each mission will
have outside elements, such as challenges and opponents, among others.
These outside elements will be controlled by the GM (Darth
Vassago
) and the sub-GMs (darth_nemisis and
Despised1). It is entirely possible to fail these missions, as
these missions are meant to test your many skills as an RP'er. Failing
these missions could produce such results as returning wounded or
scarred, loss of existing prestige, or in extreme cases, death. The more

dangerous and challenging the mission one is sent on, the more prestige
will be rewarded. This is also a way for Masters to select possible
apprentices.




~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-Initiate/ 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 3 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 characters abilities. Each class has 3 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.
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 divesting 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 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.

Dragons 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).

Note: If the character is skilled in the art of Sith
Sorcery
the duration of the power is doubled (2 turns per level
of Mastery instead of 1) and add a +2 to the total level of the spirit.

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.

(A quick example of that, if Darth Dispicable dies and is a Grand Master

in Transcend Death, he will become a Sith Spirit and remain at 18th
level permanently. He may be able to gain specialized powers at the
GM's discretion, but he will never be able to advance in character level

again nor can he create a new character until the Spirit is dead, but
the Spirit can use NPC's as per the rule below. He would be immune to
lightsabers and blasters, but also be unable to use them. All force
power rules are to be followed as normal. A living Sith character can
then once again fill the vacant level left by the dead Sith.)




~Powers Acquired Through Training~

Throughout the course of this RPG, I am going to be introducing a new
dimension to it: actual training. I have been thinking this over for
some time and I believe everyone will enjoy it. It will give each of you

a reason to have a Master.
To be clear, I am going to introduce a number (only one at the
moment, though this will change) of new powers into the Sith that can
only be added to your list of powers by "learning" them. Who can
teach these powers? Myself, at first, as I am the Dark Lord of the Sith.

I hold the knowledge to all of these powers. I will choose one Sith whom

I believe is powerful enough to gain the knowledge of these new powers.

How it will work is as follows: I will make an IC post approaching the
character that I have chosen to teach. Following that post, he/she and I

will will post back and forth holding a conversation, a friendly duel,
or something of the sort. After a lengthy time of posting (note: this
will not be "hey, how're you?" posts, but intelligent posts pertaining
to the powers I am passing on) back and forth with one another, I will
grant that character the rank of Master in that power, and they may then

add it to their powers list. This power will grow in effectiveness as
the user gains more levels in the RPG. An alternate to back and forth
posting is taking a break from the RPG, or disappearing for a time. The
purpose of this is to give the RPG a realistic feeling, making it seem
as if the player learning the power actually went out and learned the
new power.
This new system does not coming without consequence, to be sure; if
someone who is not ready, or powerful enough, attempts to wield said
powers, without the proper training (IE: someone just posts saying
they're going to use Sith Magic, when they've had no training) grave
results will follow. I, and/or someone else with knowledge on this
power, will post what has happened to one who has used these powers
without the correct knowledge. He or she who has used these powers will
then have to accept the consequences without argument.

Once a Master that has learned from me, and mastered a certain power,
said Master can then pass on their knowledge to someone they deem worthy

within the Order. As such, the knowledge will never be lost and will be
passed down from Master to apprentice, as in a real Sith Order. I do
believe this will add a great amount of depth to our RP'ing experience,
and it will give you new reason to role play and learn from your Master.

Powers Available for Training thus far:

~Ancient Sith Magic (4 added powers, & 1 boosted power)
Note: Powers acquired through training do not require dedicating
points to them, these bonus powers are based on the characters level.

Boosted power- Summon Dark Side Spirit (see power in list for
description of the bonus)

New Powers

Black Tentacles- 1 tentacle per/ character levels sprouts from
the ground, each tentacle is 10 ft in length and sprouts from the ground

at a location of the spell casters choosing. The tentacle will then try

to grapple the casters opponent and slow it down, the tentacles can also

batter the victim causing blunt force damage.

Hellfire- This spell creates intense fire that can be controlled
by the caster. At 1-5 level the caster can use a Hellfire Grasp
that will burn the victim when touched. At 6-12th level the caster can
use a Hellfire Blast, this allows the caster to throw a stream of

hellfire at a victim up to a range of 30 ft. At 13-20th level the
caster can use a Hellfire Storm which creates a wave of hellfire
that spreads out in a cone that can extend up to 50 ft long and 20 ft
wide, the hellfire at this level is so intense that on direct hits it
can even melt metal.

Dancing Weapons- The caster of this spell can cause weapons to
raise into the air and fight on his behalf. The caster can manipulate 1

weapon for every 4 character levels he has attained, and they will fight

for one combat turn for every 2 character levels. The weapons if ranged

will fire at the targets of the casters will, if sabers they will fight
as if wielded by a duelist of 1/2 the casters level (character is 12th
lv Master-the weapon will fight as if held by a 6th lv character).

Force fire- Perhaps the most powerful spell the Sith have ever
devised, in fact it is not really a spell as much as it is an innate
power. Sith gifted with the knowledge to use Force fire can literally
shape the Force to their own ends. At 1-6th character levels the
Sorcerer learns to absorb Force powers that he comes in contact with,
much like the Absorb/Dissipate skill but this also allows the Sith to
store that power for later use. At 7-13th character level the Sith
learns to transform the stored power into healing power, this is the
only true form of healing any Sith can use, and is identical to the
powerful Jedi healing arts. At 14-20th level the user learns to
manipulate this stored Force energy into any power that his mind can
imagine (whether on the list of Force powers or not), he simply releases

the power and it bends to his Mastery over it. This power can only be
used 1 time for every 4 levels the character has attained (a 12th level
caster can use it 3 times per day)




Combat: All combat will be held in turn style playing.
Please wait for the others involved in the scenario to respond to a post

before continuing. Also, please refrain from posting damage to another
persons character, it is up to the player to decide what amount of
damage is reasonable, the GM will interject if needed.

Realism: I expect realism to be used in RPing. Please
remember that Force users are not invincible gods, nor are they
all-seeing or all-knowing. If I see a situation that is over the top I
will ask you to repost the scenario, except toned down a bit. *Remember*

A Dark Lord, or high level Master is superior to lower level players.

NPC: 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.





Here would be the current roster if that is approved,

Lv 1-Initiate/Duro_Blade, DarkLord_Do_Urden

Lv 2-Apprentice/JediCallista_1_6_e54, DarkSithDrew, mlbfan,
Shiro-Oni, Trimaj,


Lv 3-Apprentice/Mr_Sith, Rabai, Zandoran_Celix, Darth_Wanderguard

Lv 4-Apprentice/HandofSkywalker86, greyjedi125 (Lord Manticore)

Lv 5-Apprentice/Squishy_Vic, Suzuki_Akira

Lv 6-Apprentice/ Rilwen_Shadowflame

Lv 7-Warrior/BootlegVader

Lv 8-Warrior/Scourge (NPC of Despised1)

Lv 9-Warrior/Lord_Black

Lv 10-Warrior/Spaceman_Spiff (Darth_Pestilence), Jasara (NPC of
Vassago)


Lv 11-Warrior/Master_Kast7

Lv 12-Master/currently empty

Lv 13-Master/currently empty

Lv 14-Master/Shadow-Sith

Lv 15-Master/dragonsith13

Lv 16-High Master/currently empty

Lv 17-High Master/currently empty

Lv 18-High Master/Despised1

Lv 19-High Master/Darth Nemisis

Lv 20-Grand Master/ Darth Vassago

NP edit: New thread, coming up!

 

-----signature-----
"Mine."
+Oderint Dum Metuant+
Berserkers are born, they are not made.
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darth_nemisis  11925 posts
Registered: May '04
23731_Palpatine
Date Posted: 6/14/05 9:26pm Subject: RE: +Passage into Darkness: The Sith Trials+
Sweet! It's up!

Here is my sheet:

Basic Information
Name: Unknown
Alias: Darth Nemisis
Rank: (Will be given through PM to be added)
Age: 36
Species: Human
Gender: Male
Home world: Koribann


Appearance-
Height: 5'11"
Weight: 194
Build: Smaller than normal, muscular physique, very defined.
Hair: Shoulder Length black and red hair
Eyes: Dark Brown, almost black
Skin: Use to be tan, but is getting pale, almost white
Markings: Has numerous tattoos on his arms, and back.
Clothing: Darth Nemisis wears a black cloak, with red lining on it. He rarely ever takes these off, except for when he is fighting, and always wears his hood up, so as to hide his face. Underneath, he has a very unique looking style of clothing. His clothes underneath has a few straps that is connected in the center of his mid-section. The bottom is similar to a robe, hanging down. Underneath that, he is bare, wearing only underwear.




Weapon(s): Dual lightsabers. The Force, and an assortment of small lightsabers.

Personal Ship: Conflictor, Sith Starfighter

Lightsaber Description: The hilt of Nemisis' blade is shiny black, and has gray lining on it as well as red buttons. Both hilts are curved, and both are identical. The blade extends to the regular size of a lightsaber blade, and includes crystals that make the blades red. Also, some other crystals make the lightsaber very strong, and durable.
Hilt: Shiny black with gray lining and red buttons. Curved.
Blade Color: Crimson
Lightsaber Fighting Form: Form IV and II

Biography: Darth Nemisis' birth place is unknown, but he calls the Sith planet of Koribann home, because that is where he learned all his knowledge of the Dark Side of the Force. He spent all his time as a child there, practicing in the ways of the Force. He spent a lot of his time on Koribann in the sparring room, dueling his Sith Companions, and usually came out on top. He studied the lightsaber Form IV to improve is unorthodox fighting style. He also studied Form II to improve on his lightsaber to lightsaber combat.

Nemisis quickly rose through the rankings, and soon became the apprentice of one of the Dark Lords of the Sith. He completed his missions quickly, and gained favor among the Dark Lords. Soon after, he was granted the title of Master. Soon after, an uproar began, and his master vanished, and he became a Dark Lord taking the place of his master, becoming second-incommand of the Sith order he had been apart of for so many years.

Nemisis is a dark and menacing human being, very evil. He uses his well controlled Force powers to inflict pain into those who oppose him and fear into his Sith companions.

Level 10 Sith

Absorb/Disapate Energy-5
Control Mind-5
Dim Others Senses-5
Drain Life Essance-5
Enhance Attributes-5
Feed on the Dark Side-5
Force Lightning-5
Inflict Pain-5
Lightsaber Combat-5
Telekenisis-5
Remove Fatigue-5

 

-----signature-----
~Sith Master - Master to Trimaj~ - Acolytes of Darkness
devil Join the Acolytes of Darkness Today devil
http://boards.theforce.net/star_wars_community/b10012/28369757/p1/?966
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Veraden  1495 posts
Registered: Oct '04
40102_Anakin
Date Posted: 6/14/05 10:10pm Subject: RE: +Passage into Darkness: The Sith Trials+
Character Sheet:
Name: Unknown
Alias: Darth Hostillis
Rank Within the Order: Sith Apprentice
Age: 21
Species: Human
Gender: Male
Home world: Unknown
Force Sensitive: Yes

Appearance-
Height: 6'3"
Weight: 90 Kg's
Build: Tall, muscular, toned.
Hair: Bald
Eyes: Yellow
Skin: Pale
Markings: Mutated face (result of an attack)

Clothing: Hostillis wears simple, black, Sith Robes. Thick gold rings strapped around around biceps (one on each arm). Black gloves extending to just below the elbow. Knee length black boots.

Weapon(s): One, single bladed lightsaber, and the force.

Personal Ship: None

Lightsaber Description:
Hilt: Mainly silver Hilt, with black markings, with black and gold rings half way up. Gold emitter.
Blade Color:
Blood red
Lightsaber Fighting Form: Form 1, Shii-Cho

Biography:

There is no record of Hostillis, until he appeared on the outer-rim world of Tatooine. He was at the ripe age of six when he arrived unaccumpanied on the planet. He had stowed aboard a ship and smuggled himself in. No one knows where he was before this.

He travelled from space port to space port for over a year on Tatooine, looking for a ship in which he could smuggle himself in. At the age of seven, he stumbled accross a heard of Hssiss in the Tatooine Dune Sea. He was attacked and severely injured. The attack left his face utterly deformed. Yet before the Hssiss could claim his life, he was rescued by a Hunter, who was searching for Krayt Dragons. The Hunter took Hostillis to a med center at the Mos Eisley space Port where he was kept on life-support for over a year. Eventually, when he returned to a stable condition, he was released from the med-center.

The Hunter who had rescued him, had taken Hostillis under his wing and wished to stake the young boy on his hunting adventures. He bought a ship and when Hostillis was released from the med-center, he travelled with the Hunter for three years. They went to several different systems, and Hostillis ained knowledge and wisdom. Yet there was still one thing he lacked, yet most desperately wanted, power.

At the age of thirteen, Hostillis stumbled accross a Sith holocron on the planet of Vjun. The next day, the hunter that had adopted Hostillis was found dead on the outskirts of a settlement on Vjun. No one knows what Hostillis saw in the holocron that possessed him so much that he would kill the closest thing he had to a father. No one wanted to know. Although the local Vjun authorities had proved that Hostillis was the murder, they did not chase him in fear that they would share the same fate as the hunter.

Hostillis took the hunter's ship and fled, no one knows to where. He dissapeared for the next four years, and there is no record of where he went, nor what he did. Yet one thing is known. Somewhere along that four year period Hostillis was instructed in the wats of the force. Although not to a great extent.

He returned, first making an appearance on Kathar, where he slayed many beings of great importance. From that point on, Hostillis traveled the Galaxy, in search for more wisdom and power. He would find beings that held such knowledge, take the knowledge from them, then dispose of them. He did this for three more years, until at the age of twenty, his ship malfunctioned and he was forced to set down on the abandoned planet of Korriban.

He searched the planet for parts for his ship, yet found none. Hostillis was stuck, on a planet that appeared to have no beings, nor much food or dink. One day, Hostillis stumbled accross the Sith emple of the Dark Lord Vassago. The power of the place drew him toward it, and he requested entrance to be trained in the ways of the Sith. He was accepted, and has been at that same Temple until this very day.

Level 1- Sith Apprentice (10 points)

Force Lightning: 3
Lightsaber Combat: 5
Dim Other's Senses: 1
Feed on the Darkside: 1

 

-----signature-----
Founder of Dooku's Fanclub: http://boards.theforce.net/Star_Wars_Community/b10012/20384558/?0
{-|-|-|-|-}
My Icons : http://www.angelfire.com/theforce2/veraden/
{-|-|-|-|-}
"Only a Sith deals in absolutes."
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HandofSkywalker86  1971 posts
Registered: Aug '04
6503_Luke Skywalker
Date Posted: 6/15/05 7:33am Subject: RE: +Passage into Darkness: The Sith Trials+
Name: Trent Vartan
Alias: N/A
Title: Level 1 Apprentice
Age: 23
Species: Human
Gender: Male
Home World: Ziost
Force Sensitive: Yes

Appearance-
Height: 6’7”
Weight: 255 lbs.
Build: Muscular and agile, this dude is built for power
Hair: Shaved
Eyes: Hazel
Skin: Black
Markings:



Clothing: Trent is usually attired in light battle armor commonly found among the mercenary caste. His goatee is well trimmed and accentuates his hardened expression. Also he carries about him a Sith amulet, an ancient family heirloom, that makes it impossible for him to be sensed in the force when he is not actively using it.

Weapon(s): Tulak Hord's VibroSword, The Force.

Lightsaber Description: Doesn't have one yet.
Color-
Lightsaber Fighting Style: Form II, (Makashi)

Personal ship: Heavily modified Snubfighter

Biography:
Born on the Darkside planet of Ziost, Trent was groomed from birth to be a killer. Child of two Darksiders and, conceived in an elaborate and powerful darkside ritual it seemed as if he was destined to be an opponent of the corrupt and arrogant Jedi Order.

'Til the Age of seven Trent spent his time studying the arcane arts while honing his body into a weapon. During his youth he became well versed in such violent arts as the Tera Kasi and Echani fighting styles.

After losing his parents to the Jedi order's agents, Trent was taken in by a clan of force users. While with them he came to learn the art of Makashi. Utilizing his brutal physical power and his skill with the blade he soon became the leader of the tribe.

However the Jedi yet again interfered in his life. Striking down upon his clan out of fear and ignorance, the Jedi slaughtered every member of his clan. Only by wielding the full power of the force was Trent able to escape.

Alone with his hatred and sorrow young Vartan became a Nomad. Wandering the outer Rim, waiting for the Jedi to catch up with him. Or for another to take his life.

On the moon, Dxun in the shadow Freedon Nadd's temple, Trent heard whispers of a new Sith Order growing strong and waiting for an oppritune moment to strike.

Striking out in search of proper education, and a way to return the kindness of the Jedi order, he has followed those whisper to their source, the only other planet as corrupted as his home planet... Korriban.

Level 1- Apprentice

Combat Sense: 3
Lightsaber Combat: 5
Enhance Attributes: 2

 

-----signature-----
Champion of the 2nd installment of 2005 Jedi draft
RPG Character: Arjin, Seth Anjrel, GS-01
GDG 4 life cool
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Darth-Dispicable  3835 posts
Registered: Mar '03
39878_Sidious
Date Posted: 6/15/05 3:29pm Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/15/05 3:32pm (1 edits total) Edited By: Darth-Dispicable
Name: Malus Sicarius
Alias: Darth Malus
Rank: Grand Master, level 9
Age: about 1200 years old.
Species: Gen'Dai
Gender: Male
Home world: ??
Force Sensitive: Obviously

Appearance-
Height: 6,3
Weight: 235
Build: Muscular, athletic. Powerful, and quick beyond the measure of a normal human
Hair: None
Eyes: Red
Skin: Pale
Markings: None visible

Clothing: Heavy black robes, his face and hands are bound in a black wrap leaving all skin concealed. Over the wrappings on his face he also wears a metal mask to further conceal his identity, the only thing that can be seen are his glowing red eyes that burn with a hatred of all things.

Weapon(s): 3 lightsabers; main=

Lightsaber Description: Main weapon, curved lightsaber hilt, and scimitar style blade.
Hilt: Black titanium hilt, ancient sith enscriptions decorate the length of the hilt.
Blade Color: red
Lightsaber Fighting Forms: Form II (same as Dooku, learned as a Sith Assassin), form IV (same as Anakin/Vader, learned as Sith Lord), and form VII (same as Mace Windu, learn while infiltrating the Jedi).

Personal Ship: Geonosin Fanblade Starfighter. Slightly modified, a cloaking device was added.

Biography: Malus Sicarius was old by human standards when he first became a Sith, before the time of Darth Bane. He served in Sith Lord Kaan's Brotherhood of Darkness and met the Jedi forces of Jedi Master Hoth on Ruusan, most believed that Darth Bane was the sole survivor of that encounter, he was not. Malus survived but suffered great damage, his Gen'Dai physiology was the only thing that saved him. He was trapped in a cave, and there he lay in a hibernation for over a thousand years as his body healed, the whole time the dark side fed him dreams of revenge and hatred toward the Jedi.

Sometime after the fall of Darth Sidious the Sith awoke to find a galaxy much different than what he remembered, he again found the Sith and pledged his loyalty to the Dark Lord, and vowed that the Jedi would suffer for their acts against the Sith.

Force Powers:

Absorb/Dissipate Energy-(B) -5
Enhance Attributes-(B)- 5
Stealth-(B)5
Force Lightning-(S) 5
Elemental Control:-(B) (Air) 5
Telekinesis-(B)-5
Lightsaber Combat-(B)-5
Control Shadows-(B)-5
Feed on the Darkside (S)- 5
Drain Life Essence (S)-5

 

-----signature-----
devil ~Grand Vizier of the New Sith Order~ devil
"Someday, someone will best me. But it won't be today and it won't be you" skull
"Dirty Deeds Done Dirt Cheap" mischief
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Squishy_Vic  4212 posts
Registered: Dec '04
47796_K'Kruhk
Date Posted: 6/15/05 5:05pm Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/15/05 5:23pm (2 edits total) Edited By: Squishy_Vic
Basic Information
Name: Mauhntek
Alias: Darth Hakku
Rank Within the Order: Apprentice
Age: 27 (Human Equivalent)
Species: Whiphid
Gender: Male
Home world: Toola
Force Sensitive: Yes

Appearance
Darth Hakku

Height: 2.0 Meters
Weight: 104.3 Kilograms
Build: Heavy, Muscular
Hair: Light gray body fur
Eyes: Black
Skin: Light tan skin
Markings: Minor scars, wounds

Clothing: Basic garments, Heavy black cloak

Weapon(s): Lightsaber, The Force, Brute force (Physical)

Personal Ship: Sith Fighter (Modified for his size)

Lightsaber Description
Hilt: Platinum, Gold lining
Blade Color: Crimson red
Lightsaber Fighting Form: Makashi (Form II)

Biography
Born and raised as Mauhntek, this whiphid never led a good and healthy life he should have as a child. On Toola, his parents were always too busy to raise him, and he had to fend for himself much of his childhood. He grew up with hatred and anger, which later came to a grand level of passion. Late in his teenage years, he murdered his parents and many more civilians out of rage. He had no regrets - he had been consumed by darkness. Later, as he trained himself in survival and martial arts, he was met by a Jedi Knight. The Jedi offerred him a chance to learn the ways of the force and to release all that dwelled within him. He accepted, only to later take advantage of everything. He took all his Jedi teachings, and slayed his own master. He now had become a user of the darkside. He left and went to Haruun Kal - where he fought against many wild men to become more and more powerful. Eventually, he named himself Darth Hakku, dropping the old title Mauhntek. He is a powerful brute, and a force to be reckoned with. His skills with a lightsaber are handy, but he is even a greater user of the force.

Level 1 Apprentice (10 Points)
Enhance Attributes - 3
Lightsaber Combat - 3
Force Lightning - 2
Feed on the Darkside - 2

 

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Spaceman_Spiff  2846 posts
Registered: Nov '01
Date Posted: 6/15/05 5:53pm Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/15/05 5:57pm (1 edits total) Edited By: Spaceman_Spiff
Name: Rraghar
Alias: Darth Pestilence
Rank: Sith Apprentice
Age: 63
Species: Wookiee
Gender: Female
Home world: Kashyyk
Force Sensitive: Of course

Appearance-
Height: 2.25 meters (7 ft)
Weight: 181 Kgs (400 lbs)
Build: Muscular
Hair: Snow white
Eyes: Pink
Skin: White
Markings: none

Clothing: none, except a belt for her lightsabers and a small translator matrix on her right wrist

Weapon(s): just her natural Wookiee strength and her claws and teeth

Personal Ship: none

Lightsaber Descriptions:

Hilt: Pure White
Blade Color of Lightsaber 1: Orange
Blade Color of Lightsaber 2: Black
Lightsaber Fighting Forms: Form V mostly, though she tried to learn about all of them, so she can take what she can use from each

Biography:

Rraghar was the last-born child in a family of 12. An accident of genetics caused a total lack of pigmentation in both her skin and fur, which instantly set her apart from the other Wookiees, even within her own family. It did not matter though, because she found true love and acceptance in the world of books. From an early age, she had a thirst for knowledge. She read every single book of classic literature she could get her hands on. So it was, one day, that she came upon the teachings of the Force in a secular text. She became fascinated by the very concept, and decided that she had to learn more. Thus she read everything the Jedi had ever written about the Force.

She had always known that there was something besides her albinism which ostracized her from others in her village. They hated her and she hated them. Now she understood why. They were jealous of her abilities, which she had learned she possessed through trial and error, killing animals simply through the power of her mind. What she had read of the Force convinced her that the Jedi way was limited, their goals wanting, even laughable. A person should use the Force as a weapon to hammer existence into the shape that best benefits the individual; she knew this for a fact.

She was a self-taught Sith, gaining control of the Force every step of the way without benefit of an actual Sith looking over her shoulder. She managed to construct a lightsaber in secret, and when it was completed, she put it to good use. As her initiation into the Force, she slaughtered her entire family, along with several neighbors and village Elders.

Now, a few short years from entering adulthood, she is ready to take on a true Master and fulfill her destiny, and it can only help to learn through the experiences and examples of others. She has entered Vassago’s temple hoping to eventually gain total dominion over every living being.

Lv 5 Padawan/Apprentice- Sith Lady:

Elemental Control (Air) 5
Telekinesis 5
Affect Mind 5
Control Mind 5
Farseeing 5
Levitation 2
Enhance Attributes 1
Dim Others Senses 1
Inflict Pain 1

 

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Hey, hey, hey, hey, hey, hey. No, no, no, no, no. I took this one out for you. You take this one. I keep this. You are not taking my whole wallet so you can go shopping.
I was just gonna buy some groceries.
Bullcrap.
Lost "The Jetsons" Intro
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Rilwen_Shadowflame  8637 posts
Registered: Mar '05
19061_Mara Jade
Date Posted: 6/16/05 12:48am Subject: RE: +Passage into Darkness: The Sith Trials+
Name: Rilwen Shadowflame
Rank Within the Order: Apprentice
Age: 17
Species: Human
Gender: Female
Home world: Lelldorill
Force Sensitive: Yes

Appearance-
Height:
5"2
Weight: Unknown
Build: Slender, but strong
Hair: Long, red, worn in a single plait
Eyes: Green
Skin: Pale
Markings: None

Clothing: A cream blouse with long,full sleeves,an emerald green sleeveless tunic reaching to midthigh,a pair of long,loose black pants,a black leather belt with a gold flame pattern,boots so dark a green that they are almost black,and a black cloak with the hood thrown back.

Weapon(s): Two lightsabers, though one is currently in her masters keeping. The Force, and anything lying around thats sharp/heavy/pointy/painful

Personal Ship: None

Lightsaber Description:
Hilt: One is dark, Sith-inspired design. The other is a Jedi lightsaber.
Blade Color: The Sith saber is red, the Jedi one green.
Lightsaber Fighting Form: Form II, Form V

Biography: Rilwen grew up with an uncle who was a Jedi teaching her,and a little brother she always had to look after.When she was eight,the Jedi took her 5-yr-old brother as one of them.She was rejected,though talented in the Force,as too old,and because they sensed a certain amount of anger. At twelve,slavers attacked her settlement,killing her uncle,who held them off while others escaped.Rilwen took her uncles saber and gutted his attacker angrily. Later,she served as a dancer for a travelling Sith,earning him money,letting him gather information,and learning a basic level of Sith teachings. When he could teach her no further, he sent Rilwen to Korriban, where she could become a true Sith.

Level 3 Sith Apprentice (20 points)
Lightsaber Combat- 3
Absorb/Dissipate Energy- 3
Telekinesis- 3
Levitation- 3
Feed on the Dark Side- 3
Stealth- 3
Control Pain- 2

 

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*Sith Master in the Acolytes of Darkness*
~Sith Trials Lvl 9 Sith Warrior- Sith Assassin~
Count Dooku in the Sleepy Game
"You're always combative. You could be saying "I love you, dearest!" and make it look like a threat/insult."-Jello
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Rabai  1345 posts
Registered: Mar '05
40094_Anakin
Date Posted: 6/16/05 1:54am Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/16/05 1:57am (1 edits total) Edited By: Rabai
GM APPROVED


Character Sheet: Basic Information
Name: Rabai
Alias: (still to be given by master)
Rank Within the Order: (Apprentice)
Age: 23
Species: human
Gender: male
Home world: unknown
Force Sensitive: yes

Appearance-
Height: 6ft
Weight: 200ibs
Build: Incredibly muscular for his size
Hair: long dark brown
Eyes: dark brown with pigments of black
Skin: olive
Markings: none

Clothing: Rabai wears black long flowing sith robes, underneath those robes he wears a leather vest,

Weapon(s):lightsaber,the force

Personal Ship: (none as of yet)

Lightsaber Description: Lightsaber hilt based on Darth Vaders design
Hilt: Black and Platinum shaft
Blade Color: Blood red blade
Lightsaber Fighting Form: V- master of Djun So

Biography: It is not known where rabai was born, his birthplace is a mystery even to himself. Trained by a jedi from an early age, rabai freed himself from the shackles of the jedi and learned the true power of the force thanks to Darth Vassago. He now trains hard hoping to one day destroy all of the jedi.

Rabai is a true master of Djun So having learned it in his time at the jedi temple, he lost his arm in a vicious battle against Darth Starkiller. Belived by some to be the reincarnated Chosen One, rabai trains hard everyday to show the masters this.


Lv-1 Apprentice
Force Powers:
Telekinesis-(B)-2
Lightsaber Combat-(B)-5
Force Lightning (S)-3

 

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Apprentice-Lv 3- of Sith trials
Proud Apprentice to the Sith GOD Darth Dispicable
POWER, UNLIMITED POWER!
7-Jedi Trials Jedi have died by my hand... devil
I AM THE CHOSEN ONE! OF THE DARKSIDE devil
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Darth-Vassago  6022 posts
Registered: Jun '04
49151_TOR Sith Lord (90909)
Date Posted: 6/16/05 1:58pm Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/16/05 1:59pm (1 edits total) Edited By: Darth-Vassago
A note to all:

The RPG will begin soon. I am simply awaiting a few more to join the ranks, and we shall be off. I do believe this version of the Sith Trials will prove to be much more involved than the previous.

Thank you, and I look forward to beggining the RPG.

~Vassago

 

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"Mine."
+Oderint Dum Metuant+
Berserkers are born, they are not made.
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JediCallista_1_6_e54  2579 posts
Registered: Apr '05
17455_Alema Rar
Date Posted: 6/16/05 5:35pm Subject: RE: +Passage into Darkness: The Sith Trials+
GM Approved

Character Sheet: Basic Information
Name: A'kai'm
Alias: (If applicable)
Rank Within the Order: Apprentice (initiate)
Age: 28
Species: Human
Gender: Female
Home world: Haruun Kal
Force Sensitive: Yes

Appearance-
Height: 5'11
Weight: 127
Build: Lithe, but still muscular
Hair: Dark brown, wavy
Eyes: Dark brown
Skin: Medium-dark
Markings: None

Clothing: A'kai'm wears a deep blue cloak all the time, except when she's on missions or fighting. She wears the hood up all the time, but it doesn't hide her whole face. Underneath the cloak, she wears a dark brown, leather jumpsuit that is just loose enough to be flexible. She wears a whip tied around her waist as a belt

Weapon(s): Two lightsabers, one whip, and a vibroshiv. Main lightsaber: (It's red though)

Personal Ship: The Escape A modified Jedi starfighter that she found crashed and fixed up. (If applicable)

Lightsaber Description: Straight hilt, talons around where the blade extends(If applicable)
Hilt: Quantum hilt. Cobalt inlay.
Blade Color: Red
Lightsaber Fighting Form: Form II (Makashi), Form V: (Shien)


Biography:
A'kai'm was born into on of the many Korunnai tribes. Unlike many of her race, she had no problem associating with the Balawai. She would frequently visit the settlements, and when she stopped by a spaceport and was offered the chance to learn how to use her abilities, she eagerly accepted.

Little did she know the man who was offering her the chance was a slave trader, and he attempted to make her into a dancer. When he attempted to beat her for not listening, she unleashed the full extent of her Force abilities, and instantly killed him.

Somehow, she found her way to the planet of Korriban, and decided to enroll in the Sith academy, where she is currently an initiate.


Force Powers

Elemental Control-3
Stealth-2
Control Shadows-2
Lightsaber Combat-3

 

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Many Bothans died to bring you Anakin_Sockwalker's sig.
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Squishy_Vic  4212 posts
Registered: Dec '04
47796_K'Kruhk
Date Posted: 6/16/05 8:54pm Subject: RE: +Passage into Darkness: The Sith Trials+
A correction on my force powers, which was cleared by the GM's.



Level 2 Apprentice (15 Points)
Enhance Attributes - 5
Lightsaber Combat - 5
Force Lightning - 3
Feed on the Darkside - 2

 

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Shadow-Sith  3341 posts
Registered: Sep '03
42249_Naga Sadow
Date Posted: 6/16/05 9:50pm Subject: RE: +Passage into Darkness: The Sith Trials+
GM APPROVED

Basic Info
Name: Unknown
Alias: Darth Shadow
Rank: Sith Master
Age: 29
Species: Human
Gender: Male
Home World: Unrevealed
Force Sensitive: Yes

Appearance
Height: 6' 4"
Weight: 185
Build: Athletic but muscular
Hair: Midnight black w/silver streaks running across the sides
Eyes: Yellow
Skin: Caucasian
Markings: Black Sith tattoos cover his upper torso, arms, and face.

Clothing: Wears traditional black robes and Sith clothing while relaxing. The rest of the time he sports black Sith armor over his clothing. He wears boots modified to hold various types of weapons ranging from simple daggers to lightsabers.

Weapons: One primary lightsaber and one back up.

Personal Ship: Modified Sith Infiltrator

Lightsaber Description
Hilt: Straight hilt with black finish with chrome lines around the various components. Also has a red activation switch.
Blade Color: Blood red.
Form: Studies various forms but mainly Forms II, IV, and a Sith version of VII

Bio: Raised in the Darkside from birth, Darth Shadow has unequaled hatred for those that follow the light. He was trained by the revered Sith Master Tir Kosk from birth after his parents left him at a temple. Unknown to them it was a Sith Temple and their son would be raise as a skilled Sith Warrior trained in multiple forms of combat. At the age of 24 he attained the rank of Sith Master and struck down his master after learn his most powerful secrets. For five years he worked on transforming the Jedi Form VII of lightsaber combat into an unrestrained Sith form. He has numerous Jedi deaths under his belt and doesn’t hesitate to strike down anyone allied with the Lightsiders.

Level 7 Sith (40pts)
Telekinesis: 5
Danger Sense: 5
Combat Sense: 5
Force Lightning: 5
Lightsaber Combat: 5
Drain Life Essence: 5
Feed on the Darkside: 5
Enhance Attributes: 5

 

-----signature-----
Death Knight of the NSO
Member of the NSO Loyalist Party
"I find your lack of faith disturbing."
"All to easy"
"Now you see that evil will always triumph because good is dumb" - Dark Helmet
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KINKLINK  65 posts
Registered: Jun '05
24161_Jedi
Date Posted: 6/16/05 9:56pm Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/16/05 9:57pm (1 edits total) Edited By: KINKLINK
I talked to Darth-Vassago about my postcount. I have got it taken care of. I have done the addition Darth-Vassago thanks for the PM. Hope that this is good enough.

Character Sheet: Basic Information
Name: Ai'Aki (Pete) Seyk
Alias: Darth Kinklink
Rank Within the Order: Sith Apprentice
Age: 13
Species: Human
Gender: Male
Home world: Onderon
Force Sensitive: Yes

Appearance-
Height: 6'1
Weight: 130
Build: Adverage
Hair: Black
Eyes: Dark brown
Skin: Tanish Dark
Markings:

Clothing: Ai'Aki (Pete) wears a dark Sith robe. His dark utility belt holds his double-bladed lightsaber along with first aids supplies and nessesities for any Sith. Most of the time he wears his hood up for stealth when dealing with people. Ai'Aki (Pete) is very proud of his wardrobe seeing that it was custom made for him on Onderon his homeworld.

Weapon(s): Double-Bladed Lightsaber(Red) , Mandalorian Heavy Blaster

Personal Ship: A black model of the Jedi Interrigator (Starfighter from Ep. III) coustom painted black with white designs on it.

Lightsaber Description: Long hilt, very unique.
Hilt: Based on Anakin's lightsaber exept double-bladed.
Blade Color: Red
Lightsaber Fighting Form: Form IV (Ataru), Form VII: (Vappad (Attempting to learn))


Biography:
Pete was born on Onderon and was descovered by the Jedi at a very young age. He was taught by the Jedi and learned how to use the force. He was taught that the Sith were evil and was very cautious. This later ended during a battle with a Sith.

During this battle the fighting yielded and Pete was told that he could have unlimited power, and that the Jedi were lying about everything. The young Jedi believed the Sith and left with him to Korriban where he enrolled into the Sith academy.

Pete is now a Sith Apprentice at the Sith Temple, he still believes that the Jedi lyed to him and his allegience lies with the Sith.


Lvl. 1 Apprentice

Telekinesis- 2
Force Lighting- 3
Lightsaber Combat-5

 

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E-Younger Brother To Charn
Jedi Knight: SWC Jedi Trials
'Are You Threatening Me Master Jedi?'
"You Have Allowed This-- Dark Lord To Twist Your Mind Until Now, You Have Become The One Thing You Swore To Destroy."
The Official Master of Being Bored...
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artemis_fowl  1581 posts
Registered: Apr '03
22811_Republic Commando
Date Posted: 6/16/05 10:52pm Subject: RE: +Passage into Darkness: The Sith Trials+
GM Approved

Character Sheet: Basic Information
Name: Krayth Carthage
Alias: N/A
Rank Within the Order: Level 1 Apprentice
Age: 19
Species: Human
Gender: Male
Homeworld: Telos
Force Sensitive: Yes

Appearance-
Height: 178cm
Weight: 70kg
Build: Tall, muscular
Hair: Brown
Eyes: Light blue
Skin: Tanned
Markings: None

Clothing: Standard Sith tunic and robes

Weapon(s): Double-bladed vibrosword (modified)

Personal Ship: XJ class X-Wing

Lightsaber Description: None yet
Hilt: N/A
Blade Color: N/A
Lightsaber Fighting Form: N/A
Biography: Krayth was born and raised on Telos. His parents died when he was 10 and the young man was orphaned, with no known relations to go to. He wandered the planet, trying to find a way off it. He joined one of the gangs on Telos, and quickly rose through the ranks. At the age of 16, Krayth was already the boss' right hand man. He discovered his affinity for the Force when he was on a job for Tovar, the boss. When he deemed the time right, the young Force sensitive overthrew Tovar. This move was met with much opposition, but he disposed of the renegades mercilessly.

Krayth took control of the gang, but after some time, he felt that he was not satisfied. He wanted to learn the ways of the Force, to harness his new-found power. He didn't want to join the Jedi as he felt that their morals were too stuffy, and he knew that he would not be accepted anyway, due to his age. He left the gang in the good hands of his trusted aide and traveled to Korriban in his XJ X-Wing, a ship that he acquired when he defeated another crime boss on Telos. He enrolled in the Sith Academy, vowing to learn his lessons well.

Level 1 Sith Apprentice (10 points)

Receptive Telepathy - 1
Telekinesis - 2
Combat Sense - 1
Translation - 1
Force Lightning - 1
Control Mind - 2
Electronic Manipulation - 2

 

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Talosian Vampire devil
Former padawan to jediknight88
Jedi Outcast - Lieutenant Junior Grade Artemis Fowl - MIA
Padawan to JEDIGUNSHIP in The New Jedi Trials | RPF Adoptee to Trimaj
You'll Never Walk Alone | Liverpool - 5 Times Champions of Europe!
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LordBlack  768 posts
Registered: Mar '05
Date Posted: 6/18/05 12:56pm Subject: RE: +Passage into Darkness: The Sith Trials+ - Date Edited: 6/18/05 1:02pm (1 edits total) Edited By: LordBlack
Name: Black (Darth)
Rank: Level 6 Sith Lord In Training
Age: 20
Species: Human
Gender: Male
Home world: Coursant
Force Sensitive: Very.

Appearance-
Height: 5.10
Weight: 140 pounds
Build: Slim (skeletal like)
Hair: Jet Black
Eyes: Black
Skin: Pale white
Markings: Scar's on chin, knee and right hand.

Clothing: Tatered Sith Lord robe dating back nigh on 4000 years ago. Thought to have been worn by a great sith Master.

Weapon(s): Single bladed lightsaber. Made from various other pieces of lightsabers found.

Personal Ship: Sith Infiltraitor. Once owned by Darth Maul

Lightsaber Description:
Hilt: Highly decorative. Royal like. Black gloss and Gold
Blade Color: Crimson red
Lightsaber Fighting Form: VII

Biography:
Brought up and raised on Coursant. A ship he was on crashed landed on Korriban. Once there he learned to know the darkside of the force. Came across holocrons and other sith history engraved onto walls. Built lightsaber from parts lying on the dessert surface of the planet. Came across sith gauntlets and Black robe that once belonged to a Dark Lord. Stayed on Korriban for countless months before picked up by a trader on way to Naboo. Once there, Black killed the trader and came about a Infiltrator ship stored in achieving. After re-wiring and updating parts, black flew off in search of others like him.

Telekinesis - 5
Lightsaber Combat - 5
Control Shadows - 5
Lightening - 5
Drain Life - 5
Dim Other’s Senses - 5

http://www.nazgul.ru/images/head1.jpg

 

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LONG LIVE THE IMPERIUM OF MAN
rose In love with Padme rose
"War is a catalyst which accelerates many important developments and nourish's national and personal ingenuity" - M.A.F
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