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| Author |
Topic:
+The Sith Wars Saga: Sith Trials II+
|
Darth-Vassago
Registered:
Jun '04
|
Date Posted:
6/18/06 2:42am
Subject:
+The Sith Wars Saga: Sith Trials II+
- Date Edited:
6/23 11:29pm (3 edits total)
Edited By:
Imperial_Hammer
|
Welcome. This is the offical "Sith Trials" sequel RPG. Only members who fulfill the set requirments, or have been told otheriwse, by Darth Vassago may join. Please read the entire post as there are some changes to this RPG.
The story that this RPG follows is nothing of canon. It is AU to the fullest extent.
~It has been one standard year since the Sith Order was shaken from within due to an uprising. Though it failed horribly the seeds had been planted. Many Sith have since left the great Order, and even now a faction of rebels grow more powerful by the day. Though the Dark Lord is still unaware of this threat within the red sands, they have begun to shift on the Sith world of Korriban, and a new dawn is breaking.
Under the watchful eye of the reigning Dark Lord of the Sith, Darth Vassago, the Sith Order has seemingly flourished with no challenges in sight, but things are not always as they seem. From across the Galaxy, away from the dark Temple on Korriban, a threat that is unseen by the masses of the Sith rises and looks to take into it's grasp the power that the Sith wield.
Two threats, one from within, one from beyond. Neither known, yet each would soon rear up to shake the very foundations of the Sith Order. Will the Dark Lord be able to lead his order forward in the face of adversity, or will the Sith crumble and fall? With his apprentice Lord Manticore, and his trusted ally Darth Nemisis, the Dark Lord must decide what will be done. The rule of two has been thrown away, abolished by the Sith's leader. Now there is only the one -- The Sith Order itself...~
~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 Mods without hesitation.
3) Keep all OOC chatter to a minimum. Only use OOC notes if accomponied by an IC post, or if drastically needed.
4) No godmoding.
5) No swearing.
6) 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.
7)**ALL CHARACTER SHEETS MUST BE PM'D FOR APPROVAL**
8) 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 mustbe readily active within the RPF
-One who wishes to join this RPG must have considerable RolePlaying skills.
-One who wishes to join this RPG must have a certain sense of devotion to it. We all realize that we all have lives, but please don't just up and leave.
If you are a returning member, these requirements. do not apply to you, so you have nothing to worry about.
If I have been given permission to join by Dath Vassago, then you have nothing to worry about.
However, this is a quality RPG. I would expect no one to slack off.
The above requirments have rules have been put into order to maintain a quality, friendly and "professional" atmosphere. I do not see this thread as a childish one that we can use to fool around, or socalize OOC in, rather as a serious roleplaying 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. Since I lack pictures...descriptions will have to do.
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 (myself) and the sub-GMs (Darth_Nemisis and Darth-Dispicable). It is entierly 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.
If you meet the requirements to participate in the RPG, you must create a character sheet. The following is the character sheet we want you to use:
~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 recieves 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/ +4 points
Lv 7-Warrior/ +4 points
Lv 8-Warrior/ +4 points
Lv 9-Warrior/ +4 points
Lv 10-Warrior/ +3 points
Lv 11-Warrior/ +3 points
Lv 12-Master/ +3 points
Lv 13-Master/ +3 points
Lv 14-Master/ +2 points
Lv 15-Master/ +2 points
Lv 16-High Master/ +2 points
Lv 17-High Master/ +2 points
Lv 18-High Master/ +1 points
Lv 19-High Master/ +1 points
Lv 20-Grand Master/ +1 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.
~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 refered 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: You are a novice in this skill if you have allocated 1 point towards its use. A character must be 3rd level or higher to have this level of Mastery.
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 6 or higher.
Master: If you have allocated 4 points toward this power. A character must be level 9 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 13 or higher to achieve this level of Mastery. And due to the exteme 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 5 Grand Mastered powers)
There are also 6 powers that are restricted to gaining Grand Mastery in, these are Lightsaber Combat, Blade Punch, Absorb/Dissipate, Sith Lightning, Black Blade, and Blackness.
See "Sith Classes" for details.
~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.
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 Blade Punch at 7th lv. A +1 on Telekesis power at 10th lv. And a +1 on Lightsaber Combat at 13th lv.
A Sith Maurader is the only class able to place 6 points into "Lightsaber Combat" and "Blade Punch".
Sith Assassin- The Assasin 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 Phase Shift at 7th lv. A +1 on Blackness at 10th lv. And a +1 on Black Blade at 13th lv.
A Sith Assassin is the only class able to place 6 points into "Black Blade" and "Blackness".
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 Sith Lightning at 7th lev. A +1 on Farseeing at 10th lev. And a +1 on Absorb/Dissipate Energy at 13th lv.
A Sith Lord is the only class able to place 6 points into "Absorb/Dissipate Energy" and "Sith Lightning".
~Force Powers~
The following is a list of Force powers that will be avaliable for use. You may choose whichever ones you'd like, up to your point maximum...
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).
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 weilder 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 controling 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 unconcious.
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.
Blackness (stealth)- allows a Sith to enshroud themselves in a camouflaging veil of the Dark side, becoming hidden from other beings and creatures (even force sensative beings of lower level). 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 weilder can create pockets of darkness randomly, these pockets of darkness cannot be broken by normal light sources.
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 incriment 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 immediatly frozen solid.
Dark Ball (multiple uses and a possible force sheild varient)- 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 powerl 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 Telekenetic 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 earthbased) that can vary in width from 5'-15', this will soften the natural ground to entrap the targets feet and slow him/her considerably.
Shapeshifting- 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 choosen. 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 humaniod 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.
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 buidlings, and can create extemely unsafe flying conditions for smaller ships.
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.
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 matery 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.
Spiderwalk- 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.
Shadowstrike- 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).
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.
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 responce.
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.
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.
Force fury/rage- Allows the user to slip into a rage induced by the Dark Side, this transorms 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 proficiancy 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 proficiant in this power. The user now gains the ability to absorb minor physical damage(small projectiles, cuts, ect) 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 temperarily 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.
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).
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.
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.
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 weild 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 masterd 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 roleplay and learn from your Master.
Powers Available for Training thus far:
~Ancient Sith Magic (4 added powers, & 1 boosted power) Note: Powers aquired 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 controled 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).
Forcefire- Perhaps one of the most powerful spell the Sith have ever devised, in fact it is not really a spell as much as it is an inate power. Sith gifted with the knowledge to use Forcefire can literaly 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 maniplate this stored Force energy into any power that his mind can imagine (wether 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)
~Sith Alchemist and Ruin Caster: (3 added powers, & 0 boosted power) Note: Powers aquired through training do not require dedicating points to them, these bonus powers are based on the characters level.
This power can be aquired through training from a Master already skilled in its use, and cannot be learned until reaching the rank of Warrior or higher.
Alchemy and Ruins were skills commonly used in the height of the Sith Empire of Korriban, but with the decline of that civilization much of the knowledge of these arts were lost.
In a barren plain on the far side of Korriban lays one last bastion of the ancient world, a place that was once a center of learning. A library and training facility fully equipped with ancient holocrons and metal scrolls, and in the lower levels could be found laboratories with ancient equipment of various types.
Force Escape
- One time learnable, must be Warrior or higher.
- Allows its practitioner to escape from a situation
- Practioner must draw the ruin on the floor or wall and activate it by speaking a short phrase. Stepping on the symbol will take the practioner back to a "base" ruin at a safe location [presumably at the factional camp].
- Unidirectional (that is, cannot teleport their practioners into a enemy base) "
The use of this power requires that the Sith can draw the symbol and verbally speak at the time, if he cannot do both it will not work.
Defense Ruins
-One time learnable, must be Warrior or higher.
-Allows its practitioner to create a ruin on a wall, floor, door frame, or ceiling and charge it with a power s/he is capable of using. Most often charged with offensive powers like lightning.
-If anyone attempts to study, identify or fathom a ruin's meaning without the proper specified actions the ruin will be triggered, the range of a ruin is 15 feet.
-At the time of the ruins creation specific "trigger" requirements may be placed on it. For example if someone was to pass through a door with a ruin and not say a specific word, or pass through a hall bearing a ruin and not be wearing a designated pin or brooch.
Many other applications can be used, these were just a few starters.
After 1 discharge the ruin once again needs to be charged, otherwise it remains inactive.
Alchemy (taken and adapted from the Dark Side Sourcebook)
-One time learnable, must be Warrior or higher.
-Practitioner is trained in the Dark Side's alchemical arts. S/He may use ancient Sith equipment, along with arcane formulae to alter the molecular composition of living beings, creating mutants steeped in the Dark Side - and bound to the practitioners's will. S/he can also reshape inanimate matter, making it stronger and sharper, as the ancient Sith frequently did with their weapons and armor.
*Results will be decided by the GM and based on the level of the player attempting to use it. Players may state desired results, but failure is an option especially if using living beings. So be careful using it.
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.
I_H Edit: See Vassago's post at the end of this game.
-----signature-----
"Even if you kill me, the fighting and death will continue. Of course...you won't kill me. Not today..."
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Despised1
Registered:
Jul '05
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Date Posted:
6/18/06 2:47am
Subject:
RE: +The Sith Wars Saga: Sith Trials II+
- Date Edited:
6/18/06 3:01am (3 edits total)
Edited By:
Despised1
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If anyone needs help with the power point allocations please feel free to send a PM.
~GM APPROVED Character Sheet: Basic Information~
Name: Settsu Genji
Alias: None
Rank Within the Order: Sith Assassin/Master (13)
Age: 33
Species: Belorian
Gender: Male
Home world: Beloris Prime (wild space)
Force Sensitive: Yes
Appearance-
Height: 6'0
Weight: 182
Build: Physically fit, athletic
Hair: medium length, white
Eyes: Steely Blue
Skin: Fair, grey or ashy hued
Markings: A few random scars on his body, but nothing other than that.
Clothing: Quality traveling cloths, pants, shirt, boots, cloak.
*picture this guy without the sword *
Weapon(s):
Kukri: Blade and hilt are 14 inches in length total.
"Alchemically-altered solid 1 piece blade and hilt, the kukri was made in the same fashion as a Sith Sword would be and is a match for a lightsaber when wielded by a trained Sith warrior. The alterations allow the blade to deflect blaster bolts and lightsabers, just as lightsabers themselves do. The blade also focuses the Force-energy of the user, giving the edge an unnatural sharpness. As the wielder grows more proficient in the power of the dark side, the blade becomes more deadly. In addition, the kukri is effective against lightsabers because of the way its alchemically altered metal refracts a lightsaber’s energy."
Lightsaber: Back up weapon, carried at the back of his belt and kept hidden by his cloak.
Lightsaber Description:
Hilt: Black metal hilt, standard.
Blade Color: Red
Fighting Form: Form V
Personal Ship: None
Biography:
Settsu Genji is a different kind of Sith for one reason, like many he was taken and raised on Korriban to be trained as a Sith from early on however by the time he had an opportunity to really gain power in the Order he walked away. He saw what the Sith Order was, the corruption, the strife, the self destructive ways. He could not be a part of that, he could not believe the destiny of the Sith was to be forever be mired in their own intrigue and plots.
Soon after he became a Warrior he decided that he wanted no part of that life, a life that all Sith of that Order would be slave to. An endless cycle of lies and murder and the only justice to be found was delivered in the dark, a life of ultimate failure. In his heart he believed something greater could be achieved, but it could not be accomplished from within the Temple walls.
He chose a different path, one that led him into the wilds of Korriban where few dared to travel and even fewer lived. On that path he took only a lightsaber, a pack of gear, and hopes of finding a truer understanding of the dark side. Almost thirteen years ago he walked into the wilds and nobody had seen him since, and in that time he was witness to many wonders and learned much. He had found his teacher, and it was Korriban itself. In the wilds his focus could only be on survival, for the unforgiving planet would consume him if he did not adapt and learn.
In time he gained in both knowledge and skill, most of his instruction being gained from holocrons or the ancient metal scrolls found in the tombs, sometimes even from dreams and visions he believed were inspired by the spirits of Korriban. All of this taught him that the only Master a Sith needs is the dark side, the Order itself and the religious dogma it teaches is unnecessary.
Motivations and personality
Group Motivation: To promote a strong sense of mutual responsibility, respect, trust, and fairness among all Sith.
Personal Motivation: To achieve what he see's as a truer understanding of the Dark Side, one not guided by the minds of others but rather the Force itself.
Personality: Respectful and honorable always, he treats others in a way he would expect to be treated, even his enemies. He is a man of his word, and when he makes a commitment he will do his best to make good. He believes in personal honor, yes even "evil" men can have honor.
Regardless of Settsu Genji's personal demeanor he is a cold and calculating professional who always has an air of control about him. He never allows emotions or the circumstances, no matter how dire, to master him. He tirelessly maintains himself in top condition, and constantly seeks to improve his martial skills.
~Force Powers
Reduce Injury: 3
Absorb/Dissipate: 4
Enhance Attributes: 3
Control Pain: 3
Blackness: 5
Black Blade: 6
Dark Ball: 5
Phase Shift: 4
Inflict Pain: 4
Lightsaber Combat: 4
Spiderwalk: 4
Remove Fatigue: 3
Summon Dark Side Spirit: 4
Shapeshift: 3
Magnify Senses: 3
Telekinesis: 3
-----signature-----
 ~Sith Loyalist~ "Dirty Deeds Done Dirt Cheap" "Someday, someone will best me. But it won't be today and it won't be you." "Eventus stultorum magister!"
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Master_Valar
Registered:
Jul '05
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Date Posted:
6/18/06 8:37am
Subject:
RE: +The Sith Wars Saga: Sith Trials II+
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Name: Rian Aijou
Alias:
Rank: Level 4 Apprentice
Age: 23
Species: Miraluka/Human
Gender: Male
Home world: Carida
Force Sensitive: Yes
Appearance-
Height: 5’ 1”
Weight: 135 Lbs
Build: Slim and tightly muscled
Hair: Black, longer than he's ever worn it. It falls almost to his eyes.
Eyes: Dark, almost black
Skin: Light
Markings: A long black dragon tattoo running down his right forearm.
Clothing: Tight fitting black shirt and black pants. A black suit that buttons on the right side. Seldom wears robes.
Weapon(s): Vibro Knife, Lightsaber (Below), small throwing darts with Rock Wart poison
Personal Ship: None, yet
Lightsaber Description:
Hilt: Small, black and silver.
Blade Color: Red
Worn: On his lower back, horizontally along the waistline.
Acquired: A gift from Rilwen Shadowflame, after Rian entrusted his own weapon with The Dark Lord.
Lightsaber Fighting Form: Form IV, Ataru. Basic knowledge of Tràkata fighting style. Basic knowledge of Sub Form VIII, Sokan. Hopes to someday combine Form IV and Form VIII to fit his own fighting style. Rian relies on physical blows often, using them in conjuction with his skills with a Lightsaber.
Motivations and personality
Group Motivation: To build alliances and friendly relations between other members of the Sith Order, and help other members of the order any way he can.
Personal Motivation: To follow the force in all of it's glory, gaining knowledge through The Dark Side that no Jedi could hope to accumulate.
Personality: Cool, calm, and collected. Rian seldom, if ever, loses his temper. The few things that set him off bring about an even colder, more calculating evil. He doesn't mind the company of others, but works very well alone. He was more of a loner before joining the Sith.
Rian is constantly making himself better, faster, and stronger. He is seldom seen just standing around, and takes advantage of that time to build his body and mind into a finely tuned machine.
Biography: Rian was born on the planet of Carida, and raised by his human father until his death when Rian was three. He was entrusted to the Jedi council, where he was trained. In their care he learned of his heritage, and was shunned by most for it.
Rian is a mutt, so to speak. His father was human; his mother was one of the blind Miraluka. As a boy Rian retained his sight, and held a greater connection to the Force than an average human due to his mother. However, it wasn’t a good, solid connection to the Force. It was broken, cracked, and easily corruptible. This was discovered as Rian reached his fifth year as a Padawan learner. He turned on his master, using the element of surprise to slay him. All because of the Jedi Council’s decision to inquire about his heritage and future in the order.
The half-breed is calm, collected, and brutal. He uses few words and relies more upon action to get his point across. He’s very short, which apparently came from his mother, whom he has never met. It is also said that he shall be long lived, for it is rumored that members of the Miraluka race can survive for hundreds of years.
Rian set out on his own, to find a future in a world that had previously shunned his impurity. He discovered the Sith.
It turned out he discovered much more than that. Deep within Rian's subconcious, a voice that had not addressed him in many years once more came to the surface. The inner voice played a commentary throughout Rian's introduction into the Sith Order. Rian built alliances all around the order. Following the attempt by two Sith Masters to overthrow the Dark Lord, Rian left Korriban, in search of several things to help him develop his own abilities.
Force Powers:
Absorb/Dissipate Energy- Level 2
Control Pain- Level 2
Web of the Dark Side- Level 2
Telekinesis- Level 2
Lightsaber Combat- Level 2
Enhance Attribute- Level 2
Phase Shift- Level 2
Black Blade- Level 2
Blackness- Level 2
Dark Ball- Level 2
Spiderwalk- Level 2
Magnify Senses- Level 1
Shadowstrike- Level 2
-----signature-----
Sith Trials: Level 4 Apprentice
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greyjedi125
Registered:
Apr '02
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Date Posted:
6/18/06 2:11pm
Subject:
RE: +The Sith Wars Saga: Sith Trials II+
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I think I did this correctly....
Name: Lord Manticore
Alias: (unrevealed)
Rank Within the Order: Sith Warrior Level 7
Age: 25
Species: Zabrak
Gender: Male
Home world: Unknown
Force Sensitive: Yes
Appearance-
Height: 6'2"
Weight: 185 lbs
Build: Athletic, muscular
Hair: Raven hair tied in a long black braid.
Eyes: Fiery Orange ( like burning embers)
Skin: Blood Red
Markings: Mythical Beast Tatoos ( Manticore )
Clothing: Loose fitting Sith combat gear, with armor weave mesh. Black hooded cloak, black boots and gloves. Also owns Nagai electromesh armor.
Weapon(s): Lightsaber, the Force, Hate & Anger, Martial Arts ( Teras Kasi )
Personal Ship: The Raptor: a Modified StarViper-Class Assault Fighter
Lightsaber Description: Double-Bladed Lightsaber ( detachable into two separate weapons)
Hilt: Unasuming design, simple, except for the mark of the Manticore
Blade Color: Vermillion
Lightsaber Fighting Form: Vaapad, Dual Saber Niman, Ataru
Biography: Lord Manticore was groomed from a very young age to be a vessel for dark power and a Sith hopeful. His former Master was believed to be an exiled Sith or Dark Sider who sought to regain favour with the Sith with the grooming of 'the boy'. His too often cruel training at the hands of his overly zealous dark master has created a warrior with exeptional combat skills and a cunning mind, akin to the predatory creatures of myth, and equally heartless, if not more.
After unsurprisingly killing his cruel and sadistic Master in an act of pure hate, Lord Manticore took all that was rightfully his, and in his quest for power, he sought the Sith, and his destiny.
For better or for worse. For Glory or Death.
Now he is the Dark Lord's own Apprentice, and such an opportunity will not be squandered by him.
********
Force Powers: ( 38 points)
Absord/Dissipate Energy: 3
Combat Sense : 3
Danger Sense: 3
Drain Life Essence: 3
Enhance Attribute: 3
Feed on Darkside : 3
Force Fury: 3
Lightsaber Combat: 3
Reduce Injury: 3
Telekinesis: 3
Elemental Control (Fire): 2
Magnify Senses: 2
Control Pain: 2
Crystalize: 1
Black Blade:1
*******************
-----signature-----
"Luminous beings are we, not this crude matter."_Yoda "I find your lack of Faith disturbing."_ Darth Vader AoD & GDG member. "Eats, shoots and leaves." I love this book! A Heroic Deed is what you do DESPITE your fears.
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darth_nemisis
Registered:
May '04
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Date Posted:
6/18/06 11:19pm
Subject:
RE: +The Sith Wars Saga: Sith Trials II+
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Basic Information
Name: Unknown
Alias: Darth Nemisis
Rank: Sith Master
Age: 37
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, black and red 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 it is said that he was born in, or close to the Unknown regions, more towards the Outer Rim. He has no memories of his home, friends, family, or the truth about what had happened to them. He was told that Jedi found and murdered his parents because they believed them to be involved in Sith activity. In reality, a few Dark Jediâ€â€former Jedi Master Jagu Riley and his apprenticed, Hahna Jork--traveled to this remote planet, and found a baby so strong in the Force that they believed that this baby was the reason they had found the planet. Jagu and Hahna attempted to kidnap the baby, but the parents refused. Thus the two Dark Jedi murdered the pair, along with the siblings of Lord Nemisis.
The pair took him under their wing, and began training him in the only way they saw fit, the ways of the Sith. They traveled directly to Korriban, the Sith Planet that Nemisis calls home, and began his training. He excelled in everything he did, and quickly learned the ways of weapons combat, a sign that he would someday be one of the best duelers ever. At the age of twenty, he was a fine tuned “killing machine� and a valuable Sith, having already mastered the art of two handed weapons combat.
Raised on the believes of power and loyalty, Nemisis was not hell-bent on revenge, or lust for money or the like. He remained loyal to his masters, and served them well. The man had not formally entered the Sith Order, which had once again risen to great power, thus he was known as a Dark Jedi, just as his masters. He thought of Jagu and Hahna as his family, and didn’t even wonder about his real family. However, his hate for all Jedi was sparked when they had killed, not only Hahna Jork, but Jagu Riley as well in a heated battle on the Echani home world. They had taken Nemisis there to learn the ways of the infamous Echani Fighting style, and, after a month there, a team of Jedi arrived. After the death of his masters, Nemisis savagely murdered the remaining three Jedi, beginning his hatred towards the Jedi Order.
Nemisis made his way back to his home world on Korriban and decided to enter the Sith Order, who had been plotting an attack on the threesome. They accepted him after a grueling trial that he performed to perfection. This task didn’t go unnoticed. The Dark Lord, Darth Vassago, liked the way this man worked, and decided to take Nemisis on as his apprentice. Nemisis did not quite like his new master, and, he, along with a fellow Sith apprentice, Vassago, began plotting against the two current rulers. Their plan was perfect, and was made more so when Vassago was promoted to Master, the first of the Sith Order. Quickly, Nemisis and Vassago dispatched the two leaders, and, Vassago took the place as the New Dark Lord, a factor that had been previously decided.
The new Sith Order, now ruled by Vassago reigned as the new power in the Galaxy. The Jedi Order of the Galaxy had tried to halt them, but to no avail. When the Jedi invaded the Sith Temple, Nemisis quickly dispatched of all Jedi that crossed his path. With heavy losses, the Jedi retreated, causing the Sith to gain yet another victory over the Jedi. With his ferocious antics, Nemisis was then promoted to second in command of the Sith, a rank unofficially given to him when Vassago took over the role of Sith Lord, because Nemisis was then his apprentice.
After being promoted to Master, Nemisis took on many apprentices, none of which had lived through his rough training. One such apprentice was Pat, a fallen Jedi traitor who could not make up his mind on what he should do with his life. Nemisis was fed up with this, and executed the man, decapitating him with one swift stroke of his saber. Another example is Jax, and two other apprentices, who had went on a mission with the Dark Marauder. In an attack by giant terrententeks, Nemisis merely watched as his three apprentices were ripped apart and devoured by the "Jedi Killing" beasts. After their deaths, Nemisis killed the giant beasts without breaking a sweat.
Shortly after, Darth Vassago sent the entire Temple on a mission to collect the other half of a tablet that the Dark Lord held; for an unknown reason. After a long night studying, Nemisis accompanied the Dark Lord's apprentice, Lord Manticore, a promising young apprentice named Re'van, and the fallen Jedi Rian. The foursome traveled to an ancient Sith tomb where they recovered the missing half, and returned it to the Dark Lord.
Soon after, Nemisis's good friend, Xen Gaal, and Vassago's other former apprentice, Draconis and his apprentice, entered the Throne room with deception on their mind. Xen spawned fire from thin air, using the deadly Sith Abyssal Fire power, and prepared to hurl it at the Dark Lord, while all in the room, except Vassago and Nemisis, watched on in horror. Draconis ended it with a stroke of his lightsaber, hoping to prove a point to the Sith Temple. It did not go as expected; Draconis was outcasted.
It has been a year since then. And, yet, the threat Xen Gaal spoke of did not arise, resulting in the Sith Order thriving more powerful than ever, with Nemisis being the second most powerful man within.
Level 19 - 68 Pts
Enhance Attributes - 6
Force Lightning - 3
Sith Abyssal Fire - 5
Lightsaber Combat - 6
Feed on the Dark Side - 4
Blade Punch - 3
Spiderwalk - 3
Control Mind - 3
Absorb/Dissipate Energy - 4
Force Fury/Rage - 5
Telekineses - 5
Remove Fatigue - 2
Life Energy Drain - 3
Reduce Injury - 3
Black Blade - 2
Transcend Death - 6
Dark Ball - 2
Shields of the Force - 3
-----signature-----
 ~Dark Lord - Acolytes of Darkness (SWC)~ My new homepage! http://www.aaronnemisis.com !~!~stormBoards now available~!~! http://stormboards.aaronnemisis.com/
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Imperial_Hammer
Title: Manager: • SWRPF • NSWRPF • RPR
Registered:
Sep '04
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Date Posted:
6/18/06 11:49pm
Subject:
RE: +The Sith Wars Saga: Sith Trials II+
- Date Edited:
6/18/06 11:51pm (1 edits total)
Edited By:
Imperial_Hammer
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***GM Approved!***
~Character Sheet: Basic Information
Name: Mentok
Alias: Darth Mentok, The Doom Herald, The White Wanderer
Rank: Lv. 8 Warrior / Sith Lord / Leader of "The Red Sith"
Age: 27
Species: Human
Gender: Male
Home world: Kuat
Force Sensitive: Extremely
Appearance-
Height: 6'2''
Weight: 170 lbs
Build: Thin, but fit
Hair: Medium length brown, bangs overing one eye
Eyes: Blue
Skin: White, not especially tan or pale
Markings: None
Clothing: A black shirt and grey pants, under his most recognizable attribute, a white overcoat. The overcoat is high collared around his neck, lined with brown trim, is usually opened in the front, and extends down past his knees. Wears long dark brown gloves, extending far above his elbow, almost to his shoulder, his coat meeting them halfway on his upper arm. A thick brown belt is tied over his coat, and he wears dark brown boots that are tucked under his pants.
Weapon(s): Lightsaber. A Single Death Hammer Pistol
Personal Ship: Hijacked Aetherspite Fighter
Lightsaber Description: Single Blade
Hilt: Ebonite etched with durasteel
Blade Color: Ice Blue
Lightsaber Fighting Form: Dun Much / Shien
Biography: Mentok was born to an influential Kuati family, and was quickly discovered in his youth to have force sensitivity. His father, unhappily to loose his only male heir to the Jedi, did not allow him to go to the Academy, and hid him from any Jedi that came about. Mentok's father used his son's ability, and spurred him to learn how to use the Force to aid him in the cut-throat world of Kuati Buisness. Thus Mentok learned at an early age how to dominate others, especially the weak minded. Mentok studied at Obroa-Skaii, learning Buisness, as well as Ancient Jedi and Sith works on the side. The stationed Jedi for the library, however, found Mentok out, and alerted the Temple on Coruscant to his presence. The Jedi, not knowing the level of Mentok's corruption, thought they could convert him and return him to the light. But after four years training, leading up to a series of unspeakable deeds, Mentok fled the Order, and has been a rouge ever since, picking up bits of Sith Teachings along the way. His ways are always mysterious, and he likes to think of himself as a Prophet of Doom.
Powers
Absorb/Dissipate: 3
Force Lightning: 3
Control Mind: 3
Phase Shift: 3
Telekinesis: 3
Far Seeing: 3
Deadly Sight: 3
Feed on the Darkside: 3
Lightsaber Combat: 3
Control Pain: 3
Inflict Pain: 3
Pressure: 3
Force Shield: 3
Remove Fatigue: 2
Reduce Injury: 2
-----signature-----
Guildmaster of the GDG *Now looking for a new RPF Adoptee*  NaboosPrincess The Jedi Way is something found within, not in the dead walls of any Order
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Darth-Vassago
Registered:
Jun '04
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Date Posted:
6/19/06 2:48am
Subject:
RE: +The Sith Wars Saga: Sith Trials II+
- Date Edited:
6/19/06 2:51am (1 edits total)
Edited By:
Darth-Vassago
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[NOTE]
**Missing from the main post**
To those just joining the RPG, the choice of factions will be given. If you wish to join Imperial Hammer's faction, please send him a PM. If you'd like to join Darth Vassago's Order, please send him a PM. Thank you.
Please, continue to send in your applications, etcetera. We're looking forward to new players. FYI: I reserve the right to refuse anyone's character sheet.
For everyone, a visual aide: The Sith Temple on Korriban
+The Dark Lord of the Sith+
Name: Unknown
Alias: Darth Vassago
Title: Dark Lord of the Sith
Age: Unknown
Species: Human
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