Welcome to the New Sith Trials III: Library Thread! All character sheets are to be posted here, after GM approval. Note that there is no time limit on edits - please make CS revisions using the edit feature. Separate posts may be made for additional CSes for other characters. For game rules, storyline, and instructions on how to begin, please refer to the opening post of the main game thread. For character creation instructions, please refer to the character creation system and reference material below. GAME OVERVIEW New Sith Trials III: War of Three takes place in the Disney continuity, in 6 ABY - six months following the collapse of the Sith hierarchy on the Luxury Elite. With the order now divided into three bitterly feuding factions, every Sith has been forced to choose a side in the war to come. FACTIONS Imperium of the Fist The central remnants of the former Empire of the Hand, reorganized into a heavily militarized successor state by Darth Haretisch, with himself at the helm as Lord Imperator. Many of the political and governmental elements of Thrawn’s old order remain superficially in place, but in practice have been superseded by a military council consisting of the Lord Imperator and his inner circle. Some key worlds are hesitant in providing economic support and manpower to the new military dictatorship - as such the junta is still consolidating power. Rakata Prime serves as the military headquarters and de facto capital of the Imperium until Nirauan is secured. First Order A relatively new arrival to the Unknown Regions, the First Order claims legitimacy as the sole heir to the Empire as Imperials who never surrendered or avoided the war. Originally led solely by Sloane, the Order has been stymied by the terrors in the region and has now allied with Darth Insipid. Taking the prophesied role of Supreme Leader Snoke, he is busy transforming the Order into a nomadic machine designed to soar across its vassal states collecting tribute and crushing rebellion while eschewing an Imperial structure, supported by the Seven Sith Knights. The chaos sorcerers based on Rhand hosts the temporary capital while the First Order assembles the elements of the roving regime. Twilight Sun With Zeb Targon and rest of The Family eliminated in one fell swoop, Darth Bellorum has seized control of the Luxury Elite and deftly filled the power vacuum in the underworld of the Unknown Regions. Assuming control of an established loose criminal network and systematically formalizing its ties at every level, the Dark Lady has named her powerful new syndicate the Twilight Sun. With the profits from its bevy of black market trades, the Sun provides funding and resources to both the Imperium and the First Order at its leader’s pleasure, while contradictorily sabotaging both when convenient - all smaller steps in a larger plan. CHARACTER SHEET Name: Sex: Age: Species: Homeworld: Height: Weight: Physical Attributes: Clothing: Abilities: Weapons/Tools: Faction: Occupation/Title: Family: Associates: Biography: Class: Level: Tier I Skills: (skills here) Tier II Skills: (skills here) Tier III Skills: (skills here) SUMMARY OF SKILLS SYSTEM (1 - Skill Selection) Skills are divided into 3 standard tiers, and 15 distinct families. Each family features an ability in each tier, with lower tiers serving as prerequisites for higher tiers. For example, Force Wound may not be selected without Force Choke. Tier 4 skills are special and may only be learned directly from a triumvir through in-character training. (2 - Character Levels) Character level determines the number of abilities which may be taken in each tier. Once selected, abilities scale with level. For example, a lv8 character's Force Lightning will be more powerful than that of a lv5. (3 - Class Selection) One of four basic classes must be chosen upon character creation, and at level 5 one of two prestige classes may then be selected for further specialization. Classes are purely a "personality" decision and do not affect skills. They do, however, play a large role in determining what types of missions and challenges will be given to the character in question and how the character will be GMed. Skill selection should be carefully considered with regards to class - for example, an assassin without Force Stealth may find it difficult to be effective. SKILL FAMILIES Force Push/Pull Force Wave Force Avalanche Tier I: Allows basic use of telekinesis to move objects and send directional blasts of kinetic energy in a frontal cone. Tier II: Release an omnidirectional blast of kinetic force energy to knock back nearby enemies. Tier III:The ability to designate a target as a gravitational focal point in the force, sending nearby objects crashing inward. Force Shock Force Lightning Lesser Force Storm Tier I: Strikes a single target with a brief, painful burst of electricity which briefly stuns. Tier II: Allows the user to channel sustained bolts of electric fury which immobilize and injure single or multiple targets. Tier III: A powerful, chaotic burst of electric and telekinetic dark side energy which can reduce a target to cinders or tear them to ribbons. Quickly spirals out of control if sustained, maiming or even destroying the user. Force Drain Dark Side Healing Hunger Essence Transfer (Insipid only) Tier I: Strips the life force from an enemy, weakening them both physically and within the force. Tier II: Allows the user to siphon drained energies into themselves to alleviate exhaustion and heal minor wounds. Tier III: Consumes the life and force energy of a target even unto death, empowering the user's force abilities and extending life unnaturally. Tier IV: Cheats imminent death by pouring one’s spiritual force essence into a new vessel. A dangerous ritual with unpredictable results, mastered by Darth Insipid alone and taught only to his most worthy disciples. Tutaminis Force Barrier Recoil Tier I: Allows the user to absorb and dissipate the energy from force-based attacks. At equal level roughly 60% of the attack is negated, altered 20% for each level of disparity. Tier II: Creates a barrier against non-force based energy attacks such as blasters. Tier III: Reflects a portion of a force-based attack back to the attacker, at a base rate of 20% at equal level, modified 20% for each level of disparity. Force Choke Force Wound Force Kill Decimate (Haretisch only) Tier I: Compresses a target's windpipe, causing asphyxiation and eventually death. Tier II: Directs crushing force to an extremity (bones, joints) injuring or possibly maiming the target. Tier III: Crushes multiple organs and/or joints completely, causing rapid death. Tier IV: Unleashes a storm of death upon all those in its wake - skin flays from every bone, blood hardens in every vein, air is crushed from every lung. Greatly taxes a user’s stamina. Perfected by Darth Haretisch and taught only to his most trusted lieutenants. Force Meld Inspire Battle Meditation Tier I: Melds the user's mind with that of nearby allies, creating a bond through the force and allowing for greater cooperation during battle. Tier II: The user becomes a fount of force energy which floods to nearby allies, empowering them to feats of zeal and courage. Tier III: The user becomes immobile and vulnerable, but incites all allies to greatness, increasing fervor and morale even in the face of sure defeat. Can tip the scale of massive battles. Affect Mind Probe Mind Force Illusions Tier I: Influences the weak-minded to do the user's bidding. Tier II: Extracts information from a target's mind in the form of words, images, and sensations. Tier III: Plague the minds of multiple targets with horrible illusions - attacking beasts, traumatic memories, and feared outcomes. Force Stealth Conceal Essence Art of the Small Tier I: Enhances the darkness and draws a cloak of silence around the user, allowing greater ease of movement without detection. Tier II: Hides the user's energy signature from detection by other force sensitives. Tier III: Shrinks the user's essence within the force to the microscopic, allowing the manipulation of objects at the molecular and even atomic level. Results are incredibly unpredictable and will be determined by GMs. Force Rage Consume Essence Pain Tier I: Draws on pain and negative emotions to increase the user's strength and speed at the cost of reckless fury. Tier II: Feeds on the negative emotions of a nearby enemy, empowering the user's connection to the dark side of the force. Tier III: Allows the user to transcend grievous wounds by focusing intensely on pain and anguish, thus deepening the connection to the dark side and clinging to life by sheer hateful will. Results determined by GMs. Fear Mind Shard Force Scream Tier I: Strikes a target with fear, sapping their will to fight and shaking their focus. Tier II: Drives a jagged spike of force energy through the neural pathways of the target, inflicting physical pain. Can shatter a victim's mind completely at the highest levels. Tier III: Releases a burst of psychic energy in the form of an ear shattering scream, striking all nearby enemies with a mind shard. Very taxing ability for all but the most powerful force users. Ignite Immolate Pyromania Tier I: Cause heat and a spark to potentially set flammable materials alight. Tier II: Create and manipulate an open flame of dark side energy which can burn a target outright or spread flame to other fuel sources. Exhausts the user quickly and depletes force reserves. Tier III: Summons a swirling storm of fire around multiple targets. Requires intense, exhausting focus which leaves the user spent and in need of rest. Chill Freeze Glaciate Tier I: Launches a blast of chilled air to stun and slow a target or multiple targets. Tier II: Strikes a lower level target's mind with a howl of pure cold, interrupting any continuously channeled force abilities for a few moments. Tier III: Collects and chills moisture from the surrounding atmosphere to create solid ice on demand. Meditate Force Sight Shatterpoint Tier I: Quietly meditate to deepen one's connection to the force, alleviate exhaustion, and quicken reflexes. Tier II: Allows the user to divine limited knowledge of possible events and potential outcomes. Always in motion, the future is. Tier III: Perceive the structural weak points in a physical object and drive destructive force energies into the cracks, sometimes causing the item to shatter. Results are determined by GMs. Eye of Madness Touch of Chaos Dark Orbs Tier I: Summon a silent, spherical projection of dark side energy which moves about to extend the sight and hearing of the user. Tier II: Momentarily break the divide between Chaos and realspace, infusing a melee attack with powerful dark side energies. More forceful than telekinesis but incapable of subtlety. Tier III: Capture the essence of hell itself in a quivering ball of energy which explodes on contact. Concoction Aberration Infusion Assimilation (Bellorum only) Tier I: Creates a mixture of toxins and other chemical compounds to attempt to produce a poison with a desired effect. Results determined by GMs. Tier III: Calls upon the secrets of Sith alchemy to breed a twisted beast of the Dark Side. Great care must always be taken. Results determined by GMs. Tier III: Imparts a weapon or piece of armor with a portion of the user's energy through an exhaustive alchemical process. The creator's essence is then bound to the item in question, strengthening them when possessing it and weakening them otherwise. Character level increases by one (1) when possessing the item and decreases by two (2) if the item is lost. Tier IV: To return an artifact to dust and absorb permanently the power held within, feeding one’s own strength. A closely guarded secret of Twilight Empress Bellorum learned from the Helm of Graush. LEVEL CHART Lv1: Apprentice Tier I: 6 skills Tier II: 3 skills Lv2: Apprentice Tier I: 7 skills Tier II: 4 skills Lv3: Apprentice Tier I: 8 skills Tier II: 5 skills Lv4: Apprentice Tier I: 9 skills Tier II: 6 skills Lv5: Underlord Tier I: 10 skills Tier II: 7 skills Tier III: 1 skill Lv6: Underlord Tier I: 11 skills Tier II: 8 skills Tier III: 2 skills Lv7: Lord Tier I: 12 skills Tier II: 9 skills Tier III: 3 skills Lv8: Lord Tier I: 13 skills Tier II: 10 skills Tier III: 4 skills Tier IV: 1 skill (must be learned directly from Triumvir) Lv9: High Lord Tier I: 14 skills Tier II: 11 skills Tier III: 5 skills Tier IV: 1 skill (must be learned directly from Triumvir) Lv10: High Lord Tier I: 15 skills Tier II: 12 skills Tier III: 6 skills Tier IV: 1 skill (must be learned directly from Triumvir) CLASSES Warrior (Marauder, Knight) The martial backbone of the Sith. Warriors dedicate themselves to the art of battle, and seek to crush opposition through might. Marauders are the bloodthirsty iron fist, raging juggernauts who think only of power and heed only those who wield it. Knights are the honorable velvet glove, who may wield a weapon and a word with equal precision. Sorcerer (Arcanist, Chronicler) The keen rational mind of the Sith. Sorcerers devote themselves to academic study of the force - to the understanding of its properties and of its history. Arcanists delve into the most esoteric and unnatural aspects of the force, seeking often in vain the secrets to immortality. Chroniclers are the keepers and knowers of secrets, the archivers and protectors of knowledge. Assassin (Stalker, Watcher) The cloak and dagger of the Sith. Assassins rely on guile, subtlety, and subterfuge to strike quietly from the shadows without mercy. Stalkers are lurking phantoms, unequaled in stealth and silent execution, skilled with conventional weapons as well as lightsabers. Watchers are deviousness personified, practiced at the art of deception and unequaled in pure wily cunning. Priest (Shadowspeaker, Inquisitor) The pious deaconry of the Sith. Priests seek spiritual discernment of the dark side of the force, to see past present and future as one. Shadowspeakers are unholy witch doctors of the dark side, diviners of its will and seers of its essentia. Inquisitors are probing persecutors - invasion of the spirit and mind, the doling out of pain, even Dun Möch, all are tools of the inquisitorius, as finely honed as razor steel.