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Resource Judgment Day Character Sheet Repository

Darth Kain

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Welcome one and all to the final installment of the Prelude to Requiem trilogy - Judgment Day. This thread will serve as a repository and archive for the character sheets of all player characters and certain NPCs. This initial post will also serve as a guide for creating these character sheets, as we will be playing in a different system than what you would typically find in places such as the Final Sith Order or New Galactic Empire Facebook groups.

Before we begin, I would like to thank @Darth Dreadwar, @corinthia, @Drakul_Xarxes, and @Darth Sedicious for their contributions to the Force Powers lists we will be using in this game and future games within this timeline.


RANKS AND LEVELS

Since the second installment of the Prelude to Requiem games, we have operated under the True Sith Trials style 50-level system. We will continue to do so here in Judgment Day. There will be some stark differences from what he had in the last game, however. For instance, we will be introducing the TST style Attributes system as well to help influence all dice rolls, especially in the case of non-Force Power dice rolls. On top of that, we will also be including new bonus systems created by Lords Drakul Xarxes and Sedicious. With these new bonus systems, I will be retiring the brief-lived Skill Specializations that we had in The Lost Jedi.

There are also two separate lists for both Classes and Skills, separated by whether or not you’re a Jedi or Sith. If you are technically neither, then base your sheet off the Jedi side if you’re more Light-side aligned, or base it off the Sith side if you’re more Dark-side aligned. If you try to claim you’re equally light as you are dark then I will personally kill you in the opening post.

Level Chart

LEVEL 1 [Acolyte/Initiate]
- Equivalent to Level 1 (8 Skill Points, 60 Attribute points)
LEVEL 2 (9 Skill Points, 60 Attribute points)
LEVEL 3 (10 Skill Points, 60 Attribute points)
LEVEL 4 (11 Skill Points, 60 Attribute points)
LEVEL 5 [Apprentice/Padawan] - Equivalent to Level 2 (12 Skill Points, 66 Attribute points)
LEVEL 6 (13 Skill Points, 66 Attribute points)
LEVEL 7 (14 Skill Points, 66 Attribute points)
LEVEL 8 (15 Skill Points, 66 Attribute points)
LEVEL 9 (16 Skill Points, 66 Attribute points)
LEVEL 10 [Apprentice/Padawan] - Equivalent to Level 3 (17 Skill Points, 72 Attribute points)
LEVEL 11 (18 Skill Points, 72 Attribute points)
LEVEL 12 (19 Skill Points, 72 Attribute points)
LEVEL 13 (20 Skill Points, 72 Attribute points)
LEVEL 14 (21 Skill Points, 72 Attribute points)
LEVEL 15 [Knight] - Equivalent to Level 4 (22 Skill Points, 78 Attribute points)
LEVEL 16 (23 Skill Points, 78 Attribute points)
LEVEL 17 (24 Skill Points, 78 Attribute points)
LEVEL 18 (25 Skill Points, 78 Attribute points)
LEVEL 19 (26 Skill Points, 78 Attribute points)
LEVEL 20 [Knight] - Equivalent to Level 5 (36 Skill Points, 84 Attribute points)
LEVEL 21 (38 Skill Points, 84 Attribute points)
LEVEL 22 (40 Skill Points, 84 Attribute points)
LEVEL 23 (42 Skill Points, 84 Attribute points)
LEVEL 24 (44 Skill Points, 84 Attribute points)
LEVEL 25 [Master] - Equivalent to Level 6 (50 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 26 (55 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 27 (60 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 28 (65 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 29 (70 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 30 [Master] - Equivalent to Level 7 (75 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 31 (80 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 32 (85 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 33 (90 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 34 (95 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 35 [Sith Lord/Council Member] - Equivalent to Level 8 (100 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 36 (110 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 37 (120 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 38 (130 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 39 (140 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 40 [Dark Lord/Council Member] - Equivalent to Level 9 (150 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 41 (170 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 42 (190 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 43 (210 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 44 (230 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 45 [Imperatrix/Grandmaster] - Equivalent to Level 10 (250 Skill Points, 114 Attribute points, 5 Godlikes/Paragons)
LEVEL 46 (300 Skill Points, 114 Attribute points, 5 Godlikes/Paragons)
LEVEL 47 (350 Skill Points, 114 Attribute points, 5 Godlikes/Paragons)
LEVEL 48 (400 Skill Points, 114 Attribute points, 6 Godlikes/Paragons)
LEVEL 49 (450 Skill Points, 114 Attribute points, 6 Godlikes/Paragons)
LEVEL 50 - Level Cap (500 Skill Points, 120 Attribute points, 7 Godlikes/Paragons)


ATTRIBUTES

At Level 1, you may spend 60 points to buy your preferred attribute ratings. 10 points in an attribute reflect an average rating (for example, a character with 10 points in Strength is a moderately strong individual). Less than 10 points reflect a below-average rating (for example, a character with 5 points in Dexterity is a particularly clumsy individual). More than 10 points reflect an above-average rating (for example, a character with 15 points in Manipulation is a particularly persuasive individual), with 20 points representing the maximum possible (for example, a character with 20 points in Intelligence is an unparalleled genius).

Attributes may not be increased to 14 until the character is Level 10.
Attributes may not be increased to 16 until the character is Level 20.
Attributes may not be increased to 18 until the character is Level 30.
Attributes may not be increased to 20 until the character is Level 40.

STRENGTH
Strength refers to one’s raw physical prowess. In characters belonging to most organic races, particularly of humanoid configuration, this results from intensive and strenuous daily training, such as running obstacle courses and performing kata in training rooms, and the innate and unnatural augmentation of the Force. Some exotic species, such as Celegians, may have very little strength, while others, such as Shards, may have essentially no strength of their own, but can utilize droid bodies with pistons capable of overpowering any organic muscle. Cybernetic limbs, in the case of cyborg characters, also bestow greater strength than the organic baseline, as do the phenomenal musculatures of certain exceptionally large or brawny races, such as Houks.

A more martially oriented character, such as a warrior or marauder, stands the most to benefit from inculcating greater strength; the stronger a character is, the more powerful and effective their lightsaber strikes and other melee attacks are, useful for most lightsaber forms and martial arts.

FORCE POWER
Force Power refers to one’s innate strength in the Force; the extent of their natural Force-sensitivity; their luminous presence in that great energy that binds together all life and matter. It is often measured by a simple blood test that counts the number of midichlorians within one’s cells. Force Power is not inflexible; traumatic injury and the replacement of body parts with cybernetics can result in a reduction of one’s natural potential, such as the fate that befell Darth Vader and Lumiya, and, according to the theories of Darth Plagueis, Force Drain may affect one’s innate Force strength by triggering a mass die-off of midichlorians.

A higher Force Power score not only allows for greater willpower when it comes to defending oneself against hostile uses of the Force and other spiritual rigors, but directly correlates with the effectiveness and strength of one’s own utilization of most Force abilities, from telekinesis to Force Lightning.

DEXTERITY
Dexterity encompasses general deftness, nimbleness, agility, finesse, speed and adroitness of reflexes, and precision in performing tasks, especially with the hands. Many characters hone their dexterity through physical training, running obstacle courses, and assembling and disassembling weapons; others nurture agility through habitual acrobatics, often enhanced by the unnatural augmentation of the Force.

A clumsy character is likely to lack dexterity; a Sith who eschews conventional weapons in favor of becoming an expert sharpshooter, on the other hand, is likely to benefit from their dexterous use of a blaster or other ranged weapon, and dexterity is of particular benefit to lightsaber wielders specializing in either Makashi, which requires precision and finesse, or Ataru, which requires great agility and speed. Certain Force powers, such as Force Speed, often require phenomenal reaction time.

INTELLECT
Intellect encompasses all attributes of the mind, from raw intelligence to reasoning ability, knowledge, and familiarity with various academic disciplines and fields of interest. A brainy character is often the opposite of a brawny one, although there are exceptions who excel at both. Scholarly characters often dedicate their time to reading books rather than physical training, honing their intellect as they pour over scrolls of ancient lore, chronicles of galactic history, and compendiums of science.

Intellectual characters are not only more generally knowledgeable and intelligent than their rivals, but better able to learn the arcane arts of ancient Sith sorcery from tomes and spellbooks, and practice the Sith alchemical arts of creating genetic aberrations if they are so darkly inclined.

CONSTITUTION
Constitution refers to one’s endurance, stamina, and overall vitality. Whether it be through the innate healthiness of their bodies, the intense physical exercise they have put themselves through, or a tough-as-nails habituation to injury, disease, hunger, and thirst built up through years of rigorous experience and battle, a character with greater constitution than his rivals is a difficult one to kill.

MANIPULATION
Manipulation refers to one’s skill in manipulating and persuading others, one’s guile, glib, charm, deceptive ability, acting ability, oratorical skill and other tools of the trade in navigating hierarchies, bending social situations to one’s will, and rising to the top of the pack. Whether one be a sly, oozing deceiver adept at knowing the time to treacherously strike, or an honorable nobleman swathed in natural charisma, a character with the ability to work the masses and one’s peers alike is a character with a weapon like no other, a weapon as smooth as frill syrup and as sweet as Githany’s poisoned kiss.

A character with potent manipulative ability is often more adept at seduction—whether it be tempting a Jedi to the dark side or seducing a lover to bed—and the arts of psychological warfare known as Dun Möch, as well as Force-fuelled hypnotism, suggestion, and mental domination.

PERCEPTION
Perception refers to one’s general awareness of their surroundings, prescience, alertness, and ability to utilize mundane senses, from eyesight to hearing, to their maximum. While a Force-sensitive character’s ability to perceive their surroundings is often augmented by extrasensory perception, one’s innate awareness and ability to filter signals from the noise is vital in terms of interpreting and analyzing one’s circumstances or surroundings.

A character more perceptive than another may be more likely to notice important details, whether it be an inscription that stands out from a wall of hieroglyphs and allows them to diffuse a deadly snare, or notice potential danger creeping around the corner. It can also be useful when using powers of clairvoyance or farsight.

DESTINY
Destiny refers to how in-tune one is with the will of the Force, that mystical energy field that some believe controls all destiny. While not all believe in such a concept, seeing the Force as subservient to the will of the individual and seeking naturalistic explanations such as instinctual precognition, it is undeniable that some Force-users appear luckier than others, as if guided by the invisible hand of fate.

A character with a powerful destiny is seemingly supernaturally fortunate, and is deeply immersed in the Cosmic Force, allowing greater power of foresight and prophecy. There might be no such thing as luck - but there is the Force.


SKILL POINTS

0 – Ability not known. The player cannot use this Skill and does not need to list this Skill in the Skills section of their Character Sheet.
1 – Novice. The player can use the Skill at a low degree of proficiency, approximately equivalent to that of a Sith Acolyte or Jedi Padawan just beginning their training.
2 – Intermediate. The player can use the Skill with some degree of proficiency, approximately equivalent to that of a Sith Apprentice or Jedi with moderate training, such as Kylo Ren from the new canon or Luke Skywalker as he appears in The Empire Strikes Back.
3 – Advanced. The player can use the Skill with advanced proficiency, approximately equivalent to the proficiency of Darth Vader and Darth Tyranus within the films and the Legends Expanded Universe in most of their preferred feats.
4 – Master. The player can use the Skill with masterful proficiency, approximately equivalent to the proficiency of Emperor Palpatine and Grandmaster Luke Skywalker within the Legends Expanded Universe in most feats.
5 – Grand Master. The player can use the Skill with ultimate proficiency, approximately representing a gestalt of the most powerful and extreme examples of the feat in Legends Expanded Universe lore.

Skills may not be increased to 2 until a character is at Level 10. Skills may not be increased to 3 until a character is Level 20. Skills may not be increased to 4 until a character is Level 30. Skills may not be increased to 5 until a character is Level 40.

All Godlike powers/Paragon powers are level-locked, and all cost 10 points.


LEVEL BONUSES

As characters advance in their accumulation of power and increased individuality and distinction from their peers, some abilities become second nature to them, while others become a more obscure, rarer, and focused power. As such, when leveling up, a character may attain from the list below certain powers when they reach the requisite levels.

All free points, whether purely from leveling up or granted by a class choice, terminate at rank 3. Any increase beyond that point requires investment from the point total for a character’s level.

Level 1: At Level 1, as soon as an Acolyte or Padawan begins making their character sheet, they may choose from Telepathy, Telekinesis, and Force Sense to add to their character sheet for free, as these are three of the most basic abilities of a Force user. They may increase the rank of this power for free as they level up, once they hit the milestone levels for rank increases, up to rank 3 at level 20.

Level 20: Upon becoming a Sith Knight, a Sith may choose between Sith Lightning, Force Wound (assuming they have Telekinesis), and Sutta Chwituskak (assuming they are a Sorcerer) to add to their character sheet for free, up to rank 3 at level 20, as these powers are more aggressive and further help to distinguish the characterization and focus of a Force user from their peers.

Upon becoming a Jedi Knight, a Jedi may choose between Mind Trick (assuming they have Telepathy), Force Push/Pull (assuming they have Telekinesis), and Force Resistance to add to their character sheet for free, up to rank 3 at level 20, as these powers are mainstays of a Jedi’s arsenal and further help to distinguish them among their peers.

Level 30: When promoted to Sith Master, all Sith Warriors gain Force Rage, all Sith Assassins gain Shadowstrike, and all Sith Sorcerers gain a basic sorcery (between Sutta Chwituskak, Qâzoi Kyantuska, Dwomutsiqsa, Waves of Darkness, Aura of Uneasiness, and Sith Illusions) to add to their character sheets for free, up to rank 3. This allows Sith Masters to devote points to other abilities that will help distinguish them from others without detracting from abilities core to the essence of their class.

When promoted to Jedi Master, all Jedi Guardians gain Battlemind, all Jedi Sentinels gain Force Cloak, and all Jedi Consulars gain Battle Meditation (assuming they have Force Bond) to add to their character sheets for free, up to rank 3. This allows Jedi Masters to devote points to other abilities that will help distinguish them from others without detracting from abilities core to the essence of their class.

Level 35: Sith Lords and Jedi Council Masters are naturally assumed to possess the knowledge of storing knowledge, that is, to create a Holocron for themselves with which to deposit their esoteric knowledge or life experiences to help teach future generations, or else to hoard for themselves. This process is a RITUAL, regardless of the class of the Sith or Jedi. They receive 3 points in this power, and may invest further points into it if they so desire, as there is a clear distinction in the quality of holocrons from various Sith Lords and Jedi Masters of the past.


POWER TAGS

As you read through the list below, you may notice some of the listed powers have certain tags in bold next to them. These showcase something special that anyone desiring to take the power should be aware of.

RITUAL: Powers with this tag cannot simply be performed at will. Instead, they require preparation, sometimes taking hours or days, and will require intense roleplay to be used. Often, these will require the use of special materials as well that may be special enough that the user will not have easy access to them and will therefore need to quest for them. The use of these powers generally has to be GMed or approved by the GM to ensure they are used properly.

INNATE: Powers with this tag are extraordinarily rare in the established EU continuity. As such, this should be reflected in how many people can take these powers. These tend to be powers that most Force users cannot learn but are already present in the user and must be developed by study and regular use (such as Psychometry, Flashburn, and Shatterpoint). Acquisition of these powers should take place early on, generally before Knighthood, and will require GM approval.

UNIQUE: Powers with this tag require someone wishing to take it to either be taught the power by someone who already has it OR it must be quested for (which would be GMed). Starting with a UNIQUE power will require GM approval.

FREE: Powers with this tag do not require point investment to attain, only prerequisites, such as point investment in another power, which the FREE power is either rolled into or which the FREE power changes if chosen (such as in the case of the Reanimate Undead sub-abilities).

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CLASSES - SITH

Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.

Sith Warrior
Warriors are the martial element of the Sith, training rigorously for combat with a particular focus paid to the exquisite art of the lightsaber. Darth Vader and Darth Malgus are among history’s most famous Sith Warriors. Sith Warriors are masters of physicality and receive free points in Augmentation up to the rank available for their level, up to rank 3 at level 20.

Sith Assassin
Assassins seek to learn the art of stealth and espionage, and they train in many non-Force-related skills to be more versatile. Darth Talon and Darth Maul are among history’s most famous Sith Assassins. The most elusive of Sith, they receive free points in Force Stealth up to the rank available for their level, up to rank 3 at level 20.

Sith Sorcerer
Sorcerers concern themselves primarily with the academic study of the Force and understanding its properties, as well as studying and chronicling the history of the Sith. Darth Sidious and Darth Naga Sadow are among history’s most famous Sith Sorcerers. Focused entirely on the esoteric, including occult rituals known only to their caste, Sorcerers receive free points in Sith Runes up to the rank available for their level, up to rank 3 at level 20.

Subclasses (Available at Level 10+)

Sorcerer Subclasses:

Sith Thaumaturge

Taking after the Sorcerers of Tund and the Naddists of Onderon, Thaumaturges are pure mages, dedicating themselves to reciting and casting ancient Sith spells gleaned from the dusty pages of forgotten grimoires. Sith Thaumaturges receive one basic sorcery of their choice between Sutta Chwituskak, Qâzoi Kyantuska, Dwomutsiqsa, and Odojinya for free up to the rank available for their level, up to rank 3 at level 20.

Sith Alchemist
Taking after the eldritch artisans of the Ninûshwodzakut and the master beast-summoners of the Hundred-Year Darkness, Alchemists dedicate themselves to the manipulation of inanimate matter and the twisting of life into new forms. Sith Alchemists receive two free points each in Imbue Item and Mutate Life.

Sith Elementalist
Taking after the Shapers of Kro Var and the Sith Sorcerers of Vitiate’s Empire, Elementalists are storms of nature, foregoing finer arcane mastery in favor of sheer elemental power over the Force, from lightning and fire to earth and water. Elementalists may choose two abilities to receive two free points from between Pyrokinesis, Cryokinesis, Sith Lightning, Plant Surge, and Alter Environment.

Sith Prophet
Taking after the Prophets of the Dark Side, Sith Prophets or Prophetesses are sinister seers and reclusive hermits, peeling back layers of reality to see realms and places far away - and far in the future. Sith Prophets receive Precognition, the basis of their perceptive abilities, for free up to the rank available at their level (though they must put one point at minimum into Force Sense to receive this benefit), up to rank 3 at level 20.

Sith Inquisitor
Taking after the fanatical Inquisitorius of Palpatine’s regime, Sith Inquisitors serve the Empire with almost religious fervor, specializing in mentally probing their victims for traces of disloyalty, indoctrinating the weak, and torturing the unfaithful. Sith Inquisitors receive two free points each in Probe Mind and Mind Shard, abilities which are foundational in breaking insurgent morale.

Sith Illusionist
Taking after the ancient Sith sorcerers of the Golden Age and the Krath magicians of Empress Teta, Sith Illusionists impose their imagination upon the universe, conjuring mind-pulverizing illusions that verge on astral creations of raw reality. Illusionists receive Sith Illusions, the basis of their esoteric abilities, for free up to the rank available at their level, up to rank 3 at level 20.

Warrior Subclasses:

Sith Marauder

Taking after the Sith Marauders of the Sith Triumvirate, Sith Marauders are violent, bloodthirsty dark side warriors who use their rage, the dark side, and an arsenal of weapons to eviscerate their enemies swiftly; many dual-wield lightsabers or use more exotic lightsaber variants such as double-bladed lightsabers and lightwhips. Marauders, who relish in the heat of battle and shrug off injury with ease, receive two points each in Feed on the Dark Side and Control Pain.

Sith Juggernaut
Taking after the Sith Juggernauts of Vitiate’s Empire and the various cyborg Jedi-Killers of Palpatine’s era, Sith Juggernauts are hulks of muscle, flesh, and even metal, able to overpower their foes through brute strength and power through incredible injury. Sith Juggernauts may choose to receive either Reduce Injury or, if they are a cyborg, Mechu-Deru, for free up to the rank available for their level, up to rank 3 at level 20.

Sith Conqueror
Taking after the Sith Conquerors of Vitiate’s Empire and the Sith officers of Revan’s regime, Sith Conquerors are the sharp military minds that conceive of the most cunning war strategies and battle tactics. Sith Conquerors receive two free points each in Force Bond and Force Meld.

Sith Saber
Taking after the Sith Sabers of the Lost Tribe of Sith and the Sith Duelists of Vitiate’s Empire, Sith Sabers are dueling champions dedicated to the art of the lightsaber above all else. Sith sabers receive two free points in two lightsaber styles of their choice, so long as they have at least one point in Shii-Cho.

Sith Paladin (Requires Lawful Alignment)
Taking after the Paladins of Naddist Onderon, the noble Sith Knights of the Mecrosa and the Krath Holy Crusaders, Sith Paladins are dark knights who serve the Empire with religious conviction and unbreakable loyalty; like the Knights of Zakuul, their zealotry is rewarded with unique power in the Force that makes them difficult to beat on the field of battle and can choose up to three light side powers, one of which they receive for free up to the rank available at their level, up to rank 3 at level 20.

Sith Mauler
Taking after the Sith Brutes of Vitiate’s Empire and the thuggish Sith cult known as the Maulers, Sith Maulers use their fists, feet, and body to overpower their enemies, mastering brutal hand-to-hand combat or martial arts such as Teräs Käsi. Maulers receive two free points each in Force Punch and Force Kick.

Assassin Subclasses:

Sith Stalker

Taking after the Sith Assassins of the Sith Triumvirate and the Sith Shadow Stalkers of Vitiate’s Empire, Sith Stalkers are masters of stealth and subtlety, cloaking themselves from the Force and the senses as they pursue their prey. Stalkers receive two points each in Conceal Essence and Dim Other’s Senses, allowing them to pass not only in the Force but visibly as well.

Sith Watcher
Taking after the Sith Watchers of Vitiate’s Empire and the political masterminds of Bane’s line, Sith Watchers are infiltrators and double agents who use guile, subterfuge, and manipulation to subvert enemy governments from within. Watchers receive two free points each in Affect Mind and Conceal Essence so as best to infiltrate enemy territory and influence their opponents without drawing undue attention.

Sith Brawler
Taking after the infamous Hands of Emperor Palpatine, Sith Brawlers are unscrupulous agents and dirty fighters who use anything they can get their hands on to kill their targets, from blasters to vibroshivs to lightsabers. Brawlers receive two free points each in Force Punch OR Force Kick from the Warrior list and in Force Reflex to enhance their martial arts capabilities.

Sith Slayer
Taking after the Sith Slayers of Vitiate’s Empire and the various infamous Jedi hunters throughout history, Sith Slayers are highly trained executioners adept at one singular goal: finding and killing Jedi in one-on-one combat. Sith Slayers are proficient with suppressing the power of their opponents, weakening them before engaging for the kill, and as such, receive points in Force Suppression up to the rank available for their level (so long as they have at least one point in Telepathy), up to rank 3 at level 20, and can take this ability before reaching Level 20.

Sith Poisoner
Taking after the infamous poisoners of the Sith Mecrosa Order, Sith Poisoners are specialists who combine alchemy, science, and assassination to kill their foes without ever needing to lay hands on a lightsaber. Sith Poisoners gain access to Brew Sith Poison, which allows for the creation of Sith poisons for free up to the rank available for their level, up to rank 3 at level 20, and gain access to Mutate Life and Sutta Chwituskak from the Sith Magic tree.

Sith Spy
Taking after the Sith spies of the Brotherhood of Darkness and Sith Intelligence & Assassination in Krayt’s Empire, Sith Spies are secret agents who retrieve intelligence, sabotage enemies, and kill their foes through cunning preparation, exotic tactics and advanced technology. Sith Spies receive two points each in Theran Force-Listening and Probe Mind, the latter from the Sith Inquisitor tree.

Prestige Classes

Sith Necromancer (Requires Level 20+, Sith Alchemist OR Sith Thaumaturge)
Through blending spellcasting and alchemy, Sith Necromancers tap into the powers of death and dying, invoking the spirits of ancient Sith Lords and raising the corpses of the fallen. Necromancers gain one Necromancer-exclusive ability for free up to the rank available for their level (excepting Godlikes), up to rank 3 at level 20, as well as access to several exclusive powers built around pure necromancy and the invocation of dark spirits.

Sith Warlock (Requires Level 20+, Sith Sorcerer, At least 4 Lightsaber Forms)
Battle mages who bend the Force to martial ends, Sith Warlocks can learn up to five skills from the Warrior path. They may choose one of these abilities for free up to the rank available for their level, up to rank 3 at level 20.

Sith Wizard (Requires Level 20+, Sith Elementalist or Sith Thaumaturge)
Druidic mages who have mastered the Living Force, Sith Wizards can learn up to four skills from either the Elementalist or Thaumaturge paths (whichever their subclass isn't), as well as one skill from the Necromancer path, including Godlikes. They receive one of these powers (but not a Godlike) for free up to rank 3.

Sith Witch (Requires Level 20+, Sith Elementalist or Sith Alchemist)
Herbs and potions are powerful tools in the hands of Nightsister Sith witches, whose mastery of the natural world allow them to learn up to three skills from either the Elementalist or Alchemist paths (whichever their subclass isn't), as well as up to two skills from the Necromancer path, excepting Godlikes. They receive one of these powers for free up to rank 3.

Sith Technomage (Requires Level 20+, Sith Alchemist, Cyborg)
More machine than man, Sith cyborgs can understand the relationship between the organic and the synthetic more than any other; some become powerful Technomages able to manipulate machinery with the Force. Technomages learn Mechu-Deru for free up to the rank available for their level, up to rank 3 at level 20, and receive access to powers only one so aligned with machinery could.

Sith Sharpshooter (Requires Level 20+, a Ranged Weapon)
Whether gunslingers or snipers, Sith Sharpshooters specialize in the mastery of the blaster or other ranged weapons (such as bowcasters and energy bows), using the Force to achieve supernatural accuracy and speed. Sharpshooters receive two free points each in Force Direction and Ballistakinesis to aid their shots in striking their targets with ultimate precision and to shoot without a gun, respectively.

Sith Archon (Requires Level 20+, Alignment Good or Neutral, Sith Sorcerer)
Taking after the Sith Archons of Vitiate's Empire, these religious fanatics are either former Jedi who pursued the light so fanatically they became malevolent or bizarrely selfless servants of the dark side, able to call upon the unique divine powers of the mythological Immortal Gods of the Sith and/or up to five light side powers, and can receive one of these powers for free up to the rank available for their level, up to rank 3 at level 20.

Sith Masterblade (Requires Level 20+, Sith Warrior, No Lightsaber or Lightsaber Forms)
Taking after the Bladeborn cult of old, a Sith Masterblade eschews lightsabers in favor of bladed melee weapons such as Sith Tremor Swords. The Masterblade possesses unique powers over the blade, can learn how to forge ancient Sith weapons from the Sith Alchemist tree, and receive Energy Blade up to the rank available for their level, up to rank 3 at level 20. Blades forged by a Masterblade are regarded as one rank higher than the rank they possess in the skill.

Sith Artificer (Requires Level 25+, Sith Alchemist)
Alchemists dedicated to the forgery of artifacts and weapons above all else, Artificers receive three free Skill Points each in Forge Sith Weapon and Forge Sith Artifact. When using a “Forge” ability, an Artificer may treat any resulting item as one rank greater than the rank they possess in the skill.

Sith Shadow Mage (Requires Level 25+, Sith Assassin, no Wookiees)
Taking after the Sith Shadows cult of Dathomir under Nightbrother Mellichae and the Shadow Magic coven of Nightsister Gethzerion, Shadow Mages are assassins who tap so fully into the darkness that they are capable of manipulating it beyond their peers. Shadow Mages receive two free Skill Points each in the Sith spells Waves of Darkness and Spell of Concealment. They can learn three additional abilities from the Sith Magic tree.

Sith Shadow Guard (Requires Level 25+, Sith Assassin, Six Lightsaber Forms)
Taking after the legendary Shadow Guard of Palpatine's Empire, these black-robed Jedi-killers are well-trained in the usage of lightsabers and lightsaber variations, such as the lightsaber pike. Shadow Guards can learn up to five skills from the Warrior path, except Godlikes, and receive two free points each in Force Shadow and Battlemind.

Sith Magus (Requires Level 25+, Sith Warrior, At Least Three Lightsaber Forms)
Taking after individuals proficient in dueling who dabble in the dark arts, such as Darth Tyranus and Darth Zannah, these arcane warriors delve into the more potent and esoteric abilities of the Sorcerer to grant them diversity in their arsenal. Sith Magi are able to learn up to five skills from the Sith Magic tree, and receive two points each in Sutta Chwituskak and Aura of Uneasiness.

Sith Nightwitch (Requires Level 20+, Sith Stalker OR Sith Watcher OR Sith Poisoner)
Taking after the esoteric Nightsister witches of Dathomir, the Sith Nightwitch is one who has delved into the sorceric harnessing of magical ichor, bolstering their powers of stealth with Nightsister spells. The Sith Nightwitch can choose up to two abilities from the Sith Sorcery tree and three abilities from the Dathomiri Magicks sub-tree, and receive three free points in an ability from this latter category.

Sith Ranger (Requires Level 25+, Sith Assassin)
Taking after the fabled Beast Lords of Onderon, Sith Rangers are the natural beastmasters of the Sith. Studying the summoning and alchemical rituals of the Sith Sorcerers, Rangers are able to access Create Tuk’ata, Create Hssiss, and Summon Terentatek, and receive two points each in Beast Trick and Beast Language to help them control their companions.

Sith Borg (Requires Level 25+, Sith Warrior, Cyborg)
Like the cerebral Technomages, Sith Borg are warriors dedicated to the melding of flesh with metal and wiring. These hulking monstrosities sacrifice their Midichlorian-filled flesh for limbs and organs of artificial make. Sith Borg receive access to Mechu Deru Vitae to augment their cybernetic enhancements, and receive two points each in standard Mechu Deru and Electrical Manipulation.


Sith Hermit (Requires Level 40+, Sith Sorcerer or Sith Assassin, Male, insanity or mental illness)
Insane anchorites, mad monks and solitary wanderers, Hermits are reclusive Sith, often of exalted prior rank, skulking on the periphery of society; they can often be found in the tombs of the Valley of the Dark Lords, driven mad by the energies of the dark side, the heat of Korriban's wilds, or simply the isolation of exile. The mad prophet Spindrall and former Academy Headmaster Jorak Uln are examples of the Hermit class. Hermits gain up to four powers from any of the following categories: whichever their base class isn't (Sith Sorcerer if base class is Assassin, Sith Assassin if base class is Sorcerer), the Prophet or Necromancer subclasses (with the exception of Godlikes), as well as unique abilities specific to their class.


SKILLS - THE POWERS OF THE SITH

LIGHTSABER FORMS AND AUGMENTING FORCE TECHNIQUES

Form I, Shii-Cho: Simple and relentless. Bold and kinetic. Somewhat slow at lower levels, but more skilled users become a waterfall of fluid slashes. Masters of this martial art release themselves into the Force, channeling it deeply and possibly endangering their spirit, but becoming an unpredictable hurricane of lightsaber strikes.
At least basic skill in this martial art is necessary to learn to use a lightsaber efficiently without injury.

Form II, Makashi (Requires Form I, Shii-Cho): Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in strength, however, so one should choose their foes wisely.
Martial artists of lower levels have an excellent and very active defense against lightsabers, but lack the precision to mount an effective offense. More skilled users are dreadful to face in lightsaber duels, utilizing expert precision and speed to slip beneath an opponent's defense and swat aside an opponent's offense.
This form relies the least on one's connection to the Force, and relies more on the user's intellect and skill than physical ability, though taller users will have advantage in reach.
This form is weak to blasterfire, Form V Djem So, but not Shien, and Form VII Juyo. This form is strong against Form I, Form IV, Form VI, and the lower levels of Form III.

Form III, Soresu (Requires Form I, Shii-Cho): Subtle and tight. Conservative and economic, prioritizing defense over offense, and thus rarely necessary for the Sith, who stay on the offensive.
Novice users are quite exceptional when defending from blaster bolts and other projectiles, but in heavy fire scenarios and against skilled opponents, they only delay the inevitable. A master of this form can be considered nearly invincible, able to walk through hornet nests of blaster fire unscathed and defeat powerful duelists through patience and masterful timing. This form has no dedicated attack sequence, and the user must rely on the deflecting parries and ripostes, or another form, to defeat an enemy.
The lower levels of this form are weak to Form II and Form VII, but beyond that, it has no weakness to another form. This form is strong against blasterfire.

Form IV, Ataru (Requires Form I, Shii-Cho): Acrobatic and flowing. Elaborate and aggressive, reliant on the physical agility of the user in conjunction with their strength in the Force. Lacks dedicated defense, relying on agility to dodge attacks.
Beginners may disorient their opponents with spins and flips, but may have trouble closing off all openings in their motion for the enemy to attack. The most proficient users become an offensive omnidirectional dervish of blades, striking more swiftly than any other, evading too quickly for an opponent to catch and overwhelming them.
The user becomes a conduit for the Force, but one can only be a conduit for so long before burning out. Thus, this form is best used on single opponents and to end a fight quickly, or to be supplemented with another style. This form is weak to Form II and Form III. This form is strong to Form V.

Form V, Shien/Djem So (Requires Form I, Shii-Cho): A dual discipline of two separate forms too similar to teach separately: Shien and Djem So. Most Form V users express a preference for one of these forms like one expresses a preference for a left or right hand when writing. Both forms were created by Soresu masters who felt Form III was insufficient in keeping the peace.

Shien: The Lesser Krayt
Technical and aggressive. Energetic and mildly acrobatic. Utilizes a full 360 degrees of motion. Contains some Ataru inspiration.
The Shien lightsaber form was the original variant of Form V, utilizing a counterstrike-focused fighting style that was technical, quick, and energetic, but still very aggressive. Nowadays, it’s taught more for its deflection capabilities than dueling practicality, as it possesses no other clear advantages over other forms.
Unlike the later Djem So, this form has no mobility weakness, and thus is not weak to Form IV. This form is very strong to blasterfire.

Djem So: The Greater Krayt
Stout and imposing. Strong and domineering, relying on physical strength and powerful counterstrikes following an even stronger defense to defeat an enemy. Advances upon a straight line.
The style is characterized by deflecting oncoming attacks before responding in kind with a harsher counterstrike. Beginners may find their counterattacks to be slow, but will find their defense and general attacks more than adequate for most situations. An advanced user will be fast and fluid in their death dance, deflecting and striking back with incredible strength and fluidity to dominate their opponent. Masterful users become something incredible to view, taking on a Makashi-esque level of precision and finesse while maintaining a monstrous level of dominating, offensive power, betraying its Makashi influence.
One of the most physically demanding of the styles, dependent on the physical strength of the user, but by no means a slow style.
Due to its lack of mobility, this form is weak to Form IV. Due to its emphasis on quick, powerful strikes, this form is strong to Form II.

Form VI, Niman (Requires Form I, Shii-Cho): Balanced and moderate. Intermixed and relaxed, most often combined with the practiced use of telekinesis to supplement the bladework.
Niman is truly the most balanced of the styles, not being sincerely advantageous anywhere, but lacking drawbacks that other styles hold. It could be incredibly dangerous in the hands of a patient, cunning, and calculating practitioner, something which has earned it the moniker of “Trickster’s Style” in the past. A trainee could keep up with students of other forms fairly well, but would risk being overcome by the clear advantages of another style. A master would take advantage of the lack of Niman’s own drawbacks, pressing their opponent to prevent the advantages the other possesses without letting themselves be taken advantage of, and will often harmonize with the opponent, responding to attacks with the equal and opposite.
One of the least physically demanding styles, but also the one which allows for the most individual creativity from its user, making it a very cerebral style best used when combined with other techniques, whether implementation of telekinetics or other practices like Jar'kai, which can become its own style in combination with this form.
This form is weak to Form II, but with this one exception, it has no clear advantages or disadvantages against other styles.

Form VII, Juyo (Requires Form I, Shii-Cho AND two other saber forms): What Darth Bane once called “Strong Style,” we more commonly call “Juyo” or “Way of the Vornskr. The most physically and mentally demanding of all lightsaber forms, which makes it ideal for single-opponent dueling, Juyo combines the best traits of both Ataru and Djem So with wild unpredictability. A novice user will wear their passion in this form on their sleeve, while more experienced duelists will maintain a calm external appearance that hides their internal emotional pressures.
The quintessential style of the Sith, according to the powerful Darth Sidious, who both practiced and taught the style, Juyo is aggressive enough to even overwhelm masters of Soresu. Yet, the emphasis on offense leaves one open to counterattacks, particularly from Form III and V practitioners, and especially from multiple opponents using their Force powers in conjunction with their sabers. It is advised that one specializing in this power be well-equipped in other fields of saber combat so as to not be overrun when they inevitably must face a group.
While by no means weak to blasterfire, the techniques used to deflect lasers usually are derived from the other styles the Juyo user has studied. A fledgling user would be able to combat a single opponent fairly well, but would be much more open to retaliation, and likely wouldn’t last long against multiple competent opponents, and would be far more susceptible to the power of their dark rage blinding them to the movements of their foes. A master, on the other hand, could move with such blinding speed and aggression that their opponents may never get a chance to block or counter, all while leaving their passions unpervaded by the Dark Side of the Force.

Exotic Lightsaber Combat (Requires Form I, Shii-Cho, AND one other lightsaber form): The use of lightsaber variants such as the lightwhip, wrist-mounted saber, tonfas, and the claymore all fall under what is called “exotic” saber combat. Proficiency in this skill is what allows an impractical and more unwieldy saber variant to be used without injuring or killing the user. Given the potential obvious dangers in the aforementioned saber variants, this is a must for those seeking to use such weapons.
Tripszest (Requires Form I, Shii-Cho, winged species OR Levitation OR flight device)
Saber Throw (Requires Saber Style, Telekinesis)
Saber Barrier (Requires Saber Style, Telekinesis)
Telekinetic Lightsaber Combat (Requires Level 25+, Saber Throw, Saber Barrier, Telekinesis)
Jar’Kai (Requires Shii-Cho)
Tràkata (Requires Shii-Cho)
Mounted Lightsaber Combat (Requires Shii-Cho, appropriate vehicle or pet)
Focus Discipline (Requires Sith Warrior, Shii-Cho)
Stance Discipline (Requires Sith Warrior, Shii-Cho)
Praetoria Vonil (Requires Sith Warrior, Shii-Cho)
Praetoria Ishu (Requires Sith Warrior, Shii-Cho)
Alter Damage (Requires Shii-Cho)


CONTROL

Alchaka
Augmentation: A basic power in a Force-wielder’s arsenal, and one of the very first taught to initiates, Augmentation is what allows a Sith to overcome their bodily limits, whether by overriding their body’s natural inclination to hold back to avoid hurting itself, or to push past mental barriers inhibiting one’s strength. While in general practice it only allows for one to break those barriers, its further applications are what allow the precise direction of the body’s capabilities. A novice might simply conjure the strength to perform a difficult physical feat, while a master would become practically superhuman.

Force Speed (Requires Augmentation)
Force Jump (Requires Augmentation)
Force Body (Requires Augmentation)
Enhance Attribute (Requires Augmentation)
Short Term Memory Enhancement (Requires Enhance Attribute)
Inertia (Requires Augmentation)
Reduce Injury (Requires Level 10+, Augmentation)
Remain Conscious (Requires Sith Warrior, Augmentation)
Force Stealth (Requires Sith Assassin)
Battlemind (Requires Sith Warrior)
Force Rage (Requires Sith Warrior)
Breath Control
Force Focus
Force Healing (Requires Level +15, Sith Archon OR Sith Paladin)

Aura of Healing (Requires Level 30+, Force Healing)
Art of Movement
Bleed Crystal: The ability taught to many Dark Side adepts and fledgling Sith acolytes when they first construct a lightsaber. Traditionally, the red crystals of a lightsaber were made artificially in a laboratory, but there are those who prefer a more symbolic route which proves their strength. A lightsaber crystal of blue, green, yellow, or other color would be taken from the lightsaber of a slain Jedi foe, and through the Sith would pour their malice and passion into the crystal, infusing it with Dark Side energy and “bleeding” it to turn it the iconic crimson color Sith lightsabers are feared for. The more experienced one is with this power, the greater strength given to the blade. Some crystals bled by particularly passionate individuals can become cracked resulting in a very dangerous, volatile blade that crackles rather than hums. Blades such as this have been known to cause greater wounds, even when the blade only glances the target.
Feed on the Dark Side: Sometimes called “Consume Essence,” this power is what allows a Sith to replenish his or her Force reserves, permitting them to continue the fight. Sometimes this may come as the result of an arduous ritual or as a grueling combat. A beginner will find the strength to continue on, or to get themselves to a safe place to rest, while a master will forgo the need to rest and ignore the pain of exhaustion, though they may find themselves slipping into greater exhaustion when the excess energy wears off.
Contort (Requires Sith Assassin)
Control Disease (Requires Level 10+, Sith Sorcerer)

Cure Disease (Requires Level 20+, Control Disease)
Control Pain (Requires Sith Warrior)
Dampen Force
Dark Side Healing (Requires Level 15+, Sith Sorcerer)
Dark Spiritual Travel (Requires Transfer Essence)
Detoxify Poison (Requires Sith Sorcerer OR Sith Assassin)
Dream Walking
Serenity (Requires Level 10+)
Emptiness (Requires Level 15+)
INNATE Flashburn
Force Clouding (Requires Level 20+)
Force Direction (Requires Level 10+)
Altus Sopor (Requires Sith Sorcerer)
Force Channel (Requires Sith Sorcerer)
Force Potency (Requires Sith Sorcerer)
Force Affinity (Requires Sith Sorcerer)
Force Mastery (Requires Sith Sorcerer)
Force Scattering
Force Sustenance (Requires Level 15+)
Exceptional Senectitude (Requires Level 30+, Evil Alignment)
Force Reflex (Requires Level 20+)
UNIQUE Immerse
UNIQUE Many Shades of the Force (Requires Level 30+, Lawful or Neutral Alignment)
Glowball (Requires Level 15+)
Instinctive Astrogation Control (Requires Level 20+)
Remove Fatigue
Tapas
Transfer Force (Requires Level 25+)
Waveform (Requires Telekinesis)
Hibernation Trance

Palawan Hibernation Trance (Requires Level 25+, Hibernation Trance)
FREE Dreambubble (Requires Hibernation Trance)
Mortichro (Requires Level 25+, Hibernation Trance)
UNIQUE Fold Space (Requires Level 25+): Of the few abilities learned from the reclusive Aing-Tii, this is perhaps the most powerful. Even the great Luke Skywalker, the most powerful Jedi in history, had difficulty in learning it. The ability allows for one to transport an object or oneself through space to another desired point instantaneously. The distance traveled and size of the object are determined by one’s skill in the ability. A learner may only transport small objects, like a lightsaber, small distances, while a more adept user may be able to transport themselves safely over several meters away. The most expert utilization of this ability allows for the movement of very large objects, such as a freighter, or groups of individuals, over the span of several kilometers. But without the power of multiple advanced users, and even technological aid unknown to all but the Aing-Tii, we have no record of planetary travel being possible even to the most accomplished user. Alternative uses of the ability include the Aura of Freedom, which essentially allows a user and their nearby allies to go untouched by telekinesis. It is worth noting that nearly any repeated or strenuous use of this power will leave all but the most powerful Force wielders exhausted.
Teleport (Requires Level 25+): Unlike its more powerful cousin, Fold Space, the power of teleportation is exclusively focused on movement of the self from one place to another. An extremely taxing ability at lower levels, amateur teleporters may need to rest after only teleporting twice across a moderately-sized room, while the most powerful teleporters could teleport as far as the eye could see—for it requires line of sight—seemingly at-will with substantially milder signs of distress.
Force Travel (Requires Level 20+)


SENSE
Force Sense: Generally, this is the second power trained into a fledgling Sith. It allows one to sense the presence of Life, the Force, and, at greater proficiency, the Force Potential of another being. With this power also comes an awareness of the death or blossoming of nature around oneself. A novice would begin to passively sense the flow of the Force around them, the presence of unconcealed life forms and plant life, and the presence of powerful Force-sensitives. With training, they can expand their senses in a greater area and probe deeper to see those who wish to remain hidden. A master of this power would be able to sense all but the most powerful assassins sneaking up on them, and would be able to sense the Force Potential of aspiring acolytes, or Jedi opponents, with ease.
Precognition (Requires Force Sense): One of the key powers for survival, Precognition is what allows a Sith to read the moves of their opponents, or to predict the strategies of an enemy force, before it happens.
Force Sight (Requires Force Sense)
Force Track (Requires Force Sense)
Farsight (Requires Force Sense)
Mind-Walking (Requires Level 20+, Farsight, Sith Prophet)
Quicksight (Requires Level 20+, Farsight)
INNATE Psychometry (Requires Force Sense): A rare power among Force users, its rarity suggests that it is tied to the physiology of the user, and is thus biological. It is not a power to be learned, but to be unlocked. At its lowest levels, one may sense “echoes” in the Force, allowing one to discern mundane and rudimentary information about what has happened to an object or a corpse over the last week or so. At medium proficiency, a user can even “hear” dialogue that may have passed in a certain location. Masterful users can sense whole conversations, and may even receive apparitions of people in conversation or combat, and can uncover precise events which led to the scene they find themselves in over the last couple of months, perhaps a year or so at most. A master is essentially a galaxy-class detective, with very little able to remain hidden once they sense an echo, and it matters very little how much time has passed since these events took place.
Force Shadow (Requires Force Sense, Level 10+)
Instinctive Astrogation (Requires Force Sense)
INNATE Pathfinding (Requires Force Sense, Talortai species)
Field Sense (Requires Force Sense)
Ice Image (Requires Force Sense)
Life Web (Requires Level 20+, Force Sense)
Theran Force-Listening (Requires Level 10+, Force Sense)
Restful-Sleep-in-Danger (Requires Force Sense)
Weather Sense (Requires Force Sense, Sith Elementalist)
INNATE Daen Nosi (Requires Anzat Species)
INNATE Shatterpoint
Truth-Sense
Shift Sense
Force Bond

Drain Life (Requires Force Bond, Sith Sorcerer)
Death Field (Requires Level 20+, Drain Life)
Drain Force (Requires Force Bond, Sith Sorcerer)
Merge Senses (Requires Level 10+, Force Bond)
Force Meld (Requires Force Bond)
Battle Meditation (Requires Level 20+, Force Bond, Telepathy, Precognition): Also known to the Sith as Sith Battle Coordination, this visualising meditative art allows the user to affect battles.
At lower levels, akin to Master Dowmat, the user must enter a deep meditation and visualise the outcome they want to happen, affecting the outcome of a small skirmish. They utilise Enhanced Coordination, allowing the user to affect a greater number of individuals by strengthening the natural bonds all life shares. For their forces, they can enhance their ability to coordinate, as well as boosting their strength, speed, stamina, and general fighting ability along with their morale. For their enemies, they can degrade all these things, making them less skilled, less capable of fighting, and uncoordinated. These benefits also apply to the user. Intermediate users gain a boost to range roughly the size of a city.
Users of advanced skill, akin to Lord Kaan, have a drastic increase in the range of their Battle Meditation, up to planetary, and may affect up to small fleets with great effort and concentration, and small skirmishes with mild signs of fatigue. At this level of skill, one gains a precognitive awareness of the battle, and may sense battle movements before they happen. They may also use it in combat, though at only half strength, and do not gain benefits outside of affecting oneself and the forces.
Masterful users, akin to Lord Caedus, can affect entire armies and fleets with less of a strain, have an effective distance of within a solar system, and affect morale to such a level that it may raise the will of a defeated army to make them victorious, and utterly crush the wills of an enemy fleet on the verge of victory, throwing smaller forces into complete chaos (and larger ones, over time).
Users of ultimate skill, akin to Darth Sidious, Bastila Shan, and Grandmaster Sunrider, have such an intense influence over the forces of battle that they may turn small forces against one another, and may throw entire enemy fleets, nearly innumerable in size, into total chaos, all the while enhancing the fighting ability, skill, and morale of their forces to such a level that they seem nearly superhuman in comparison.
Environmental Telepathy (Requires Level 15+, Force Bond, Telepathy, Beast Language, Sith Elementalist)
UNIQUE Time-Drifting

ALTER

Telekinesis
Force Push/Pull (Requires Telekinesis)
Force Whirlwind (Requires Level 10+, Force Push/Pull)
Force Burst (Requires Level 20+, Force Push/Pull)
Force Shockwave/Pulse (Requires Level 20+, Force Push/Pull)
Force Wave (Requires Level 30+, Force Push/Pull)
Force Wound (Requires Level 10+, Telekinesis)
Force Choke (Requires Force Wound)
Force Crush (Requires Level 25+, Force Wound)
Force Rend (Requires Level 25+, Telekinesis)
Ballistakinesis (Requires Telekinesis)
Force Orb (Requires Level 15+, Telekinesis)
Levitation (Requires Telekinesis)
Flamusfracta (Requires Level 20+, Telekinesis, Pyrokinesis)
Mental Shield: While many would likely be tempted to place this power under the umbrella of telepathy, they would be mistaken. A mental shield is completely focused on exactly that: shielding the mind. All other abilities relating to telepathy are directed towards reading or affecting the minds of others and are hence classified as separate.
Telepathy

Affect Mind (Requires Telepathy): One of the more notable abilities those proficient in the Force are capable of, the power to affect the minds of others opens up many possibilities beyond simply evading guard patrols. It can topple empires when used correctly, and though it is more than capable of persuading a patrolman to ignore obviously-illegal activity, the most powerful users are equally capable of swaying entire audiences of powerful individuals to their bidding. It is worth noting, however, that some species, such as the Hutts and Toydarians, are almost wholly immune to this power, and some individuals have undergone substantial-enough training of the will to resist grasping phantasmal hands. A powerful mind that does succumb to this power can potentially be damaged irreparably, making its use, at times, particularly hateful to the Jedi Order. The Sith, however, generally only needs to know that using the power against other Force users, even those weaker than the caster, is far more difficult than performing it on a non-Force user of comparable willpower to the caster, and will most often be shrugged off unless the difference in power level is substantial.
Beast Control (Requires Telepathy)
Beast Language (Requires Telepathy)
Force Fear (Requires Telepathy): More than simple manipulation of emotions to instill fear, Force Fear involves the flooding of a target's mind with sinister psychic energy to fill them with dread, anxiety, and terror. Users of low and intermediate skill utilize Force Fear to terrify and demoralize enemies, making their attacks less potent and skilled, if they choose to still make any. Advanced users utilize an advanced version of Force Fear known as Force Horror, and instill a fear so potent that most will freeze in utter horror, unwilling to move a muscle, save for sometimes curling up and sobbing; they may also target multiple enemies. Masterful users utilize the most powerful version of Force Fear called Force Insanity, and flood their enemies' minds with such potent energy that they may instantly go insane, either collapsing into catanoia, tearing their own eyes out, committing suicide, or any number of other truly horrific things; the user may also target a greater amount of beings.
Cleanse Mind (Requires Level 20+, Telepathy, Mental Shield): This ability, requiring some skill in shielding one's own mind, allows the user to negate any mind-affecting Force Power affecting a target.
Force Illusion (Requires Level 10+, Telepathy)
Dreamscape (Requires Level 30+, Force Illusions)
Alter Image (Requires Telepathy)
Comprehend Speech (Requires Level 15+, Telepathy)
Mnemotherapy (Requires Level 25+, Telepathy)
Memory Rub (Requires Level 30+, Sith Sorcerer, Telepathy)
Probe Mind/Drain Knowledge (Requires Level 10+, Sith Inquisitor, Telepathy)
Mind Shard (Requires Level 10+, Sith Inquisitor, Telepathy)
Mindspeech (Requires Level 10+)
Force Subjugate (Requires Level 10+, Sith Inquisitor, Telepathy)
Memory Walk (Requires Level 10+, Telepathy)
Neural Storm (Requires Level 10+, Sith Inquisitor, Telepathy)
Force Suppression (Requires Level 20+, Telepathy)
Progenitor’s Call (Requires Level 15+, Telepathy)
Sith Lightning (Requires Force Sense): A staple of the Sith armory for millennia, Sith Lightning, also known as Force Lightning, is the manifestation of the passion of a Sith in a violent display. Yet, lightning must be mastered by the user, for passion fully unleashed may threaten to consume its user, or even to drain them of their own vitality. Particularly pure-hearted Sith, as they have been known to crop up rarely once every few centuries, manifest this power as what the Jedi call Electric Judgment. The most amateur users are capable of emitting a spark of lightning (known as Force Shock) and may be able to manifest a few arcs, but lack the control necessary to channel their passion into greater displays, while the highest echelons of Sith Lightning users have been known to disintegrate enemies immediately, and decimate entire armies simply by extending their hands and willing it be so.
Chain Lightning (Requires Level 15+, Sith Lightning)
Lightning Saber (Requires Level 15+, Melee Weapon or Lightsaber AND Shii-Cho, Sith Lightning)
Lightning Grenade (Requires Level 15+, Sith Lightning, Telekinesis)
Kinetite (Requires Level 15+, Sith Lightning): Another variant of Force Lightning, this power allows its user to manifest lightning away from their body, unattached to their physical form. This is especially useful for those reliant on life-support apparati or cyborgs whose internal wiring is not resistant to lightning. At the lowest levels, it functions much the same as normal Force lightning, but detached from the body, whereas masterful users can conjure immense, static balls of energy to arc in all directions, like a mine in a minefield.
Lightning Bomb (Requires Level 15+, Sith Lightning)
Force Tempest (Requires Level 25+, Sith Lightning)
Lightning Variant: Force Storm (Requires Level 25+, Sith Lightning): Not to be confused with the ability to consume entire fleets with the power of wormholes, the Force Storm which involves Sith Lightning is still a very powerful ability indeed. One must merely raise their hands upwards, and many bolts of energy will arc into their opponents surrounding them. At the lowest levels of proficiency, a Sith may target a handful of individuals surrounding them. Proficient users have been known to incapacitate or kill small platoons with this power. The most accomplished users can not only eliminate thousands at a whim, but may be incredibly selective with their targets, as was implied by reports from a historic battle over Exegol, though those accounts are no doubt fallacious, since they mention that enemy vessels were merely disabled, and not destroyed, when someone able to accomplish such a feat would certainly have the power to incinerate all enemies at will.
Sith Barrage (Requires Level 25+, Sith Lightning)
Lightning Shield (Requires Level 20+, Sith Lightning, Force Resistance)
Lightning Aura (Requires Level 25+, Sith Lightning)
Lightning Empowerment (Requires Level 20+, Sith Lightning, Tutaminis)
Force Maelstrom (Requires Level 25+, Telekinesis, Force Wave, Lightning Bomb, AND Protection Bubble OR Lightning Shield)
Dark Aura (Requires Level 25+, Sith Lightning)
Summon Storm (Requires Level 30+, Sith Lightning, Force Whirlwind)
UNIQUE Aing-Tii Fighting Sight
UNIQUE Image (Requires Sith Sorcerer)

UNIQUE Mirror Illusion (Requires Image)
Force Resistance
Adiabatic Shield (Requires Level 10+, Force Resistance, Telekinesis)
Tutaminis (Requires Level 10+, Force Resistance)
Force Barrier (Requires Level 10+, Force Resistance)
Protection Bubble (Requires Level 25+, Force Barrier, Adiabatic Shield)
Energy Resistance (Requires Force Resistance)
Pyrokinesis: Also known as Flame Control and Combustion, Pyrokinesis is the practice of creating and controlling fire. More powerful sorceric users are able to perform this ability as a ritual to create blue flames–called Fiery Energy–that can travel across the galaxy to pursue their victims, though these flames being harmed by a lightsaber or by the Force will cause substantial harm to the user.
Fireball Belch (Requires Level 10+, Pyrokinesis)
Flame Aura (Requires Level 25+, Pyrokinesis)
Fire Tornado (Requires Level 25+, Pyrokinesis, Force Whirlwind, Sith Elementalist)
RITUAL Fiery Energy (Requires Level 30+, Pyrokinesis, Sith Sorcerer)
Cryokinesis
Cold Aura (Requires Level 25+, Cryokinesis)
Alter Environment (Requires Level 15+, Sith Elementalist)
UNIQUE Darkshear (Requires Level 25+): A horrifying power borne of the Sorcerers of Rhand and common among them, it is more difficult for a Sith to master, especially if one is not wholly committed to the principle of destruction, which all Rhandite arts must obey. At lower levels, a user may cast forth narrow rays of entropy, rotting away at flesh like a parasitic fungus, or rusting armor to brittleness. A proficient user is able to command waves of this power, extending the effect in a larger cone to a larger distance and allowing for the entropy to cause serious malfunctions in machinery and debilitating effects of aging in organic beings. The most powerful users have been known to extend this power over a whole city region, withering away at even the most potent artifacts and beings considered immortal, causing instant rot and decay in the vast majority of strikes, often leading to an immediate, painful death. They can even wither away entire starships, turning them instantly into relics of the Hundred Years Darkness. It should be noted, however, that even the smallest use of the power withers away at the user’s own flesh, and the effect becomes more pronounced the more proficient one becomes. Eventually, this can become severely crippling, and only a few powers, such as Exceptional Senectitude and Eternal Hatred, have been known to allow the user to persist despite the withering of their flesh.
Attune Armor (Requires Sith Artificer)
Imbue Item
Electronic Manipulation (Requires Level 10+, Tutaminis, Affect Mind)
RITUAL Enhance Force Sensitivity (Requires Level 30+, Sith Sorcerer)
Alter Form (Requires Level 20+, Sith Wizard OR Sith Witch): The ability to change one’s actual bodily shape at will is a painful process, and one which does not always guarantee a safe return to how things once were. A fledgling user of this power will find themselves able to sprout mandibles or grow claws, perhaps even Loth cat eyes, imitating animals as they please, though the sensation is not desirable. They also will not yet have the power to meld their clothes and possessions into their form, and so these things will be discarded or destroyed when they shift, depending on the type of transformation. A middling user is able to shift their entire form, though only to that of simple creatures, such as the Loth wolf or Wampa, though they can meld clothing and simple items, such as a rebreather or capsule of nutritional tablets, into their shape without breaking or dropping them. The most powerful users of this power have been known to transform into large, complicated beasts, such as the Wyyyschokk and Drexl, and even to take on forms from their imagination, though they are still limited in the complexity of such imaginations. They are, however, able to meld their possessions, regardless of complexity, into their form, and are much freer and quicker in their transformations. The more complex the transformation, the more pain they inflict on the user, and the more they are pushed towards the more bestial nature of the taken form. Additionally, such abilities cannot be used to cheat death, as the users are still bound metaphysically to their true form, and any injuries they suffer as a beast will be placed back onto them when they assume their natural form once more, which would possibly result in an instant death upon transforming into their weaker natural form.
Force Light (Requires Level 30+, Sith Archon OR Sith Paladin, Good/Neutral Alignment): Many users of Force Light together can generate a Wall of Light. The amount it takes and their individual potency needed to create such an event is determined by the GM.

FREE Force Harmony (Requires Force Light, Sith Archon)
Aura of Light (Requires Level 35+, Force Light, Sith Archon OR Sith Paladin)
Force Blinding
Force Call (Requires Level 35+)
Force in Balance (Requires Sith Archon)
Force Stun (Requires Level 10+)

Force Stasis (Requires Level 20+, Force Stun)
Golden Flash (Requires Sith Archon OR Sith Paladin)
Force Kick (Requires Sith Warrior)
Force Punch (Requires Sith Warrior)
Force Bellow
Force Blast (Requires Level 10+)

Sickening Blast (Requires Level 20+)
Force Cloak (Requires Sith Assassin)
Brew Sith Poison (Requires Sith Poisoner)
Force Plague (Requires Level 20+)
Force Net (Requires Level 10+)
Dark Plague (Requires Level 25+)
Deadly Sight (Requires Level 10+): A dreaded power once used by the Dark Jedi Sariss in her battle with Kyle Katarn, it has since been experimented on. Though horribly inefficient to use in the midst of battle given its tiring nature, especially considering its blast cannot be refined, the power of Deadly Sight allows a user to afflict pain and suffering on an opponent at varying levels, refining the user’s passion and fury into an invisible burst from their eyes. At lower levels, the sensation is that of a very hot burning, enough to induce shock in weak opponents, though it typically will only affect one or two individuals at a time. More powerful users can expand their gaze to capture several individuals at once, frying their bodies horribly. The most powerful users will be left drained by the effort, but are capable of simply evaporating their enemies in an instant, and can do so to dozens of opponents and allies alike simultaneously.
Dim Other’s Senses (Requires Sith Assassin)
Conceal Essence (Requires Sith Assassin): A power practiced by those who walk in anonymity, this ability allows one to hide their Force presence from others, either disappearing in the Force or appearing as unaligned, or even alternatively aligned. While novices can disappear in the Force to prevent reconnaissance by those they are trying to sneak around, more proficient users can disguise their Force alignment, sneaking by Jedi even while conversing with them. The most powerful users are able to perform what is called Qey-Tek meditation, which allows them to appear as the kindest and most benevolent individuals to even the most perceptive of Jedi Masters.
Corruption (Requires Level 15+)
Create Force Wraith (Requires Level 15+)
RITUAL Create Sith Holocron (Requires Level 30+)
Crucitorn (Requires Level 10+, Telepathy, Telekinesis): The pain power, able to increase or decrease the pain of others or the self at the user’s will. Either the cruelest or most benevolent power of the Sith, depending on how it is used. Beginners focus telepathically on themselves or a target, causing their wounds to feel less painful than they actually are, or increasing the pain twofold. More proficient users are able to endure torture through sheer force of will, and can telekinetically irritate the wounds, causing greater injury to their opponent. The most skilled users are able to shrug off deep cuts or broken bones, even punctured lungs and traumatized hearts, or can save others from shock, or induce it in them.
Crush Opposition/Malicious Fury
Energy Blade (Requires Level 20+, Sith Illusionist OR Sith Masterblade)
Shadow Armor
Shadowstrike (Requires Sith Assassin, Force Sense, Telekinesis)
Dimension Shift (Requires Level 30+)
Force Familiar (Requires Level 10+)
Force Flash
Force Scream
Force Destruction (Requires Level 20+, Sith Elementalist)
Doppelgänger (Requires level 20+, Telepathy, Telekinesis)

Force Phantom (Requires Level 30+, Doppelgänger, Sith Sorcerer)
Mechu Deru
Mechu Macture
Technometry
Technopathy
Inflict Pain (Requires Level 15+)
Malacia (Requires Level 10+)
Sand Levitation (Requires Telekinesis)
UNIQUE Scribe
Sound Mimicry
Soft-to-Solid
Spear of Midnight Black (Requires Level 15+)
Noise-Dampening Bubble
Phase (Requires Level 25+)
Plant Surge (Requires Level 10+, Sith Elementalist)
Revitalize
Hassat-Durr/Ayna-Seff
Force Weapon
Waves of Hatred
Words of Banishment (Requires Level 25+)


SITH MAGIC (SITH SORCERER CLASS ONLY)

Sutta Chwituskak
Qâzoi Kyantuska
RITUAL Dwomutsiqsa
Odojinya (Requires Sith Thaumaturge)
Dark Energy Trap
Waves of Darkness
Aura of Uneasiness (Requires Level 15+)
Mask
RITUAL Forge Sith Artifact (Requires Sith Alchemist, Sith Runes)
RITUAL Forge Sith Weapon (Requires Sith Alchemist OR Sith Masterblade, Imbue Item, Sith Runes)
RITUAL Forge Sith Armor (Requires Sith Alchemist, Imbue Item, Sith Runes)
Mutate Life
RITUAL Create Chrysalide (Requires Sith Alchemist, Mutate Life)
RITUAL Create Tuk’ata (Requires Sith Alchemist OR Sith Ranger)
RITUAL Create Hssiss (Requires Sith Alchemist OR Sith Ranger)
RITUAL Create Underwalker (Requires Sith Alchemist)
RITUAL Summon Monolith (Requires Level 30+, Sith Alchemist)
RITUAL Create Leviathan (Requires Level 35+, Sith Alchemist, Sith Runes)
RITUAL Create Technobeast (Requires Level 30+, Sith Technomage, Mechu Deru Vitae)
Animate Golem (Requires Level 15+, Telekinesis)

Animate Sith Statue (Requires Level 30+, Animate Golem)
Invoke Spirits (Requires Level 20+, Sith Necromancer)
Corpse Vision (Requires Invoke Spirits)
Reanimate Dead (Requires Level 25+, Sith Necromancer)
Reanimate Sith Undead (Requires Level 30+, Reanimate Dead, Invoke Spirits)

FREE Infernal Dead (Requires Reanimate Dead, Pyrokinesis)
FREE Reanimate Carrion (Requires Reanimate Dead, Plant Surge)
FREE Fossilised Dead (Requires Reanimate Dead)
FREE Electrified Dead (Requires Reanimate Dead, Sith Lightning)
FREE Reanimate Sith Shadow-Ghouls (Requires Level 35+, Reanimate Sith Undead)
FREE Spectral Dead (Requires Level 35+, Reanimate Dead, Invoke Spirits)
Create Rakghoul (Requires Level 25+, Sith Alchemist, Specific Sith Artifact, Sith Runes)
Mechu Deru Vitae (Requires Level 25+, Sith Technomage, Mechu Deru)
RITUAL Summon Terentatek (Requires Level 25+)
Create Jumper (Requires Level 20+, Sith Alchemist)
Sith Illusions (Requires Level 10+): One of the more terrifying abilities of a Sith Sorcerer, this ability contrasts sharply to Force Illusions in that it actually manifests shapes as physical beings. The term “illusion” is, truthfully, a misnomer. So long as the appeared image is believable to opponents, the effects of its presence are real. Novices are able to conjure up small, inanimate objects, such as barricades or walls to disguise themselves or protect themselves from harm, while powerful users can be more complex in their summonings, manifesting storm clouds, packs of wild beasts, or even grand weapons. The most accomplished users of this power have been known to create horrifying entities from their imaginations, commanding nightmares to attack their foes, or conjuring the presence of the ancient gods of the Sith to fight for them. Should a foe see through such an illusion, however, it becomes just that, and it loses power in the physical realm.
Create Object (Requires Level 25+, Sith Illusionist)
Sith Emperor’s Ritual (Requires Thought Bomb)
Sith Fire Ritual
Sith Plague
Sith Runes
Sith Stone Ritual
UNIQUE Stygian Art (Requires Mechu-Deru)
Summon Fear
False Light Side Aura (Requires Level 20+, Evil or Neutral Alignment)


DATHOMIRI MAGICKS (SITH SORCERERS AND NIGHTWITCHES ONLY)

Spirit Blade (Requires Level 30+, Sith Illusionist OR Sith Necromancer OR Sith Witch OR Sith Nightwitch)
Blood Magic (Requires Level 20+)

Dark Illusion (Requires Level 25+, Blood Magic, Force Lightning OR Spell of Lightning, Sith Illusions)
Blood Trail (Requires Blood Magic)
Heartshadow (Requires Level 25+, Precognition)
Chant of Resurrection
Control Web
Ears of the Chiroptix
Living Fire (Requires Level 20+)
Mesmerism
Revitalization of the Whuffa
Scream of the Ssurian
Seeking Spell
Sense of the Veshet
Speed of the Toocha
Spell of Assistance
Spell of Awareness
Spell of Comfort
Spell of Concealment
Spell of Creature Understanding
Spell of Discovery
Spell of Interpretation
Spell of Lightning
Spell of Mimicry
Spell of Open Mind
Spell of Power
Spell of Protection
Spell of Structure
Spell of Thought-Touch
Surge of the Brier
Touch of the Kiin’Dray (Requires Sith Witch OR Nightwitch)



GODLIKES
Godlike abilities are reserved for the upper echelons of Sith, with some taking lifetimes to master. Through hard work, dedication and much time spent within the Order, a Sith may come to obtain powers many, even the Jedi, could not stand to comprehend. All Godlike abilities require 10 points of investment and may require prerequisites based on level, class, subclass/prestige class, or requisite abilities.

Sever Force (Requires Level 40+): A power once thought unique to the Light Side of the Force, the ability to cut another off from the Force is one that should not be taken lightly. Generally speaking, this power was meant only to cut off a single target at once, as the power itself is incredibly draining. Not to be confused with Wall of Light, a power exclusive to Jedi, Sever Force functions in a variety of ways. First, it can be used temporarily to cut a user off from the Force, though they can recover from this after a time, oftentimes through the ignition of passion, as was the case of Jacen Solo. It could also be used to suppress one’s own presence or abilities in the Force, though such an event was normally associated with some form of mental trauma. Alternatively, it could be used to kill the midichlorians in an organism, disabling and crippling them in the Force, though not severely enough so that the victim couldn’t still manifest as a Force Ghost in death, as was discovered by Darth Plagueis in his studies. In some instances, where the continued life of an individual depended on the Force, such a power could instantly kill them.
UNIQUE Art of the Small (Requires Level 30+): Known also as Transmogrification to the esoteric Sorcerers of Tund, the Art of the Small allows the user to shrink their presence in the Force to the sub-microscopic level to influence cells and quarks to levels of precision nearly incomprehensible. It can be used to hide one’s presence in the Force, to transform organic and inorganic substances and beings, to extend one’s own life exponentially, or even to create horrifying plagues from seemingly harmless materials. It is one of the most powerful uses of the Force, and yet very few have unlocked its fullest potential.
UNIQUE Midichlorian Manipulation (Requires Level 35+, Art of the Small, Sith Sorcerer OR Sith Assassin)

UNIQUE Maxichlorian Transference (Requires Level 40+, Sith Sorcerer, Midichlorian Manipulation)
Wall of Light (Requires Level 40+, Force Light): A detestable power to all but the zealous Sith Archons and some Paladins, a Wall of Light is deadly to most Dark Side practitioners, capable of not only separating them from the Force, but violently shattering their spirits and shunting them into Chaos. This power, most often, is performed by several Jedi at once, but the most powerful of Jedi Force users, when properly aligned in spirit, can conjure it alone. It is, essentially, a version of Force Light that can affect individuals in a much larger area, or be concentrated to a single target, to eliminate their Force abilities. Additionally, the Wall acts as a barrier which darkness cannot pass through. Unlike Sever Force, this power is only effective against those practiced and immersed in the Dark Side of the Force and has no effect on Jedi or other benevolent Force wielders.
Oneness (Requires [REDACTED], Impossible to obtain without GM intervention)
Celestial Ressurection (Requires Level 45+, Celestial/Old One Species)
Dark Transfer (Requires Level 30+, Shatterpoint)
UNIQUE, RITUAL Gravemind (Requires Level 40+, Sith Sorcerer, Sith Runes, Dark Side Spirit OR Force Ghost): A horrifying power with unspeakable ramifications. Sith runes carved into a body allow one to protect themselves from death so long as another remembers them. When a Sith has made a name for themselves, this power allows for nearly infinite immortality, quite possibly the most effective means of such. It depends upon the persistence of metaphysical parasites embedded into the mindscapes of sentient beings, who are linked between the mortal plane and beyond for the Graveminded being. So long as that parasite is not cleansed (as with the genetic Flashburn power, or the powerful Memory Rub) an individual could continue to return from the dead.
Dark Side Spirit (Requires Level 25+): When a powerful Sith perishes, their spirit is often able to cling to the material world with all their passion intact, manifesting as a furious or forlorn spirit imprinted at the place of their death. Oftentimes, this spirit is only a fragment of the full personality of the Sith in life, and does not have the same “autonomy,” if it can be called that, that the Jedi power of Force Ghost allows. While they may interact with others calling upon them, their mode of travel is nearly non-existent, and their being is fragmented without further powers. Of all the Sith spirits encountered, only Freedon Nadd and Marka Ragnos are known to have been capable of manifesting beyond their grave and site of death, but these Sith were anything but normal.
Transfer Essence (Requires Level 30+, Dark Side Spirit OR Force Ghost, Sith Sorcerer)

RITUAL Transfer Essence [Object] (Requires Level 35+, Dark Side Spirit OR Force Ghost, Drain Force, Drain Life, Alchemical Apparatus, Sith Sorcerer)
RITUAL Transfer Essence [Computer] (Requires Level 30+, Dark Side Spirit OR Force Ghost, Sith Technomage OR Sith Borg, Mechu Deru OR Electrical Manipulation)
Force Ghost (Requires Level 30+, Sith Archon OR Sith Paladin OR Good/Neutral alignment AND GM Approval): Very few Sith have been known throughout the ages to be able to enter into communion with the Force after their passing. Rather than merely an imprint on the material plane, a Force Ghost is the whole of who the Sith was in life and is able to move and act with autonomy, even transmaterializing across the galaxy. The only notable Sith user of this power was Darth Marr, whose noble spirit and dedication to a cause greater than the Sith Order allowed him to achieve such matrimony with the Force.
UNIQUE Postmortem Influence (Requires Level 40+, Force Ghost)
UNIQUE Flow-Walking (Requires Level 35+)
Dark Side Tendrils (Requires Level 25+, Sith Sorcerer, Evil Alignment)
UNIQUE Scintillation (Requires Level 40+, Sith Thaumaturge OR Sith Alchemist)
Eternal Hatred (Requires Level 30+, Evil Alignment)
Force Walk (Requires Level 30+, Sith Necromancer, Invoke Spirits, Drain Force)
RITUAL Supernova (Requires Level 40+, Sith Thaumaturge, Sith Crystals)
RITUAL Thought Bomb (Requires Level 30+)
UNIQUE Hunger (Requires Level 40+, Transforming into A Wound in the Force, Death Field, Evil Alignment)
Wormhole: Force Storm (Requires Level 40+, Force Maelstrom, Instinctive Astrogation OR Instinctive Astrogation Control)

FREE Wormhole: Force Fire Storm (Requires Level 40+, Pyrokinesis, Wormhole: Force Storm)
UNIQUE Darksight (Requires Level 40+, Sith Prophet, Battle Meditation, Precognition, Evil Alignment): One of the most dreaded dark abilities used by the nefarious Sorcerers of Rhand, the power Darksight allows one to peer into the future and select the course of events they wish to happen, influencing the Force towards this path. There are, however, a few stipulations, for though it would seem too good to be true, this is precisely the case. The infamous Cronal, himself as Sorcerer of Rhand, once claimed that he had used this power to bring the Galactic Empire to its most grandiose state. This, however, is not necessarily true, for Darksight is not a foolproof power, and has been known to betray its user, or to utterly fail in its usage. The more one uses it, the less likely it is to work, and the closer to insanity the user grows before they are violently pushed over the edge. Furthermore, the use of this power is synonymous with evil and darkness, and while a Sith may use it, it should be noted that it only pushes for destruction. Any attempt to use it to create, protect, or fortify will most assuredly fail, for such is the nature of the powers borne of Rhand. I wouldn’t wish this power unto anyone, for it sounds the most agonizing torment.
RITUAL Sith Battlelord Ritual (Requires Level 25+, Force Bond, Telepathy)

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CLASSES - JEDI

Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.

Jedi Guardian
Jedi Guardians are the martial foundation of the Jedi Order; disciplined and athletic, they place their focus on the physical aspects of Jedi life, training in the art of lightsaber combat and martial arts, and honing their Force abilities for use in battle or protection. Guardians are staunch defenders of the Light and will fight with every fiber for the triumph of justice. Many, but not all, Guardians were traditionally outfitted with blue lightsabers. Jedi Guardians are masters of physicality and receive free points in Force Valor up to the rank available for their level, up to rank 3 at level 20.

Jedi Consular
Jedi Consulars are healers, historians, diplomats, and seers. Consulars place their focus on the more cerebral aspects of the Force, preferring to leave their lightsabers unignited and placing faith and trust in the power of the Light to guide and sharpen their abilities through meditation and study. Compassionate and studious, Consulars excel in using nonviolent means to uphold the tenets of Jedi philosophy. Most Consulars were traditionally outfitted with emerald lightsabers, but this was not always the case. As their connection to the Force and all that surrounds them tends to be far greater than the average Jedi, Consulars receive free points in Force Bond up to the rank available for their level, up to rank 3 at level 20.

Jedi Sentinel
Jedi Sentinels strike a balance between Guardians and Consulars; they are practical in their approach to the Force and its myriad applications, blending combat and non-combat abilities. Sentinels often lean towards a civilian-style life, putting their skills to use in protecting citizens. They are adept in a wide variety of non-Force skills, using their Jedi schooling to augment their chosen field of expertise. Sentinels generally carried whatever lightsaber color that was bestowed on them, though a substantial portion in the Old Republic carried yellow lightsabers. The most elusive of Jedi, they receive free points in Force Stealth up to the rank available for their level, up to rank 3 at level 20.

Subclasses (Available at level 10+)

Guardian Subclasses

Jedi Warrior

Jedi Warriors are almost antithetical to the order itself, used as soldiers and brutal combatants on the bloody field of honor. They are extremely physically fit and skilled in martial arts and other techniques of warfare. Due to their extreme combative focus, warriors gain access to two Approaching the Dark skills (not whole trees).

Jedi Peacekeepers
Peacekeepers are the protectors of justice and harmony in the galaxy. Peacekeepers are law enforcers, sentries, ambassadors, and negotiators with well-balanced skills in both combat and non-combat areas. Jedi Peacekeepers get two free points in Force Stun, regardless of rank, and two free points in Alter Damage.

Jedi Starfighter
Members of the Jedi Starfighter Corps use the Force in perfect harmony with their piloting. Their unrivaled reaction time and precision in starfighter combat make them the finest force multipliers in aerial combat, and when melded with other starfighters, they can apply significant force to an entire fleet. Jedi Starfighters gain two free points in Force Meld and Force Direction, regardless of rank, and also are given a starfighter to use and customize.

Exotic Weapon Specialist
Exotic Weapons Specialists are Jedi Guardians who have chosen to either forgo lightsabers or use it alongside other weaponry, such as a quarterstaff, electrostaff, flail, force pike, and so on. In the past, this term also applied to those who mastered unusual lightsaber variants, but this is no longer the case. Exotic Weapon Specialists gain access to Force Weapon, enhancing their weapons through the Force to resist lightsabers, deflect blaster bolts, and shatter stone; given that some specialize in use of blasters and slugthrowers, access to Force Direction is also gained.

Consular Subclasses

Jedi Healer

Jedi Healers are valuable members of the Jedi order and invaluable during war, keeping the wounded alive and rejuvenating them. Jedi Healers can heal and energize allies fast enough to put allies back into combat soon after they are disabled, ensuring a heavy reduction in loss of life. Jedi Healers get one free point in both Force Heal and Revitalization.

Jedi Seer
Jedi Seers cross space and time with aetherial vision, viewing places worlds away, in the past, and far in the future. All Jedi Seers are capable of using Psychometry, and thus gain access to it, and have one free point each in Precognition and Farsight.

Jedi Sage
Jedi Sages are the polymaths of the order, typically serving as wise teachers and erudite lore keepers, and many even become Jedi Diplomats, working with governing bodies, monarchs, senators, committees, and so on to establish peace through the pen. Such cerebrally focused Jedi have exceptional talents with mind-affecting abilities, having honed such through constant use, and thus have access to a wider array of mind-affecting Force powers, including one dark mental power of their choice.

Jedi Druid
Jedi Druids are rare among the Order, but those who do decide to immerse themselves in nature embody, in many ways, the principles of peace, serenity, and union with the Force present in the Jedi Order. Druids tend to present themselves humbly, and their work is usually associated with tending to younglings who are misled before arrival. Through their understanding and interactions with nature, they bring a sense of calm to those in spiritual turmoil. Druids are particularly adept, more so than others, at controlling the elements, and receive maximum proficiency for their level in either cryokinesis, pyrokinesis, or plant surge. Druids are also known for their healthy relationships with animals, and often create a Life Bond with one who acts as their friend and guide in nature. In addition to their elemental proficiency, a Jedi Druid receives two points in Force Bond for free, so long as that bond is used to create a life bond with an animal.

Upon attaining Master rank, a Druid’s communion with their Familiar and chosen element is so powerful that the Familiar can channel the elemental abilities that the Druid wills (albeit at half strength). Additionally, the Druid gains three points for free in one of the two elemental skills not previously chosen.

Sentinel Subclasses

Jedi Slicer

Jedi Slicers have an odd affinity for machines, whether it be computers, droids, security systems, or something else entirely, they dedicate themselves to the mastery of technology in an increasingly technological age. Jedi Slicers gain two free points in Electronic Manipulation and their choice of either Technopathy or Technometry.

Jedi Investigator
The Jedi Investigator spends more time “on call” than most, and historically spent more time on Coruscant but out of the temple than any other Jedi. The Investigator acted on behalf of the local and regional police forces, assisting in the capture of dangerous criminals and the finer riddance of crime than the more martial Jedi Guardian. As such, a Jedi Investigator was required to be quiet and observant in all aspects of their jobs. Jedi Investigators receive two free points in Force in both Force Stealth and Force Track in order to both hide themselves and find those who are hidden.

Jedi Shadows
Jedi Shadows are the dedicated enemies of the Dark Side, hunting down darksiders and their artifacts. Skilled in deception and subterfuge, Jedi Shadows often, but not always, view the universe in shades of gray, allowing them to make the most unpleasant moral compromises necessary, as well as allowing them to take one skill from Approaching the Dark at its highest available points for free (i.e. 3 points at Level 20, 4 points at Level 30, etc.). They also gain the power of False Dark Side Aura at the highest available level for their rank, allowing their subterfuge to go unnoticed and unsuspected.

Jedi Rogue
Jedi Rogues are a type of Sentinel, most often, whose occupation as a Jedi generally goes unnoticed. Of all of the Jedi, they blend in with their surroundings most easily. Rogues are experts in falsifying their identities, both physically and legally, and in addition to being more easily able to forge documents and come up with stories about themselves on the fly, and to assist with this, they receive Alter Image/Masquerade at the highest available level for their rank for free. Jedi Rogues also generally train in the use of a weapon outside of the lightsaber to maintain secrecy, and so gain proficiency in the use of one such weapon (a blaster, electrostaff, vibrosword, bowcaster, etc.) when they take this subclass. Lastly, Rogues are often well-acquainted with the criminal Underworld, and many will obtain a dossier on numerous criminal individuals on their adventures.

Prestige Classes

Jedi Aces
(Requires Level 20+, Jedi Starfighter)
Jedi Aces are the highest-ranking pilots of the Jedi naval effort and are often the leaders and teachers of the Jedi Starfighter Corp. Jedi Aces weave through hornet nests of turbolaser fire and missile barrages to deliver their explosive payload with bombs guided perfectly through the Force. Jedi Aces have become so attuned to the usage of Force Meld and Force Direction that it is as innate to them as breathing, gaining both at their highest level for their rank, for free, and gaining access to the Talortai ability of Pathfinding.

Jedi Battlemasters (Requires level 30+, Jedi Warrior or Peacekeeper, Six Classical Lightsaber Forms)
Utter nightmares to face in single combat, Jedi Battlemasters are the greatest lightsaber duelists in the Jedi Order, and teach other Jedi in the martial art of which they have no equal. So perfectly attuned to the Force and how it harmonizes with saber techniques, Jedi Battlemasters enjoy maximum proficiency in one classical lightsaber form of their choice, and one free point in every other classical form.

Jedi Weapon Master (Requires Level 20+, Exotic Weapons Specialist)
When an Exotic Weapon Specialist of the Jedi Order gains master rank and attains true mastery of their chosen weapon and impressive skill with several others, they gain the honorific title of Jedi Weapon Master. Depending on whether they specialized in a melee or ranged weapon, Weapon Masters enjoy four free points, regardless of rank, in either Force Weapon (melee) or Force Direction (ranged).

Jedi Tech Expert (Requires Level 20+, Jedi Slicer)
Tech Experts went beyond the simple manipulations that Slicers focused on, instead preferring complete mastery of technology. Among these abilities are the skills of Hassat-Durr and Mechu-Deru, which they gain free three points in.

Sith Hunter (Requires Level 25+, Fitting Personality and/or Story [Seek GM Approval])
Based upon the Jedi Shadows, the Sixth Line, and the Jedi Covenant, these Jedi are the most unorthodox when it comes to the manner of hunting Sith. Often bearing purple lightsabers and occasionally bearing red lightsabers as their enemies do, they are well-equipped to slip into the enemy’s ranks to assassinate their top dogs or tap into the other side of the Force to grant an edge in a bloody, desperate battle. A Sith Hunter is able, more so than any other class, to dip into the powers of Darkness without succumbing to the temptation to turn completely, for their adherence to the ideology of the Jedi Order is too strong to allow such surrender. Sith Hunters may access two skill trees from the Approaching the Dark category, in addition to any offered by their base class or subclass.

Jedi Coordinator (Requires Level 25+, Jedi Sage)
Jedi Coordinators are Jedi Sages who chose to maintain a focus on the most cerebral Force skills, and are the most powerful support unit on the battlefield, orchestrating strategies and providing mental artillery. Jedi Coordinators gain three free points in Battle Meditation and Force Meld.

Jedi Prophet (Requires level 30+, Jedi Seer)
Responsible for the Prophecy of the Chosen One, Jedi Prophets are Jedi Seers with extraordinary foreknowledge, and instantly gain the maximum proficiency in Precognition possible and gain at the highest level for their rank one other power from the Force Sense tree of their choice.

Jedi Specialist (Requires level 20+, Jedi Sentinel [except Jedi Shadow])
These Jedi Sentinels specialize in whatever area they see fit, and often do so in more than one area, arranging for themselves a wide array of skills for any situation. Jedi Sentinels who choose the path of the specialist may acquire access to three skills from whatever subclasses they choose (only one skill may be learned each subclass).

Jedi Temple Guard (Requires Level 20+, Jedi Sentinel or Jedi Peacekeeper)
Upon attaining sufficient skill as a Jedi Knight, a Sentinel or Peacekeeper may choose to become security for the Jedi temple. Unlike previous iterations, this position is permanent. Sentinels become the gold-white masked legion of guardians ever patrolling the halls and yards of the various Jedi temples and are given special lightsaber-resistant armor and phrik saberstaffs. Physically imposing Jedi Peacekeepers become Jedi Brutes and guard the entrances, warding off aggression through intimidation, and are given Force-imbued phrik armor and lightsaber-resistant saberstaffs. Less physically imposing Jedi Peacekeepers become Jedi Snipers, patrolling the heights of temples and striking farther and more accurately than any other, and are endowed with their choice of Force Focus or Saber Throw at maximum proficiency for their rank, depending on whether they are exceptional with their sabers, or elect to use actual rifles.


SKILLS - THE POWERS OF THE JEDI

LIGHTSABER FORMS AND AUGMENTING FORCE TECHNIQUES

Form I, Shii-Cho: Simple and relentless. Bold and kinetic. Somewhat slow at lower levels, but more skilled users become a waterfall of fluid slashes. Masters of this martial art release themselves into the Force, channeling it deeply and possibly endangering their spirit, but becoming an unpredictable hurricane of lightsaber strikes.
At least basic skill in this martial art is necessary to learn to use a lightsaber efficiently without injury.

Form II, Makashi (Requires Form I - Shii-Cho): Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in strength.
Martial artists of lower levels have an excellent and very active defense against lightsabers, but lack the precision to mount an effective offense. More skilled users are dreadful to face in lightsaber duels, utilizing expert precision and speed to slip beneath an opponent's defense and swat aside an opponent's offense.
This form relies the least on one's connection to the Force, and relies more on the user's intellect and skill than physical ability, though taller user's will have advantage in reach.
This form is weak to blasterfire, Form V Djem So, but not Shien, and Form VII Juyo, but not Vaapad. This form is strong against Form I, Form IV, Form VI, and the lower levels of Form III.

Form III, Soresu (Requires Form I - Shii-Cho): Subtle and tight. Conservative and economic, prioritizing defense over offense in the ultimate philosophical showcase of Jedi non-aggression.
Novice users are quite exceptional when defending from blaster bolts and other projectiles, but in heavy fire scenarios and against skilled opponents, they only delay the inevitable. A master of this form can be considered nearly invincible, able to walk through hornet nests of blaster fire unscathed and defeat powerful duelists through patience and masterful timing.
This form has no dedicated attack sequence, and the user must rely on the deflecting parries and ripostes, or another form, to defeat an enemy.
The lower levels of this form are weak to Form II and Form VII, but beyond that, it has no weakness to another form. This form is strong against blasterfire.

Form IV, Ataru (Requires Form I - Shii-Cho): Acrobatic and flowing. Elaborate and aggressive, reliant on the physical agility of the user in conjunction with their strength in the Force. Lacks dedicated defense, relying on agility to dodge attacks.
Beginners may disorient their opponents with spins and flips, but may have trouble closing off all openings in their motion for the enemy to attack. The most proficient users become an offensive omnidirectional dervish of blades, striking more swiftly than any other, evading too quickly for an opponent to catch and overwhelming them.
The user becomes a conduit for the Force, but one can only be a conduit for so long before burning out. Thus, this form is best used on single opponents and to end a fight quickly, or to be supplemented with another style.
This form is weak to Form II and Form III. This form is strong to Form V.

Form V, Shien/Djem So (Requires Form I - Shii-Cho): A dual discipline of two separate forms too similar to teach separately: Shien and Djem So.Most Form V users express a preference for one of these forms like one expresses a preference for a left or right hand when writing. Both forms were created by Soresu masters who felt Form III was insufficient in keeping the peace.

Shien: The Lesser Krayt
Technical and aggressive. Energetic and mildly acrobatic. Utilizes a full 360 degrees of motion. Contains some Ataru inspiration.
The Shien lightsaber form was the original variant of Form V, utilizing a counterstrike-focused fighting style that was technical, quick, and energetic, but still very aggressive. Nowadays, it’s taught more for its deflection capabilities than dueling practicality, as it possesses no other clear advantages over other forms.
Unlike the later Djem So, this form has no mobility weakness, and thus is not weak to Form IV.
This form is strong to blasterfire.

Djem So: The Greater Krayt
Stout and imposing. Strong and domineering, relying on physical strength and powerful counterstrikes following an even stronger defense to defeat an enemy. Advances upon a straight line.
The style is characterized by deflecting oncoming attacks before responding in kind with a harsher counter strike. Beginners may find their counterattacks to be slow, but will find their defense and general attacks more than adequate for most situations. An advanced user will be fast and fluid in their death dance, deflecting and striking back with incredible strength and fluidity to dominate their opponent. Masterful users become something incredible to view, taking on a Makashi-esque level of precision and finesse while maintaining a monstrous level of dominating, offensive power, betraying its Makashi influence.
One of the most physically demanding of the styles, dependent on the physical strength of the user, but by no means a slow style.
Due to its lack of mobility, this form is weak to Form IV. Due to its emphasis on quick, powerful strikes, this form is strong to Form II.

Form VI, Niman (Requires Form I - Shii-Cho): Balanced and moderate. Intermixed and relaxed, most often combined with the practiced use of telekinesis to supplement the bladework.
Niman is truly the most balanced of the styles, not being sincerely advantageous anywhere, but lacking drawbacks that other styles hold. It could be incredibly dangerous in the hands of a patient, cunning, and calculating practitioner, a trait which gained it the moniker of “the Trickster’s Form” among Jedi Battlemasters. A trainee could keep up with students of other forms fairly well, but would risk being overcome by the clear advantages of another style. A master would take advantage of the lack of Niman’s own drawbacks, pressing their opponent to prevent the advantages the other possesses without letting themselves be taken advantage of, and will often harmonize with the opponent, responding to attacks with the equal and opposite.
One of the least physically demanding styles, but also the one which allows for the most individual creativity from its user, making it a very cerebral style best used when combined with other techniques, whether implementation of telekinetics or other practices like Jar'kai, which can become its own style in combination with this form.
This form is weak to Form II.

Form VII - Vaapad (Requires Form I - Shii-Cho, Level 35+, Jedi Guardian & Approaching the Dark or Level 30+ and Jedi Battlemaster)

Jar’Kai (Requires Form I - Shii-Cho)
Fast Style
Medium Style
Strong Style
Three Rings of Defense
Praetoria Vonil (Requires Jedi Guardian OR Jedi Temple Guard, Form I - Shii-Cho)
Praetoria Ishu (Requires Jedi Guardian OR Jedi Temple Guard, Form I - Shii-Cho)
Tràkata (Requires Form I - Shii-Cho)
Tripszest (Requires Form I - Shii-Cho, winged species, Force flight, or flight device)
Saber Throw (Requires Saber Style, Telekinesis)
Saber Barrier (Requires Saber Style, Telekinesis)
Telekinetic Lightsaber Combat (Requires Level 25+, Saber Throw, Saber Barrier)
Focus Discipline (Requires Jedi Guardian, Form I - Shii-Cho)
Stance Discipline (Requires Jedi Guardian, Form I - Shii-Cho)
Alter Damage (Requires Form I - Shii-Cho)


CONTROL

Alchaka
Force Valor

Force Speed (Requires Force Valor)
Force Jump (Requires Force Valor)
Force Body (Requires Force Valor)
Enhance Attribute (Requires Force Valor)
Short Term Memory Enhancement (Requires Enhance Attribute)
Inertia (Requires Force Valor)
Reduce Injury (Requires Level 10+, Force Valor)
Force Stealth
Battlemind (Requires Jedi Guardian)
Breath Control
Force Focus
Force Healing (Requires Level 15+, Jedi Healer)
Aura of Healing (Requires Level 30+, Force Healing)
Control Disease (Requires Jedi Healer)
Cure Disease (Requires Level 20+, Control Disease)
Control Pain
Dampen Force
Detoxify Poison
Dream Walking
Serenity (Requires Level 10+)
Emptiness (Requires Level 15+)
Flashburn
Altus Sopor (Requires Jedi Consular)
Force Channel (Requires Jedi Consular)
Force Potency (Requires Jedi Consular)
Force Affinity (Requires Jedi Consular)
Force Mastery (Requires Jedi Consular)
Force Scattering
Force Sustenance (Requires Level 30+)
Force Reflex (Requires Level 20+)
UNIQUE Immerse
UNIQUE Many Shades of the Force (Requires Level 30+)
Instinctive Astrogation Control (Requires Level 20+, Instinctive Astrogation)
Remove Fatigue
Tapas
Transfer Force (Requires Level 30+)
Waveform (Requires Telekinesis)
Hibernation Trance

Palawan Hibernation Trance (Requires Level 30+, Hibernation Trance)
FREE Dreambubble (Requires Hibernation Trance)
Mortichro (Requires Level 30+, Hibernation Trance)
Teleport (Requires Level 25+)
UNIQUE Fold Space (Requires Level 25+)


SENSE

Force Sense
Precognition (Requires Force Sense)
Farsight (Requires Force Sense)
Mind-Walking (Requires Level 20+ Farsight)
Quicksight (Requires Level 20+, Farsight)
Force Sight (Requires Force Sense)
Force Track (Requires Force Sense)
INNATE Psychometry (Requires Force Sense)
Instinctive Astrogation (Requires Force Sense)
Pathfinding (Requires Force Sense, Jedi Ace or Jedi Seer)
Field Sense (Requires Force Sense)
Ice Image (Requires Force Sense)
Life Web (Requires Level 20+, Force Sense)
Theran Force-Listening (Requires Level 20+, Force Sense)
Restful-Sleep-in-Danger (Requires Force Sense)
Weather Sense (Requires Force Sense)
INNATE Shatterpoint
Truth-Sense
Force Bond

Battle Meditation (Requires Level 20+, Force Bond, Telepathy, Precognition)
Merge Senses (Requires Level 10+, Force Bond)
Environmental Telepathy (Requires Level 15+, Force Bond, Telepathy, Beast Language)
Force Meld
UNIQUE Time-Drifting


ALTER

Telekinesis
Force Push/Pull (Requires Telekinesis)
Force Whirlwind (Requires Level 10+, Force Push/Pull)
Force Burst (Requires Level 20+, Force Push/Pull)
Force Shockwave (Requires Level 20+, Force Push/Pull)
Force Wave (Requires Level 30+, Force Push/Pull)
Ballistakinesis (Requires Level 20+, Telekinesis)
Force Orb (Requires Level 20+, Telekinesis)
Levitation (Requires Telekinesis)
Flamusfructa (Requires Level 20+, Telekinesis, Pyrokinesis)
Mental Shield
Telepathy

Cleanse Mind (Requires Level 15+, Mental Shield)
Mind Trick (Requires Telepathy)
Beast Trick (Requires Telepathy)
Beast Language (Requires Telepathy)
Force Illusion (Requires Level 15+, Telepathy)
Dreamscape (Requires Level 30+, Force Illusions)
Alter Image (Requires Telepathy)
Comprehend Speech (Requires Level 4+, Telepathy)
Mnemotherapy (Requires Level 25+, Telepathy)
Memory Rub (Requires Level 30+, Telepathy, Jedi Sage or Jedi Shadow)
Mind Shard (Requires Level 10+, Jedi Sage, Telepathy)
Neural Storm (Requires Level 10+, Telepathy)
Force Suppression (Requires Level 20+, Telepathy)
Progenitor’s Call (Requires Level 15+, Telepathy)
UNIQUE Aing-Tii Fighting Sight
UNIQUE Image

UNIQUE Mirror Illusion (Requires Image)
Force Resistance
Adiabatic Shield (Requires Level 10+, Force Resistance, Telekinesis)
Tutaminis (Requires Level 10+, Force Resistance)
Force Barrier (Requires Level 10+, Force Resistance)
Protection Bubble (Requires Level 30+, Force Barrier, Adiabatic Shield)
Energy Resistance (Requires Level 10+, Force Resistance)
Pyrokinesis
Fire Tornado (Requires Level 30+, Pyrokinesis, Force Whirlwind, Jedi Druid)
Cryokinesis
Alter Environment (Requires level 15+, Jedi Druid)
Force Light (Requires Level 30+): Many users of Force Light together can generate a Wall of Light. The amount it takes and their individual potency needed to create such an event is determined by the GM.

FREE Force Harmony (Requires Force Light)
Aura of Light (Requires Level 35+, Force Light)
Force Blinding
Force Call (Requires Level 35+)
Force in Balance (Requires Jedi Sage or Jedi Shadow)
Force Stun (Requires Level 10+)

Force Stasis (Requires Level 20+, Force Stun)
Golden Flash (Requires Level 20+)
Force Kick (Requires Jedi Guardian)
Force Punch (Requires Jedi Guardian)
Force Bellow
Force Cloak (Requires Jedi Sentinel)
Dim Other’s Senses (Requires Jedi Sentinel or Jedi Ace)
Conceal Essence (Requires Jedi Sentinel)
Dimension Shift (Requires Level 30+)
Force Flash
Electric Judgment (Requires Level 25+)

Lightning Variant: Chain Lightning (Requires Level 25+, Electric Judgment)
Lightning Saber (Requires Level 25+, Melee Weapon or Lightsaber AND Shii-Cho, Electric Judgment)
Lightning Variant: Force Storm (Requires Level 30+, Electric Judgment)
Summon Storm (Requires Level 35+, Electric Judgement, Force Whirlwind)
Doppelgänger (Requires level 25+, Telepathy, Telekinesis)
Mechu Deru (Requires Jedi Tech Expert)
Mechu Macture
Technometry
Technopathy
Malacia (Requires Level 10+)
Sand Levitation (Requires Telekinesis)
UNIQUE Scribe
Sound Mimicry
Soft-to-Solid
Spear of Midnight Black
Noise-Dampening Bubble
Phase (Requires Level 25+)
Plant Surge
Revitalize (Requires Jedi Healer)
Hassat-Durr/Ayna-Seff
Force Weapon (Requires Exotic Weapons Specialist)
Words of Banishment (Requires Level 25+)


PARAGONS

Paragon abilities are reserved for the upper echelons of Jedi, with some taking lifetimes to master. Through hard work, dedication and much time spent within the Order, a Jedi may come to obtain powers many, even the Sith, could not stand to comprehend. All Paragon abilities cost 10 points and may require prerequisites based on level, Class, Subclass/Prestige class, or requisite abilities.

Sever Force (Requires Level 40+)
Art of the Small (Requires Level 35+, Jedi Consular)
Wall of Light (Requires Level 40+, Force Light)
Oneness (Requires [REDACTED], Impossible to obtain without GM intervention)

Celestial Ressurection (Requires Level 45+, Celestial/Old One Species)
Dark Transfer (Requires Level 35+, Shatterpoint, Prestige class with allowed access to Approaching the Dark powers)
Force Ghost (Requires Level 35+)
UNIQUE Postmortem Influence (Requires Level 40+, Force Ghost)
UNIQUE Flow-Walking (Requires Level 35+)


APPROACHING THE DARK

Powers under this category require a certain Subclass or Prestige class, and most often a requisite level as well, since Dark Side powers, or powers traditionally associated with the Dark Side, are not easily accessed by Jedi Force users.

Crush Opposition
Inflict Pain (Requires Level 20+)
Electronic Manipulation (Requires Level 15+)
Force Rage (Requires Level 15+, Jedi Warrior)
Force Phantom (Requires Level 35+, Doppelgänger)
Force Travel (Requires Level 30+)
False Dark Side Aura
Tree: Brutal Telekinesis
Force Wound (Requires Telekinesis)
Force Choke (Requires Force Wound)
Force Crush (Requires Level 30+, Force Choke)
Force Rend (Requires Level 25+, Telekinesis)
Tree: Dark Mental Prowess
Probe Mind (Requires Level 15+, Telepathy)
Memory Walk (Requires Level 20+, Telepathy)

Force Fear (Requires Level 10+, Telepathy)

CHARACTER SHEET TEMPLATE

Character Illustration (optional)
Theme Music (optional)
Audio Sample of Character Voice (optional)

Name/Title:
Nicknames/Aliases:
Age:
Sex:
Species:
Orientation
(optional):
Homeworld:
Occupation:
Height:
Weight:
Physical Description:
Clothing:
Weapons:
Equipment:
Vehicles:
Pets
(if applicable):
Languages:
Combat Skills
(brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section):
Other Strengths
(brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section):
Flaws
(brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section):
Alignment
(Lawful/Neutral/Chaotic, Good/Neutral/Evil):
Personality:
Fears:
Likes:
Dislikes:
Habits:
Relationships/Love Interests
(if applicable):
Friendships
(if applicable):
Masters
(if applicable):
Apprentices
(if applicable):
Reputation:
Biography:

STR
(Strength):
FPR
(Force Power):
DEX
(Dexterity):
INT
(Intellect):
CON
(Constitution):
MAN
(Manipulation):
PER
(Perception):
DES
(Destiny):

Rank/Level
(e.g. Level 40 Dark Lord of the Sith)
Base Class:
Subclass
(if applicable):
Prestige Class
(optional):
Skills
(game mechanics only; listing all chosen Skills and Skill Points therein):
 
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Darth Mavros

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Name: Darth Mavros
Nicknames/Aliases: The Blackwing, Cardun Vrek
Level: 36
Age: 37
Sex: Male
Species: Human
Homeworld: Dantooine
Occupation: Malcontent (Officially- Sith Master)
Height: 5’11
Weight: 160 lbs
Physical Description: Mavros is thin, with curly black hair and brown eyes. His skin is pale, his eyes are often heavy looking, and his cheeks are sunken. This all creates the impression of someone unremarkable.
Clothing: Mavros normally wears simplistic clothing, normally a black tunic, trousers and boots with either a black or red cloak worn over the ensemble.
Weapons: Red Lightsaber, Blackwing Crystal Lightsaber, Obsidian Shikkar
Equipment: Commlink. Breath Mask. Datapad. Upgraded Electro Binoculars with thermal vision.
F-3PO: Cybot Galactica 3PO Class Protocol Droid with silver plating and masculine programming.
HK-57: Hidden secondary personality programmed into F-3PO which the primary personality is not aware of. Programmed with assassination, surveillance, espionage, and combat protocols. Code Phrases activate this hidden second personality which overrides the primary. The memory core is malfunctioning, however, and is locked into permanent ‘guard mode’ which means it refuses to leave the Black Fury
Vehicle: Black Fury- VT-49 Decimator retrofitted to current technological standards, and modified to be flown by only 1 person.
Languages: Basic, Huttese, Sith, Ancient Sith, High Galactic, Bocce, Shyriiwook (understanding)
Description of Abilities: Mavros is a decent enough swordsman, though prefers to use the force in combat, in which he is very proficient. He is trained in the use of firearms but mostly eschews them unless he feels it absolutely necessary.
Strengths: Mavros is intelligent and good at reading people. He also has a knack for picking up Languages quickly. Has a strong connection to the Force.
Flaws: Physically he is not particularly strong.

Personality:
Cold, calculating and without any sense of morality, Mavros is, for lack of a better term, Evil. He has a cruel sense of humour with a sharp sarcastic edge and delights in the downfall of others. He is entirely self-serving, always doing what is best for himself. This means he can appear to be a loyal follower until the moment he feels the momentum has shifted, at which point his loyalty ends. He has a taste for the finer things in life. The years following the True Sith War have seen him grow increasingly bitter, resentful and mentally unstable, as the trauma of the war affected him and his progression up the ranks of the Order stalled. This has led to him becoming increasingly aggressive and cruel, taking out his anger upon those unfortunate enough to cross his path, though his recent trip to Dantooine has led to a slight ‘spring in his step’ of late, and he has been unusually bright.

Biography:

Darth Mavros was born on Dantooine with the name Cardun Vrek, the son of two local homesteaders. An adventurous and intelligent child, he soon became bored of the mundane life that his parents led. The only relief were the visits of his mercenary uncle Zarrit Teagol, who taught him how to fire weapons, drive speeders, and speak Huttese and Bocce. Zarrit would even let the young Mavros fly his starship on occasion, though Mavros’ requests to leave with his uncle were always refused.

Mavros was awakened to his force sensitivity at the age of 14, when, after travelling to some ancient ruins with a few friends, he fell down into what was an ancient Rakatan structure, and a nexus of Dark Side energy. Sensing the strange power of the place, Mavros began to explore, being unaware of his immersion into the Dark Side. He felt the power it offered, and he embraced it, realising he was ‘special’. He drew on the force to open the great stone doors that guarded the exit, and returned home, eager to experiment with his powers.

For the next two years, he experimented. His parents refused to see the changes in him, but after several local children threw themselves off of a cliff and nearly killed themselves because ‘Cardun told them to’, his parents finally confronted him. Mavros explained that his powers were a gift, that they made him superior, and that he could make them all wealthy. His father refused to even contemplate his arguments, calling his own son a ‘freak that needs locked up’. Mavros’ mother nodded in agreement through a stream of tears, and Mavros snapped. In a fit of rage, he telekinetically snapped both of their necks, killing them both. He then fled Dantooine that very night, stowing away on a freighter headed to Nar Shaddaa.

For several years, Mavros survived on the streets of Nar Shaddaa, using his powers to swindle people out of money and supplies and running with several different street gangs, until he was caught trying to steal a case full of credits from a Sith’s ship aged 20. Sensing potential in the boy, the Sith did not kill him but instead sent him to the Academy to be trained, where Mavros excelled as an Acolyte, quickly gaining the attention of his fellow Sith. It was the future traitor, Darth Halcyon, however, that claimed him as his apprentice.

Halcyon attempted to forge Mavros into a Sith of his ilk, one who favoured obscure powers and who supplemented his limited skill with technology. Mavros refused to follow his master’s lead, however, instead delving into the ancient, more esoteric arts of the Ancient Sith, developing a talent for Sith Sorcery, Alchemy, and an interest in Necromancy. He also briefly returned to Dantooine, confronting his past and even killing his uncle, who had come to live on the planet and had developed a hatred of the Sith.

Mavros graduated as a fully fledged Sith, though his Master had failed entirely at forging Mavros into his servant, and the two went their separate ways. Halcyon was later executed for Treason after plotting to form a splinter group made up of his own loyalists, who all followed their leader to the embrace of death. Though Mavros was in no way implicated in the plot, nor even questioned over his loyalty, he could not help but feel that a mark had forever been placed against his name. Though he cared nothing for honour, nor loyalty, he knew that his would always be in question, even after training his own Apprentice, an Ithorian named Do’Mar Neelig.

Made a Sith Master aged just 26, the sky seemed to be the limit for Mavros.

Until Typhojem came.

Mavros had been on Korriban, having thrown his lot in with Darth Viscretus, Empress of the New Galactic Empire, when the True Sith came. He barely escaped the initial attack on Korriban, and contemplated fleeing to the edges of the galaxy to escape the war. But, he decided to stay and fight, deciding that a life living as a hermit in some godforsaken corner of the Outer Rim was not for him. He participated in the defence of a world that Typhojem personally attacked and consumed. Though he escaped with his life, his connection to the force was damaged, and he spent the rest of the war recovering.

But he did not recover, not for a decade. His power was diminished. Worse still, he stagnated, forced to watch other Sith, including some that had not even fought in the war, rise above him in rank. He grew angry, bitter and resentful, becoming a recluse plagued by nightmares and uncontrollable shaking fits. He tried in vain to restore his connection to the force, but nothing worked.

After the Nysis mission and the revelation Darth Kain, once thought dead, had been reborn, Mavros left the Sith Capital and returned to Dantooine once more, in the seemingly vain hope that his connection could be restored at the place it had first been awakened. He travelled to the old ruins and entered them, being confronted by a phantom that took the forms of Typhojem and his former master. Finding his strength once more, he was able to destroy the phantom and restore his own connection to the force, and set off from Dantooine to truly return to the fold.

Attributes: 102 pts

Strength- 8
Force Power- 17
Dexterity- 10
Intellect- 15
Constitution- 11
Manipulation- 15
Perception- 14
Destiny- 12


Class: Sith Sorcerer
Sublass: Sith Alchemist
Prestige Class: Sith Necromancer

Skills: 110 pts

Lightsaber Combat- 9
Shii-Cho- 2
Soresu- 4
Saber Throw- 3

Control- 11
Augmentation- 2
Force Jump- 3
Force Speed- 3
Dark Side Healing- 3

Sense- 20
Force Sense- 4
Precognition- 3
Force Bond- 3
Drain Life- 3
Death Field- 4
Drain Force- 3

Alter- 50
Telekinesis- 4 (1 + 3 ‘Level 1’ Bonus)
Force Push/Pull- 3
Force Wave- 3
Telepathy- 4
Mental Shield- 4
Affect Mind- 3
Sith Lightning- 4
Lightning Bomb- 3
Lightning Shield- 4
Force Lightning Storm- 4
Force Maelstrom- 4
Force Resistance- 4
Tutaminis- 4
Protection Bubble- 3
Imbue Item 3 (1+2 Alchemist bonus)
Create Sith Holocron- 3 (Free ‘Level 35’ Bonus)

Sith Magic- 21
Sutta Chwituskak- 4 (1+3 Level 20 Bonus)
Qâzoi Kyantuska- 4
Sith Illusions- 4 (1+3 Level 30 Bonus)
Sith Runes- 3 (Free Sorcerer Class Bonus)
Mutate Life- 3 (1+2 Alchemist Class Bonus)
Animate Golem- 4
Invoke Spirits- 3
Corpse Vision- 3
Reanimate Dead- 4 (1+3 Necromancer Bonus)
Electrified Dead- FREE​
 
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Cal Vastrom

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Name: Cal Vastrom
Level: 35
Age: 36
Sex: Male
Height: 6’0
Weight: 160 lbs
Species: Human
Homeworld: Coruscant
Occupation: Jedi Master
Appearance: (see picture)
Clothing: Cream coloured Jedi robes, with a brown robe worn over the top. Also wears a simple white shirt with black trousers and a brown flight jacket when travelling incognito. In battle scenarios, he utilises a set of plastoid armour plates with a light cortosis weave that go over the top of his Jedi robes, not unlike those worn by Jedi during the clone wars.
Weapons: Green bladed lightsaber. Utilises a modified bryar pistol when travelling incognito.
Equipment: Commlink, rebreather, datapad, R9 Astromech Droid known as ‘Bolt’
Vehicle: StealthX Starfighter, Retrofitted YT-2400 Freighter
Languages: Basic, High Galactic, Huttese, Bocce, Shyriiwook (understanding),
Description of Abilities: An expert duellist, Cal is well versed in all 6 traditional lightsaber forms utilised by the Jedi. He is strong in the force, and uses it primarily to enhance himself and for defence.
Strengths: Intelligent, determined, in very good physical condition.
Weaknesses: Trusting of others, has a tendency to overthink certain situations.
Personality: Cal is warm and friendly, able to easily form friendships with those around him. He is extremely protective of innocents and will work relentlessly to ensure their protection, though he will only ever kill as a last resort. Despite this, he is hesitant to form close connections with those around him and prefers to stay on the move, as the trauma caused by the deaths of his family during the True Sith war almost pushed him towards the Dark Side.

Biography:

Born on Coruscant in 132 ABY, Cal Vastrom grew up in a poor family that lived in the lower levels of the wealthy planet. His father had worked as a local customs officer, but lost his position when Krayt’s Sith Empire took over the planet two years before Cal’s birth, as he was deemed to have ‘Alliance sympathies’ by the new Imperial authorities. This led to the family's descent into poverty and the lower levels, where Cal’s father Edric was forced to take a low paying job working at the local cargo docking bay. The first six years of Cal’s life were spent in the lower slums, with the family, which included a brother and two sisters, terrified that the Sith authorities may arrest Edric for his openly anti Sith views. After the Sith were defeated, Edric was able to get his old job back and the family moved back up to a more comfortable apartment in the mid levels of the planet. Cal’s nascent force sensitivity revealed itself one day in the local market, where the six year old used telekinesis to trip up a would-be robber trying to steal a local seller’s stock. Coincidentally, a Jedi Knight was making their way through the marketplace en route to an investigation on behalf of the local government, and spotted Cal’s instinctive use of the force. The Jedi, named Silas Vord, later visited the Vastrom residence and told Cal’s parents that their son could be trained as a Jedi. Though hesitant, Edric and his wife Kallie eventually agreed, and Silas took Cal with him to be trained as a Jedi.

As one of the first group of Jedi to be trained following the Second Imperial Civil War, special emphasis was placed on combating the Dark Side and the Sith during Cal’s formative years as a Jedi initiate, though he proved to be an excellent student who excelled in lightsaber training. He was eventually taken on by Vord, now a Jedi Master, as the older human’s Padawan, and accompanied his master on numerous missions throughout the tumultuous years that followed, though he still found time to visit his family on Coruscant as often as he could, despite the occasional difficulties. Cal offered to relocate his family several times to protect them, but they refused him every time, as they were too attached to Coruscant, and could never leave. Made a Jedi Knight at the age of 23, he quickly took on his own padawan- a young Zabrak named Tero Dao. Only two years later, however, the galaxy was plunged into chaos when the True Sith emerged. Cal was on a routine mission on Corellia when he felt Typhojem’s destruction of Coruscant, which had created a massive disturbance in the force. He also felt an inexplicable sense of personal loss, which he only understood when he learned it was Coruscant that was ravaged, and that his entire family had presumably been killed by the True Sith. Angry at himself for not being more forceful with his family, Cal volunteered for frontline service during the ensuing war, with many of his fellow Jedi noting a drastic change in the previously warm and friendly knight, and they began to fear the loss of his family was driving him closer to the Dark Side, as he fought the True Sith and their thralls relentlessly, seeking revenge for his family and his home planet. The death of his old Master during the war also made him even more determined in his actions. It was only when he began to notice his own padawan mimicking his actions, and actually beginning to actually use the Dark Side, which led to the two actually duelling, that he realised how close he himself was to falling under its spell. Realising that there was nothing more he could have done to save his family or his world, he re-devoted himself to the preservation of life and protection of the innocent, as opposed to the revenge and anger that had driven him before.

After the war, Cal volunteered to travel the Galaxy and help in the recovery efforts of worlds affected by the brief but extremely destructive conflict. He spent the next several years with his padawan travelling to far flung systems and helping the locals rebuild, occasionally fighting off groups of pirates and slavers that were seeking to take advantage of the chaos caused by the war for their own ends. On one planet, he fought and defeated a group of Sith deserters that had set themselves up as would be kings, led by a Sith Master that had cowardly fled to the far outer rim during the war to save himself. He rarely stayed anywhere longer than a few months, and only visited the Jedi Temple once a year to report on the state of his mission to the Council before returning to his YT-2400 freighter and moving on to the next group of worlds that needed the assistance of a Jedi. He also took the time to continue to train in the ways of the Jedi, becoming a deadly combatant with a lightsaber in hand as well as becoming extremely proficient in Telekinesis, the ability to tap into the force to sense his surroundings and in using the force for protection. In recognition of his service to the Order, he was made a Jedi Master, and oversaw Tero’s ascension to the rank of Knight. Since becoming a Master, Cal has spent much more time around his fellow Jedi, often instructing classes of initiates in the basics of lightsaber combat.

Attributes: 102 pts

Strength- 15
Force Power- 13
Dexterity- 14
Intellect- 13
Constitution- 15
Manipulation- 10
Perception- 12
Destiny- 10




Base Class: Jedi Guardian
Subclass: Jedi Peacekeeper
Prestige: Jedi Battlemaster

Skills: 100 pts

Lightsaber Combat- 26 pts

Shii Cho- 3 (2+1 BM bonus)
Makashi- 4 (3+1 BM Bonus)
Soresu- 4
Ataru- 4 (Free- Battlemaster)
Djem So- 4 (3+1 BM Bonus)
Niman- 4 (3+1 BM Bonus)
Saber Throw- 3
Focus Discipline- 3
Stance Discipline- 3
Alter Damage- 4 (2 +2 Peacekeeper Bonus)

Control- 11 pts

Force Valor- 3 (Free Guardian Bonus)
Force Speed- 3
Force Jump- 3
Force Body- 3
Force Focus- 2
Battlemind- 3 (Free Level 30 Bonus)

Sense- 11 pts

Force Sense- 4 (1+3 Level 1 Bonus)
Precognition- 4
Force Sight- 3
Force Track- 3

Alter- 52 pts
Telekinesis- 4
Force Push/Pull- 3
Force Burst- 3
Force Wave- 4
Telepathy- 4
Mental Shield- 4
Cleanse Mind- 3
Mind Trick- 4
Force Suppression- 3
Force Resistance- 4 (1+3 Level 20 Bonus)
Tutaminis- 4
Force Barrier- 3
Protection Bubble- 4
Force Stun- 3 (1+2 Peacekeeper Bonus)
Force Stasis- 3
Force Light- 4
Create Jedi Holocron- 3 (Free Level 35 Bonus)​
 
Darth Drakul Xarxes, Jen'ari

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Aliases: Nightfather Amit, Makarov Amit, Hand of Order, All-Seeing Eye, Patriarch of House Adasca, Ar'Adas, The Ari of Adasca, Governor of Oricon, Amaunator Adasca

Age: Early-Mid 60’s (based on approximate birthdate of 100 ABY)

Sex: Male

Species: Dathomirian Zabrak/Arkanian Hybrid

Orientation: Heterosexual

Homeworld: Dathomir

Throneworlds: Arkania; Zeffo; Raxus Secundas; Gatalenta; Eredin; possesses property on both Dathomir and Rhelg; Oricon (Governor), Cron Drift

Occupation: Patriarch of Arkania, Nightfather of Clan Amit, Dread Lord of the Kissai, Commander of the Hesperian Guard, Arbiter Sancti of the Final Sith Order

Height: 7'2" (7’8” in armor, 8'2" with the horns included.)
Weight: 350 lbs. (425 lbs. in armor)

Physical Description: Imposing in every respect, Xarxes stands tall, broad-shouldered, and stoic. His muscles are well-defined, evoking a sense of awe in inferior beings. The Mask alchemical ritual shifted his features and wiped away all trace of Dathomiri tattoo from his face, chiseling his jawline, pronouncing his cheekbones, sharpening his teeth, and pronouncing his nose, giving him the appearance of a noble Arkanian. He has locks of raven hair cascading past his shoulders which occasionally shifts white. His single organic eye is golden and piercing, while his Vong Mqaaq’it is ever-shifting in color to reflect his mood. Beneath the Mask, his flesh has partly decayed, the result of overuse of the Darkshear power he learned from the Rhandites. His face and hands both reflect this exertion and decay, but the hands were repaired by his Art of the Small. The scars which he bore from his upbringing have all been removed in his efforts to become perfect. On the side of his neck is a cybernetic port, built to house some form of a chip, which currently sits empty and hidden.

Clothing: When not regaled in his armor, with which he is bonded, he wears short Sith robes, which allow for regular movement. When in such attire, he also dons pieces of Beskar armor, which he has possessed since before joining the Sith. These pieces cover his forearms and chest, and he wears carved Songsteel as more of a decoration than anything on his shins. He possesses a decorative silver crown, which he dons in truly formal circumstances.

Armor: The Dark Armor, composed of the souls of damned Arkanians, their sins and minds constantly scream in the head of the wearer. As such, Xarxes, who is symbiotically bonded with the suit, must constantly stave off the personalities of the damned to retain his own. The helm he wears, specifically enchanted to strengthen the mind [Mental Shield +1], assists with this, as does the regular consumption of lifeblood to mix and dilute the voices in his mind. He also has difficulty sleeping, instead resting in a trance which is usually accomplished inside a meditation chamber. Since so much of him has gone into the creation of his armor and blade, it physically pains him to be away from them, though he does receive some mental clarity when separated from them. The suit also dilutes the decaying pain brought on by overuse of Darkshear, which left his true face and other parts of his body gaunt. Having been further augmented with Art of the Small, it is capable of withstanding more than even armors created by other Lords. In the same way that the suits of Belia Darzu and Warb Null, the armor grants him exponentially increased physical strength, allowing him to physically crush opposition and contend with both historic and modern behemoths. Lastly, the suit contains an enclosed atmosphere, allowing for breath in a vacuum. The helm, importantly, possesses an alchemized and augmented crystal shield behind the eyeholes, which prevents them from being used as targets for opponents, while also keeping the sealed environment of the armor.

Weapons: The Sword of Order, An Ostrine blade with a Haysian Smelt intertwined core. This alchemized, Art of the Small-augmented weapon emanates waves of cold and freezes whatever it contacts (on the blade) potentially shattering it through brittleness. Additionally, the alchemized property and those of the Haysian Smelt allow it to convert Force Lightning into energy to be utilized and hurled back at the attacker. The hilt is made of Beskar, and through alchemy is immune to the effects of the freezing Ostrine, protecting the one bearing it from its chill. The greatsword is perfectly balanced and is enchanted in such a way that Xarxes is, in part, bound to it. While both the Sword and his armor can be separated from him, it pains him, as they both possess his blood, and the latter staves off the pain caused by the overuse of Darkshear. The Sword also serves as a link to the fear he feeds from on Raxus Secundas, granting him extra power in addition to already being a small Dark Side Nexus (as all Sith Swords are).
—A collection of four Beskar daggers
—A staff forged of Beskar, bearing a caged crystal in its head and enchanted with Cryokinesis (3)

Misc. Equipment: A Vong Mqaaq’it; bone and silver jewelry, which he only wears when dressed in his non-armored attire; A datapad; The Eye of Typhojem; The Holocron of Drakul Xarxes; A datachip encoded with an engram; Codex Potentia Deum

Pets: Saalohkonir, the Arkanian Dragon

Vehicles:
The Apocrypha, modified space transport

The Naglfar, Domina-Class Star Destroyer

The Tithonus, Supremacy-Class Super Star Destroyer

Languages: Galactic Basic, Dathomiri, Droidspeak, Ancient/High Sith, Mando’a, Arkanian, Huttese

Combat Skills: Xarxes’ physical prowess is nothing to sneeze at. His bodily regimentation allows him to wear heavy armor without being hindered as much as others beings might be, and his raw strength is further bolstered by the enchantments placed on it. His ability with a Sith Sword has surpassed his older skill with a saber, and he is able to swing and parry quickly and with astonishing strength, in particular he carries a greatsword, which he is large and strong enough to wield as a longsword. He is adept in hand-to-hand combat and some styles of martial arts, in part due to his trained physicality. The art of the blade is his primary focus, but that has not stopped him from studying quarterstaff and chain weapon combat. His Mqaaq’it makes the use of firearms viable, though he has never cared to hone this skill. Through delving into the Dark Side, his hands have become clawed and fierce, possessing great, sharpened nails, and his teeth are also so augmented.

Other Strengths: Xarxes was bred to be a perfect guard and slave, but he learned how to be an intellectual from reading the ancient Sith Zolkhest Dagon’s work, the Codex Potentia Deum. While able to think critically and come to wise conclusions, as well as being an above-average tactician and puzzle-solver, Xarxes embodies wise judgment and sound argumentation over raw mathematical intellect, where he is slightly less honed than in the fields of philosophy. Xarxes is also immune to the effects of pheromones, due to his mental sturdiness brought about in his upbringing, and both Force Horror and Terror, due to gazing into the Eye of Typhojem. His heightened metabolism allows him to consume things that would normally be mildly toxic or infectious, such as raw meat or blood. This trait was significantly bolstered by his craft in Art of the Small, wherein he automated a system of diffusing and nullifying toxic substances ingested or injected, or in any way exposed (skin contact, bloodstream, ingested, etc.) Xarxes is also incredibly resistant to the persuasions of others, having been used his entire upbringing before reaching a breaking point. Now, his mind is locked up tightly.
Above this, Xarxes is a surprisingly persuasive individual even when not utilizing his horrifying aura in influencing the decisions of others. He is more than capable of offering, completely fairly, to grant the wishes of others, with something he wants of theirs as collateral if they cannot pay up.

Flaws: Xarxes will never do something he considers disorderly, and he has great loyalty to the well-being of Arkania, the denizens of which he sees as his own collective children (though he punishes those who misbehave harshly.) The act of opposing the greater hierarchy of the Empire does not come easily to him lest they, in some way, betray his ideals of order or the greater ideals of the One Sith. He is unswerving in his loyalty to House Dreadwar. On a more practical note, Xarxes is by no means a trained marksman, even though he has gear to assist him if he ever were to use them. He himself is not a great pilot, and so avoids getting into a single-piloted starcraft, and never will sit in the pilot or copilot seats. He has some bodily decay (covered by Mask and stabilized with Art of the Small,) which bring him pain he either tunes out or harnesses depending on the scenario, and this is the result of overuse of Darkshear. The voices in his head, the result of heavy alchemical experimentation on his armor, prevent him from sleeping, and so he must either rest artificially in a meditation chamber, or drinks blood to intermingle the voices inside him. His helm acts as a passive mental shield, in addition to his own skill, to drown out these voices and grant him respite. Separation from his armor and sword is possible, but since these things belay the pain brought on by bodily decay, and because they are tied to him by blood, it causes minor discomfort for the latter and a medium level of physical torment for the former.

Alignment: Lawful Neutral

Personality: Xarxes is stoic in almost every way, though there are a few things he is incredibly passionate about. While he believes the spirit to be more important than the body, he also has certain beliefs regarding the sanctity of the body, including chastity, temperance, and continence, for allowing bodily pleasures to dominate the higher pursuits of the soul will dilute the latter of those things and bring the value of the individual down. As such, he is strict in his beliefs and how he views others, as well as harsh and absolute in punishing those under him who violate bodily sanctity (by committing crimes against the bodies of others.) In addition to his somewhat prudishness, Xarxes has a peaceful, almost serene side, where he takes value in poetry, art, tea, and other relaxing activities in order to ease his constantly-assaulted mind. He tends to give off the impression that he is full of himself, but in truth he is dedicated to the ideals he prescribes to, and this dedication comes across as self-love.
Since the True Sith War, Xarxes cares little for political alliances or hierarchies, instead devoting himself wholly toward the apolitical goal of ensuring the safety of the galaxy no matter the cost. As such, he no longer withholds his opinions of the actions of his political superiors, unless he finds that doing so will end with him dead.

Fears: Xarxes has but one fear in the post True Sith War world: that it will all have been for nothing, and that the galaxy will fall into chaos. He seeks to avoid this fate by any means necessary.

Relationships/Love Interests: Xarxes married Alcina Adasca two years into his secret conquest of Arkania. After the two revealed their inner natures to each other, they worked together to poison her father, and when the head of House Adasca was no more, the two wedded and ascended together.

GAME STATS

Rank/Level: Level 40, Dark Lord of the Sith
Base Class: Sorcerer
Subclass: Sith Inquisitor
Prestige Class: Archon

Xarxes’ Armor (full): immunity to plasma damage, immunity to sharp damage, 75% resistance to shock damage, 50% resistance to fall damage, 25% susceptibility to heat damage, +3 STR

Helm of Order: 50% resistance to Psychic damage

Vong Mqaaq'it: +5 PER

Attributes:

STR: 15 (+3 from Dark Armor)
FPR: 18
DEX: 10
CON: 12
INT: 16
MAN: 20
PER: 7 (+5 from Mqaaq'it)
DES: 10

Skills:

Lightsaber Skills: 0

Control: 15

Augmentation: 3
Force Body: 3
LIGHT Force Healing: 4
UNIQUE Fold Space: 5

Sense: 21

Force Sense: 4
Precognition: 5
Farsight: 3
Force Bond: 4
Battle Meditation: 5

Alter: 58

Telekinesis: 5
Force Push/Pull: 3
Force Wave: 5
Force Wound: (+3 from Level 4): 3
Force Choke: 1
Force Crush: 4
Levitation: 4
Mental Shield: 4 (+1 from Helm of Order): 5
Telepathy: (+3 from Level 1) + 2: 5
Probe Mind: (+2 from Sith Inquisitor) + 3: 5
Mind Shard: (+2 from Sith Inquisitor) + 2: 4
Force Fear: 4
Memory Walk: 4
Force Resistance: 5
Tutaminis: 5
LIGHT Force Light: (+3 from Sith Archon) + 2: 5
Deadly Sight: 5

Sith Magic: 16

Sith Runes (+3 from Sith Sorcerer) + 2: 5
Sith Illusions (+3 from Level 6) + 2: 5
RITUAL Create Sith Holocron (+3 from Level 7) + 2: 5
Qazoi Kyantuska: 4
Aspect of the Storm: 4
Speed of the Toocha: 2

Godlikes: 40

LIGHT Force Ghost: 10
Gravemind: 10
Art of the Small: 10
LIGHT Wall of Light: 10​
 
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Theme Song:

Name/Title: Samael, The Lightbringer, Saint of Fire, and Will of the Flame
Nicknames/Aliases: The Lightbringer, The Saint of Fire
Age: 28
Sex: Male
Species: Deveronian
Orientation (optional): Heterosexual
Homeworld: Unknown
Occupation: Sith, Saint of the Religion of Fire
Height: 6’0”
Weight: 200 lbs.
Physical Description: Red skin, Black horns, Sharp teeth, Blue eyes, a small pointed goatee
Clothing: Black robes, black hooded cloak, and a golden fire emblem amulet
Weapons: One orange lightsaber
Equipment: A holocom
Vehicles: None
Pets (if applicable): None
Languages: Basic
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section): Lightsaber combat
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section): Able to be around extreme heat.
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section): Unable to control his emotions.
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil): Chaotic Good
Personality: Has always had a hard time controlling his emotions.
Fears: The unknown
Likes: Meeting new people
Dislikes: Bullies
Habits: Playing with fire
Relationships/Love Interests (if applicable): N/A
Friendships (if applicable): Shalyx’har’zan, Lord Catalyst
Masters (if applicable): Lord Xirr, Hadzuska
Apprentices (if applicable): N/A
Reputation: N/A
Biography: The Jedi found baby Samael discarded in a dumpster on Coruscant, and took him in after noticing his sensitivity to the Force. As the child grew they noticed he was having a hard time controlling his emotions. When it was time to leave the stage of becoming a youngling and being trained as a padawan by a Master the Council chose one that they felt would be able to help Samael learn to control his emotions. The night before the ceremony Samael snuck into his soon to be Master's room whilst they slept to get a sneak peek at who he would be training with. Samael always had a thing for for fire, the Council had no idea he had learned to summon it through the Force. When he saw his soon to be Master he felt he should celebrate and summoned fire burning the man to a crisp. Samael has no idea what he did was wrong. Upon learning what happened the Jedi Council expelled the young man from their order. Now he travels from place to place no longer having a place he could call home. Eventually on his travels, he met a Sith that taught him the ways of the Dark Side. He two met a crispy end amidst the night.

Eventually he found himself in the Sith academy. Called upon by Lord Catalyst for a mission to Yavin IV, he was placed under the apprenticeship of Lord Xirr. Upon landing on Yavin IV he met the beautiful Lady Apollyon, whose beauty was the first to eclipse that of his fire’s. Their mission went along without any problems other than the fact what they were there for was not.

In the next three years, Samael’s Master would be too busy to show him any recognition or training in the least. Looking to challenge himself, Samael began exploring different tombs around Korriban, never going too deep however. One day as he came to a cave he had mistaken as a hidden tomb he found the Star Dragon Shalyx’har’zan (Shalyx for short) still healing from his own past adventure. Leaving for a short while Samael would return and perform basic first aid on the dragon as he slept. Over the course of a year the two became best friends.

One day Samael would start having terrifying visions as well as hear a voice calling to him. He would search for this voice, leaving Korriban to do so. Upon finding the owner of the voice, who introduced himself as Hadzuska, he was offered the right to serve him in doing so he was told he would get everything he desired. Not knowing if it was true or not, but not wanting to pass up the chance if it were, he accepted.

It had been 10 years since that deadly feast that killed Hadzuska. He came to realize that his first ever friend, Fire, was truly a primordial God showing him the true way of life, and those that the fire touched were baptized by God’s light. After Typhojem had been defeated, Samael founded the Church of Fire, known to most outside the church as a cult of pyrokinetic fanatics.

After the Church of Fire grew large enough, Samael left the church to a successor, who named him a Saint, to continue to do God’s work. The past few places that Samael was sighted, many gangsters were found charred to a crisp. When questioned he responded that he was on a mission of Peace, performing ceremonies in the name of God. He was never detained after this response.


STR (Strength): 10
FPR (Force Power): 13
DEX (Dexterity): 11
INT (Intellect): 11
CON (Constitution): 11
MAN (Manipulation): 10
PER (Perception): 11
DES (Destiny): 13

Rank/Level: 25
Base Class: Sorcerer
Subclass (if applicable): Sith Elementalist
Prestige Class (optional): Sith Archon
Skills (game mechanics only; listing all chosen Skills and Skill Points therein):



Lightsaber Skills and Augmenting Force Techniques
Form I - Shii-Cho - 3
Form III - Soresu (Requires Form I - Shii-Cho) - 3

Control
Force Healing - (+3 From Sith Archon Prestige Class)

Sense
Force Sense - 3
Precognition - 3

Alter
Telekinesis - (+3 From level 1 bonus)
Force Push - 3
Mental Shield - 3
Telepathy - 3
Sith Lightning - (+3 From level 20 bonus)
Force Resistance - 3
Tutaminis - 3
Pyrokinesis - 1 (+2 From Sith Elementalist Subclass)
Fireball Belch - 3
Flame Aura - 3
Alter Environment - (+2 From Sith Elementalist Subclass)
Flamusfracta - 3

Sith Magic
Sith Runes - (+3 From Sorcerer Class)

Dathomiri Magicks
Living Fire - 3

Godlikes
Eternal Hatred? - 10
 
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Theme Song:

Name/Title: Redacted
Nicknames/Aliases: Redacted
Age: 38
Sex: Male
Species: Human
Orientation (optional): N/A
Homeworld: Redacted
Occupation: Redacted
Height: 6’
Weight: 240 lbs
Physical Description: A white man, brown hair, lips sewn shut, yellow eyes
Clothing: Black leather armor, a black hooded cloak, and a half black mask to cover the top part of his face
Weapons: Redacted
Equipment: Redacted
Vehicles: Redacted
Pets (if applicable): Redacted
Languages: Redacted
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section): Redacted
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section): Redacted
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section): Redacted
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil): Redacted
Personality: Redacted
Fears: Redacted
Likes: Redacted
Dislikes: Redacted
Habits: Redacted
Relationships/Love Interests (if applicable): Redacted
Friendships (if applicable): Redacted
Masters (if applicable): Redacted
Apprentices (if applicable): Redacted
Reputation: Unknown
Biography: Redacted


Attributes: Redacted


Rank/Level: Redacted
Base Class: Redacted
Subclass (if applicable): Redacted
Prestige Class (optional): Redacted
Skills (game mechanics only; listing all chosen Skills and Skill Points therein):


Redacted
 
Darth Eschaton, the Black Steward

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Voice Claim: The Mouth of Sauron

Aliases: Jorah Tassak

Age: Apparent 50s, possibly older

Sex: Male

Species: Muun

Orientation: Heterosexual

Homeworld: Scipio

Occupation: Black Steward of Arkania; Beastmaster; Knotter of Entrails

Height: 6’8”
Weight: 175 lbs

Physical Description: A towering individual with a rail-thin build, Eschaton is a horrifically deformed Muun, long mutilated by immersion into the darkest arts of the Sith. His eyes are completely hidden, and his helm only reveals his mouth, the lips cracked and blackened, his teeth rotted and sharpened. His mouth oozes black spittle, a viscous and toxic fluid produced by the venom glands he created with the Art of the Small.

Clothing: Dark robes which cover most of his body, save his armored boots and gauntlets.

Armor: A cortosis breastplate and cortosis gauntlets, given to him by his lord Darth Xarxes. A helm of wrought dark iron, a ring of Nihil Smokestone within it to better control his thralls and alchemized creatures.

Weapons: A curved saber of black metal with a blood-red blade. A wickedly sharp dagger coated in paralyzing venom, used most often in rituals for the production of creatures.

Misc. Equipment: A holocommunicator; A Talisman of Concentration

Pets: A Leviathan named Cthon; A black horse mount named Dragomir; A Drexl named Vormir; Twin Tuk’ata named Teridax and Takadox

Languages: Galactic Basic, Dathomiri, Droidspeak, Ancient/High Sith, Arkanian, Muun

Combat Skills: Eschaton is an expert one-on-one duelist, but he prefers to stay in the background, providing support with his summons, beasts, and hurled entropic rays.

Other Strengths: [REDACTED]

Flaws: [REDACTED]

Alignment: Neutral Evil

Personality: Gleeful, condescending, and proud. Eschaton is a schemer at heart, and under his attendance, secret operations on Arkania have been exceptionally successful.

Fears: Eschaton has only ever appeared to have been cowed by Drakul Xarxes’ presence. Eschaton is otherwise viewed as unshakeable.

GAME STATS

Rank/Level: Level 37, Sith Lord
Base Class: Sorcerer
Subclass: Sith Alchemist
Prestige Class: Sith Necromancer

Attributes

STR: 8
FPR: 18
DEX: 14
CON: 10
INT: 18
MAN: 12
PER: 12
DES: 10

Skills

Lightsaber Skills: 5

Shii-Cho: 1
Makashi: 4

Control: 10

Exceptional Senectitude: 4
Feed on the Dark Side: 3
Dark Side Healing: 3
Teleport: 4
Force Travel: 4

Sense: 21

Force Sense: 4
Precognition: 4
Force Sight: 4
Force Bond: 1
Drain Life: 4
Death Field: 4

Alter: 43

Telekinesis: 4
Force Rend: 4
Levitation: 4
Mental Shield: 4
Telepathy: (+3 from Level 1) + 1: 4
Force Fear: 4
Beast Language: 3
Alter Image: 4
Force Resistance: 4
Tutaminis: 4
UNIQUE Darkshear: 4
Imbue Item: (+2 from Sith Alchemist): 2

Sith Magic: 21

Sith Runes: (+3 from Sith Sorcerer) + 1: 4
Sutta Chwituskak: (+3 from Level 4) + 1: 4
Waves of Darkness: (+3 from Level 6) + 1: 4
Create Sith Holocron: (+3 from Level 7): 3
Mutate Life (+2 from Sith Alchemist) + 2: 4
Create Leviathan: 4
Create Tuk’ata: 4
Invoke Spirits: 4
Spectral Dead: 4

Godlikes: 20

Art of the Small: 10
Dark Side Tendrils: 10​
 
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Name/Title:Apprentice Mardinga

Nicknames/Aliases: The Magician

Age: 36

Sex: Male

Species: Teevan

Orientation (optional): Demi, Straight, omnispexies

Homeworld: Teevan

Occupation: Former Stage Magician

Height: 167 cm

Weight: 91 kg

Physical Description: Ever changing multi color hair, slim slight build, paler skin than is normal for a teevan. Slender built and tall. Teevans are naturally far more flexible than most similarly built sentients.

Clothing: Typically; white clothes Rarely; pink and green

Weapons: Red dual phase lightsaber

Equipment: Cards and coins used as either weapon or distraction or just a fidget item

Languages: Basic, Clawdite, Rodese

Combat Skills: Natural flexibility makes him extremely good at dodging and attacking from unusual angles.

Other Strengths: Sharp minded and a master of performance he is capable of keeping the average person enthralled with stage magic, which equates to sleight of hand and misdirection.
Flaws: His life in the circus has left him jaded by people's horrendous nature. He doesn't trust easily at all.

Alignment: Neutral Evil

Personality: Humorous, boisterous, vile, immoral

Fears: Truly being as worthless as he felt in childhood, main reason for the overachiever mentality he has now.

Likes: Beautiful things and strong opponents

Dislikes: Being bored
Habits: rolls coins between knuckles and palms items from muscle memory
Relationships/Love Interests (if applicable):

Master: Knight Anokou

Biography:
In Glausa, known for its shows, a young Mardinga had been found on the ground by Canzassenn, ringmaster of the Canzassenn Troupe. Canzassenn's stunts bewilder audiences, and now he has the opportunity to perform at the Bar Jack, in Princess Hotel. Canzassenn asks Mardinga if he is able to perform any magic tricks. Mardinga surprised Canzassenn with a card trick, astonishing him and forcing him to note that the boy might have more talent than him. Canzassenn encourages Mardinga to hone his talent. Canzassenn's performer Brae warns him that Mardinga could have an unsavory past, seeing how he was found on the side of the road.

Brae and Canzassenn are walking in the marketplace where they see a picture of a serial killer who crushes his victims to death, provisionally called Ashrea Manstar. While the manner of the killings was consistent between victims, the one doing it seemed to change, this led to his epithet "Hundred Face". Ashrea Manstar craved attention, which was why he allows himself to be recorded by surveillance. When they return, they find that a performer has injured herself, rendering her unable to perform. Mardinga volunteers to do the act for him, showcasing his extraordinary dexterity. A jealous co-performer, Yasuda, vows to get revenge on Mardinga. During the performance, Yasuda throws the batons in an odd manner in order to overwhelm him, but Mardinga successfully catches them. Yasuda leaves the circus, and the other performers begin rehearsing in secret to prevent Mardinga from learning their techniques.

Mardinga notices a film around Canzassenn, and Canzassenn explains to him that it is an aura of the force, he never told the child what kind it was. He begins teaching Mardinga the basics of the force. Brae reveals that she is the only one of the troupe that managed to learn to control the force. She divulges Canzassenn's past: he attempted to become a Jedi but failed the difficult testing, but she believes that he teaches force in order to have a pupil to be able to pass the testing he couldn't. Mardinga displays his unbelievably quick learning of the force principles, something that would typically take a year. Canzassenn then has Mardinga determine his force strength, which was nearly uncannily high.

Sometime later, Brae gets lost while on a shopping trip. She gets accosted by a man, whom she believes to be Ashrea Manstar. She attempts to overpower him with meager force abilities, but he is capable of using the force too. He nearly kills Brae, but Mardinga saves her by slicing his eye with a card and manages to drive him off. Mardinga notes that he feels like he didn't truly hurt Ashrea Manstar. Mardinga takes a shower, where he begins to work on a force ability, telekinesis.

A few days later, Mardinga performs at the Royal Glam Hotel, attended by the head of the Glass Clan, the authority of Glausa. The head applauds the act, giving the troupe worldwide popularity. Outside of the hotel, Mardinga confronts Canzassenn alone, where he accuses Canzassenn of being Ashrea Manstar. Canzassenn claims that he enjoys surprising people, to the point that he killed his younger sister to see the expression on her face. He created a circus to have his enjoyment in a non harmful way but still couldn't resist the urge to hurt people. He confesses to being Ashrea Manstar, but Mardinga merely wants to fight him. They get into a duel, with Canzassenn revealing how he swapped faces because he was a changeling. Mandinga Feels as though he is being crushed so he pushes back hard with telekinesis aimed directly at the center or Morotino's chest. Mardinga explains how he observed that audience members' things began to move around whenever Canzassenn performed his air walk. Canzassenn goes all out with the fight finally, but Mardinga manages to use his force ability to pull down the bars above them and crush Canzassenn, killing him. Before he left, Mardinga watched as his face changed to look like he had the night on which he attacked Brae, the one of Ashrea Manstar. Freeing his emotions and lashing out had changed him far more than he expected, he had killed before but it was always in defense of himself or because he needed to get something for survival, this was different.

Later that night he couldn't help but think about how he was not even sure he had even known the changeling's name. At that once again he was alone in the galaxy. Teevan had lost all of its allure so he decided to jump on a freighter and get away.

Making his way across the galaxy was harder than he ever imagined. His destination was Korriban, a place where someone with his gifts could be accepted. The freighter Captain stuck to his rounds strictly as they went from planet to planet. Dathomir was first and Mardinga was truly stunned by the red planet, at least what he could see from the ship's loading ramp. All he knew for sure was he wasn't allowed to follow for whatever was going on. Within the hour they were back in the vastness of space heading for Telos.

Months and many planets later and they finally landed on the desert of Korriban. Mardinga exited the ship and set off to find his future.

Rank/Level: Apprentice Level 13

Base Class: Sorcerer

Subclass: Sith Elementalist

Attributes:
72 points (14 max)

STR 5
FP 12
DEX 14
INT 10
CON 7
MAN 10
PER 7
DES 7


Skills (game mechanics only; listing all chosen Skills and Skill Points therein):

20 points (2 max)

Sith Runes (free)

Force Sense (free)

Pyrokinesis (free)

Cryokinesis (free)

Bond 1

Drain Life 1

Lightning 1

Telekinesis 2

Push/Pull 1

Force Weapon 2

form 1 1

Form 6 1

Resistance 2

Waves of Darkness 1

Shatterpoint 1

Telepathy 2

Mental Shield 2

Sutta Chwituskak 1

Ballistakinesis 1

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Name/Title: Cal They'ron/Lord Catalyst

Nicknames/Aliases: The Cunning Linguist,

Age: true age roughly 200, biologically about 50, stopped aging briefly due to the use of Darth Drear's immortality ritual, appears to be in his late 30's

Sex: M

Species: Human

Orientation: Pansexual

Homeworld: Rhommamool

Occupation: Former Dark Councilor, Former High Inquisitor, Cantina Owner

Height: 6'2"

Weight: 210 lbs

Physical Description: Tall and slender, with long dark hair and dark eyes to match. Relatively toned skin, though much lighter under the robes. Well groomed beard. Imperial sigil permanently branded onto his right shoulder, mystical glyphs of the Dark Force adorn the left shoulder. Crisscrossing black rivulets spread across his chest as after effects of Drear's ritual and Venomis's attempted possession.

Clothing: Tight, black, sleeveless robes with deep red accent pieces. Thin black cloak with slits cut for arm holes. Elbow length fingerless gauntlets.

Weapons: Orange bladed saberstaff with quick-release in the center to split it into two single blades.

Backup single bladed orange saber,

Model 22T4 ISB Special Blaster pistol,

Equipment: Light helmet that conceals face,

CryoBan-tipped climbing gauntlets

Linen Wrappings
These wrappings of yellowed white linen seem fit for a mummy. They have soaked up the malignant energies of the dead, and brim with strange shadowy power. When worn, these wrappings allow one to fade from sight at will, becoming invisible, inaudible and undetectable in the Force (granting 3 free Skill Points each in Force Stealth, Force Cloak, Conceal Essence and Shadow Armour up to the maximum of 5). They also grant a +5 Defense bonus against telepathic attacks.

Talisman of Translation
A talisman embedded within a bracer which allows one to read, write and understand all dialects of ancient Sith.

Love Potion
A sealed pot filled with a lavender fluid and a single hair from the head of Lord Catalyst, unused for over two years. The user may slip it to their desired target. Only a drop is needed to be effectual. The potion ensnares the senses of the target when ingested, resulting in overpowering lust and infatuation towards the user for several weeks.


Poison Vial
A small glass vial filled with the same kind of Sith poison brewed by the Krath to convert Ulic Qel-Droma to the dark side. Ingestion of this poison causes extreme rage and hatred and amplifies one's emotions, clouding one's better senses and moral compass and gradually but inexorably swaying the victim to the dark side over the course of several days. It is an efficient way to convert captured Jedi.


Vehicles: Personal starfighter: TIE/ph Phantom, callsign Whisper (destroyed as of TST); Raider I class Corvette, callsign Solution; Mandator IV Siege Dreadnought, callsign Cunning Stunt

Personality: Witty, charming and rather upbeat for a Sith. Always has a quick retort or biting remark ready. Frequent punisher of stupidity, prefers to wound those who invoke his ire with words more than swords. Overall cares for little more than himself, but is not above building friendships and alliances. Known to use his tongue to invade many a bed chamber. Those who are on his good side will find a ready companion if needed, though he almost always has an ulterior motive. Beneath his charismatic exterior is a schemer whose mind is always looking for the next quick route to increase his power and influence. Ultimately, he is a self serving and short sighted individual who doesn't care what the state of the galaxy is, as long as he can continue to ply his linguistic skills to his advantage, he is content to indulge himself while the stars burn.

~

After the great war against Typhojem, Catalyst departed the Sith Order entirely. His near death experience at the hands of Darth Venomis as well as the loss of one of his closest companions shook him deeply, and he couldn't bring himself to project a false sense of normalcy for the benefit of the rest of the Order.

And so he fled. He left behind his friends, his loved ones, his former apprentices and any luxury that Korriban afforded him. He took his possessions and his ships and charted a course for solitude. The Force would be his only guide.

Eventually, he was drawn to the jungle planet of Felucia. The death of Typhojem had supercharged the already potent force nexus that enshrouded the world, and it called to Catalyst. In a lonely TIE fighter he descended into the overgrowth, having ordered his fleet to leave him be and enjoy an extended shore leave elsewhere. He landed in a great pit which looked like it once housed a massive specimen of Sarlaac, and made himself refuge inside.

Over many years, Catalyst descended once more into a trance of madness brought about by isolation and the power of the Dark Side. He spent his days hunting and battling the local flora and fauna, as well as avoiding the native sentients who did not take kindly to his presence. His nights were fraught with terrors and painful memories. Visions of his friend Kain immolating an army before being reduced to dust and ash himself. Apollyon, the person he considered himself closest to, twisting and contorting under the unholy power of Venomis. Chaos staring him in the face as he loomed on the edge of nothingness.

For nearly a decade, Catalyst chose to remain sequestered away, eschewing his former life and immersing himself in the will of the Force. He used the concentration of Force energy to enhance his mind and body, as well as his control over the energy field. Catalyst had never felt so powerful in his life. In his newfound power, he tried in vain to reach beyond the void to find his friend, growing more and more desperate as Kain's spirit never responded to his call.

Eventually, Catalyst gave up on his quest for closure. He resolved to numb himself in response, traveling to the urban settlements of Felucia and smuggling himself off world. He found himself on Ord Mantell, where he gambled and swindled and occasionally mind-tricked his way to prominence, and eventually afforded himself a small establishment where he could partake in the illicit with wild abandon.

LEVEL: 42

Attributes:
STR (Strength): 10
FPR (Force Power): 15
DEX (Dexterity): 15
INT (Intellect): 11
CON (Constitution): 10
MAN (Manipulation): 20
PER (Perception): 15
DES (Destiny): 12

Alignment: Neutral Evil

Class: Assassin
Subclass: Slayer
Prestige Class: Sith Hermit

Force Skills:

Form I Shii Cho: 1

Form III Soresu: 5

Form V Shien: 4

Jar’Kai: 5

Alter Damage: 3

Augmentation: 1

Force Jump: 4

Force Speed: 3

Telekinesis: 5 (2 points +3 level bonus)

Saber Throw: 5

Force Push: 5

Levitation: 3

Force Wound: 3 (+3 level bonus)

Force Choke: 5

Force Crush: 3

Force Lightning: 4

Lightning Shield: 4

Lightning Empowerment: 4

Force Sense: 3

Farsight: 3

Telepathy: 4

Mental Shield: 5

Affect Mind: 4

Force Illusion: 3

Comprehend Speech: 4

Force Resistance: 5

Adiabatic shield: 2

Force Barrier: 5

Protection Bubble: 5

Tutaminis: 5

Force Bond: 2

Drain Life: 3

Force Cloak: 5 (2 points +3 Enchanted Wraps)

Force Stealth: 5 (+2 Sith Assassin, +3 Enchanted Wraps)

Conceal Essence: 5 (2 points +3 Enchanted Wraps)

Dim Others Senses: 5

Force Travel: 4

Doppelganger: 4

Shadowstrike: 5 (2 points +3 level bonus)

Dimension Shift: 4

Phase: 5

Force Blast: 4

Sickening Blast: 4

Create Holocron: 3 (+3 level bonus)

Force Suppression: 5 (2 points +3 Sith Slayer)

Shatterpoint: 4

GODLIKE Art of the Small: 10

GODLIKE Midichlorian Manipulation: 10

~Sith Magic~

GODLIKE Dark Side Tendrils: 10

Invoke Spirits: 4

_______________________________

Character Illustration
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Theme Music:
Name/Title: Brooke
Nicknames/Aliases:
Age: 26
Sex: F
Species: Miraluka
Homeworld: Unknown
Occupation: Mercenary/smuggler
Height: 5’6”
Weight: 124 lbs
Physical Description: Pale skinned, with medium length reddish-brown hair. Keeps her eye sockets covered by bandages at all times
Clothing: basic clothes in drab colors, favors wearing dresses and robes and walking barefoot but has a set of sturdy leather clothes and boots that she wears when working
Weapons: Keeps a hold out blaster, which most people assume she can’t use, carries a walking stick that she knows how to hit people with
Equipment: A pair of pale glass eyes that she can slip into her eye sockets to appear human
Vehicles: YV-865 Aurore-class freighter, Tranquility II
Pets (if applicable):
Languages: Basic, some Huttese,
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section): Trained in hand to hand martial arts and marksmanship, mostly fueled by muscle memory and augmentation via the Force, very difficult to catch off guard unless her opponent is a skilled Force user
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section): extremely good at empathy and emotional connection, quick to learn and pick up new skills,
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section): weak willed due to years of abuse, has a limited knowledge and understanding of the galaxy and can be naive about how things work, plagued by nightmares, slow to trust others
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil): Chaotic Good
Personality: shy and quiet but voraciously curious, kind-hearted but slow to fully trust others, once someone gets to know her, she has a an energetic and playful side
Fears: being alone or taken from her found family, doctors, Sith or other darksiders,
Likes: childish games, snacks, her found family, people who care for her, learning, people who glow brightly in the Force
Dislikes: slavers, the Dark Side, war,
Habits: talks to herself, speaks in strange riddles only she can decipher, breaks down easily when confronted with reminders of her past
Companions (optional; may include brief summaries of Companion characters, links to full Character Sheets posted in the Campaign Guide, or both): Zo: Corellian gunslinger. K'win: Twi'lek mechanic, D-3PO: Protocol droid
Friendships (if applicable): Kain, Eva, Abbadon,
Biography:

Childhood should be a time of happiness, growth and love. It was not so for a young Miraluka born in poverty. By all rights, she should have been human, but when she was born with no eyes, the parents did not know that their child was blessed with the power of Force sight due to a genetic ancestor. Thus, the baby girl was quickly discarded and abandoned by her unknowing parents in the pits of some backwater moon.

Normally, this is where such a story would end, but whether by ill fortune or a cruel twist of fate, the child was found. Not by a loving family that would take her in and protect her, but by Dark Side cultists who saw in her the potential to create the ultimate tool for their reckoning. From an early age, they brainwashed her and taught her to be the perfect enforcer for their divine crusade. The girl was a weapon to them, a tool to be discarded when she was no longer of use. She was bright, and learned quickly to accept the conditioning or face their torturous punishment. At one point, her empty eye sockets were fitted with a variety of technological advantages, from a humble cybernetic eye that provided her no benefit, but allowed her captors to perceive from her point of view, to Yuuzhan Vong biots that increased her offensive capabilities. These, however, paled next to her learnings in the Force.

In their efforts to create the perfect weapon, the cultists experimented with arcane procedures to help the young girl more fully surrender herself to the power of the Dark Side. In time, it came to be something of a split personality for her. The rituals subdued her normal, inquisitive self and brought out a merciless, almost droid-like killer that would follow their commands, while also vastly increasing her Force potential. Try as she might to remain lucid during these rituals, the girl always succumbed to their control, and would often wake up with no recollection of her actions. She did, however, learn to control the Force around her, mimicking the actions of the cultists in her moments of control, and practicing her Force talents when alone. During her sleep, she was plagued by nightmares, memories of the unsavory things the cult had done to her and forced her to do under their control. It was only when she was under the influence of t

One day, she did not wake up in the midst of the cult. At some point during an excursion, she was rendered unconscious and pulled away from her mission. When she awoke, she found herself in the medical bay of a freighter, with bandages over her eye sockets. Panicked and disturbed, she fled from the nurse droid that was looming next to her bed and hid herself. It just so happened that the hiding place she chose was near the ship's engines, where the resident mechanic chose to make her bunk. It was the first time the girl had seen an aura that didn't look like a bloodstain upon the tapestry of the Force, but rather was a bubbly yet serene blue. When she described the sensation to the mechanic, the Twi'lek compared the description to a babbling brook. The girl was so enamored by the description that the mechanic took to calling her Brooke, assuring her that she would be safe and cared for.

Once she had calmed down, Brooke was taken by the Twi'lek, K'win, to meet the rest of the crew that had taken her in. Still hesitant, Brooke was nearly nonverbal while interacting with the crew of the Tranquility. Instead, she marveled at the rainbow of colors her Force sight granted her. Compared to K'win's bright blue, the captain of the ship had a nearly grey aura surrounding him, like a tarnished silver. His first mate was even more pronounced, steely but with more of a shine to it. The pilot radiated a fuzzy yellow and pink that seemed to shift like a haze when he spoke. There was a Besalisk as well, a hulking brute whose deep orange aura frightened Brooke and reminded her of some of the more violent members of the cult. They all treated her well though, and in time she became a valued member of the crew.

A few years passed, and Brooke continued to grow close to the crew of the Tranquility. The memories of her time in the cult still plagued her dreams, but through the patience and love of her found family she began to overcome the trauma. Her confidence was still low, and her adjustment to galactic society at large was not a smooth one. There were run-ins with the dark side cult as well, but she managed to evade their detection for the most part. Things would take a turn during a delivery to Nar Shaddaa, however.

The crew had been commissioned for a smuggling job. Knickknacks representing notable galactic figures whose heads wobbled when shaken were the contraband of choice, and the Zeltron pilot, Hobbie, was particularly enthusiastic about a white-furred jedi with a goofy looking hat. Upon landing and trying to deliver their cargo, the Tranquility was beset by Sith operatives, who slaughtered the crew, destroyed the ship and kidnapped Brooke and K'win. The proximity to these darksiders caused Brooke to lose control of her power, however briefly, and her untrained outbursts nearly saved her from capture. Without control, however, she was little more than a nuisance to the Sith. Fortunately, Zo was able to escape and followed the Sith to the planet Corbos, rescuing Brooke and K'win while the Sith were distracted.

With their little family halved in size, the girls found themselves scraping by on the galactic fringe. Zo found work as an enforcer and bodyguard, often bargaining her service for passage to the next planet. K'win would use her mechanical skills in the various ports they stopped at to earn a few credits here and there, but it was never enough to sustain them for long. Time and again, they were accosted by unsavory figures who sought to exploit them or outright kill them. Most of the time they were able to escape relatively unscathed, but one day things took a turn for the worse.

While resting on Terminus, the trio were accosted by robed individuals who quickly and efficiently used the Force to render K'win and Zo helpless. Declaring that they would rise again, and the galaxy would be powerless to stop them, they departed into the Unknown Regions. Brooke was alone again, and once more in the hands of people using her for power.

The cultists returned to their base of operations, keeping Brooke sedated and stunned for the duration of their journey. Upon arrival, she was connected to a decidedly nasty looking device that restrained her and mercilessly tortured her, edging her psyche ever closer to breaking. Luckily, she was rescued by the efforts of Zo and K'win, along with one of the Sith that had captured her years prior, now a powerful Dark Lord.

With the cultists decimated, Zo and K'win breathed a sigh of relief. Brooke, however, was still paranoid. Her capture along with the Embrace of Pain had nearly pushed her to fully embracing the Dark Side. She needed somewhere safe, where her powers wouldn't be exploited and she could learn to control them. After conversing, Zo and K'win beseeched Lord Kain to keep her safe, at least until she could handle herself. He agreed to take her to a world only known to him and a select few who he was sure would care for her: his homeworld of Vitae. He assigned D-3PO the position of watching over her and ensuring her safety as she adjusted to her new life.

Brooke was isolated for a long time after her ordeal with the cultists. She was often cold and distant, only choosing to speak whenever K'win called to check in. Unsurprisingly, the person who was able to help her most was Eva, the young girl breaking through Brooke's quietness through sheer stubbornness it seemed. The two of them bonded over their shared experiences, and, though she was older, Brooke found herself looking up to Eva as a sort of role model. The two of them trained together often, and while Brooke had more raw power, Eva's more disciplined training made her excel while Brooke fumbled. With practice though, Brooke was soon able to harness the Force on command rather than in random outbursts. She became adept at using her natural born Force Sight in such a way that she could catch glimpses of the future seconds before they happened. Her confidence grew with her strength, and from underneath the broken shell emerged a smart young woman whose love overcame her fear.

Brooke didn’t exclusively stay on Vitae with Eva and Abbadon. K’win and Zo routinely made their way back to her to take her on adventures through the galaxy, bringing D-3PO with so she could keep contact with Eva. It didn’t take long for her newly disciplined ability in the Force to become useful to them, allowing her to accurately predict and avoid problems they faced among the stars. Her confidence also proved to be a boon, as she was much less likely to cower in the bowels of the ship when adversity struck. She learned more and more about how the galaxy worked, and her naivete soon gave way to a subtle guile. She was soon at the forefront of some of their more unsavory jobs, using the Force to keep her friends out of harm’s way and to unlock secrets they would never have found otherwise.

For years Brooke alternated between the Tranquility II and Vitae. When on Vitae, she spent most of her time playing games and training with Eva. When she was with Zo and K’win, she was learning tricks of the galactic fringe. No longer was she the young girl afraid of a phantom enemy. Now Brooke had the courage to interact with the galaxy at large.

When the True Sith War broke out, Brooke was adventuring with Zo and K’win. They didn’t know much beyond what D-3PO told them was happening at any given time. However, Brooke felt the disappearance of Kain in the Force. When Venomis and Kain destroyed each other, her only response was to scream and faint from the shock. It was like losing part of her family all over again. For days, she remained in a state of numbness, K’win only able to provide minor solace, and Zo less than sympathetic to her pain. With the war, though, they dared not travel back to Vitae for fear of the Sith learning of Brooke and trying to indoctrinate her. So they fled, hopping from world to world and cutting off all contact from Vitae.

For nearly a decade, the ragtag group took many jobs moving freight to help rebuild the ravaged galaxy. More often than not, they found themselves in the outer rim trying to rebuild worlds that the Federation deemed less important than the core. It worked out well to keep them beneath notice. Brooke continued to practice her Force skills in this time, looking for where they were needed most. One day, she received a vision of her good friend Eva, fleeing for her life with a young boy in tow. The boy felt familiar, his aura burning more brightly than anything surrounding them. They were fleeing from Sith, and being aided by the Jedi in their escape. She had to help. Pleading with Zo and K’win, she convinced them to take her to Tython to reunite with her friend.

Attributes (84):

STR (Strength): 8
FPR (Force Power): 14
DEX (Dexterity): 14
INT (Intellect): 12
CON (Constitution): 8
MAN (Manipulation): 6
PER (Perception): 8
DES (Destiny): 14

Rank/Level: 20
Base Class: Force Adept/Jedi Consular
Subclass (if applicable): Jedi Seer
Prestige Class (optional):
Skills (36):

Form I Shii-cho: 1

Force Valor: 2

Force Speed: 2

Force Reflex: 2

Reduce Injury: 2

Force Sense: 3 (+3 level bonus)

Precognition: 3 (2 points +1 Seer bonus)

Farsight: 2 (1 point +1 Seer bonus)

Force Sight: 3

Psychometry: 2

Truth Sense: 2

Force Bond: 3 (+3 Consular bonus)

Telekinesis: 2

Force Push/Pull: 3 (+3 level bonus)

Force Shockwave: 2

Mental Shield: 2

Telepathy: 3

Neural Storm: 2

Force Suppression: 2

Force Resistance: 2

Force Barrier: 2
 
Kain
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Character Theme
Battle Theme
Orchestral Theme

Character Summary
Kain is the spawn of Abeloth and the newly-risen Beloved King of the Stars. His death at the hands of the vile Darth Venomis earned him the title of martyr, but he has now returned from death, ready to go to any lengths to save the galaxy once again.

Name/Title: Kain

Nicknames/Aliases: The Beloved King of the Stars, The Seed of Chaos, The Dark Messiah, The Spawn of Vanity

Age: 29 (39 including time deceased)

Sex: Male

Species: Old One Spawn

Orientation: Heterosexual

Homeworld: Dathomir

Occupation: Beloved King of the Stars

Height: 6'1"

Weight: 180 lb.

Physical Description: With dark hair, piercing green eyes, and a deep scar on the bridge of his nose, Kain appears to be a handsome, young human. However, this is an illusion he maintains for the sake of those around him, as his True Form has inspired madness in any who have seen it.
His True Form is much more horrifying. His green eyes turn into stars in the center of black wells. His grin turns into a smile almost too wide for his head, with rows of needle-like teeth filling his smiling maw. His flesh turns an unnatural pale, and his limbs malform into twisted tentacles that are reminiscent of frayed knots. As he was born from fire, flame runs through his veins, causing the bright orange blood vessels to peek through his translucent skin.
The effects of both the Font of Power and Pool of Knowledge, as well as the exertion he exudes to hold close the tear to Otherspace, have made him appear frailer than he appeared before his death. As such, he rarely allows anyone to see what he truly looks like, relying on illusions and Force Phantoms to make him appear as the good old Kain that his allies know and love.

Clothing: Royal robes fill out much of his wardrobe, though he can truly appear to wear whatever clothing he deems necessary for the occasion.

Weapon(s): None

Equipment: The Holocron of Darth Gravid, Scrolls of the Aing-Tii, Crown of the Beloved King of the Stars

Vehicle(s): The Black Phoenix - a massive destroyer, said to be created from recovered fragments of fallen Tho Yor star-pyramids

Pet(s): None

Language(s): Galactic Basic, High Galactic, Huttese, Shyriiwook, Ancient Sith, Binary, Vahlan

Description of Abilities: As he was born in a pit of fire, Kain has an unprecedented affinity for pyromancy. He can manipulate flames in unique ways, forming armor or even Force Storms from them. He also has an immunity to temperature-based attacks due to his ability; fire cannot burn him, and ice cannot freeze the inferno of his heart.
Beyond this, Kain was well-educated in the ways of the Force even before his dip into the Pool of Knowledge. He has studied from scrolls of the Aing-Tii, the Holocron of Darth Gravid, and one of the mysterious holocrons known as the Eyes of Typhojem. His broad stretch of knowledge had afforded him a variety of powers, from Fighting Sight to Sith Alchemy. His powers of illusion were also unnaturally powerful, amplified by the Force Psychosis he inherited from his mother. But ever since his return from the grave and after bathing in the Pool, Kain has gained access to a nearly unlimited amount of powers. The only cost has been what little sanity he has remaining.
When it comes to the blade, Kain practiced saber combat as an art form rather than a necessity. What he does know of swordplay is advanced, but he had not pushed himself to master it as he had with his Force abilities, as he realized a powerful sorcerer will defeat a powerful warrior a majority of the time. With his lightsaber replaced with a Sith Sword, however, he simply began translating his knowledge of Djem-So to swordplay. Whether or not he has continued training his bladework after losing his sword is yet to be known.
Lastly, his bloodline affords him a certain amount of immortality on the same level of his mother; though he is much younger than her. This did not save him from the ability known as Hunger, but his return from death and his exploits since then seem to have made him a sort of wound in the Force. It was theorized that the Mortis Dagger could slay either him or his mother, but that can no longer be proven thanks to its required destruction at the hands of the Final Sith Order.

Alignment: Chaotic Good

Personality: Kain’s personality has been irrevocably altered after his death. He is far more grave than he once was before his death, with his natural wittiness rarely coming out in most situations. Despite his claims of otherwise, his sadistic side did not die with him on Korriban. He enjoys the suffering of those that would stop him in the pursuit of his goals, and only acts kindly with his enemies if he believes they are worth more to him alive than dead. His love for his family still remains, even if it is fractured. Lastly, he has grown entirely focused on saving the galaxy from the remaining forces of Dark Illathurion, and he is willing to do anything - even locking in own son in Otherspace - to do it.

Fear(s): harm coming to those he cares about

Likes: painting, Tatooine Sunset (drink), horror vids, sparring, fire, Wookiees

Dislikes: swimming, romance novels, slavery, disloyalty

Habits: None

Family/Relationship(s): Eva - Adopted Daughter, Apollo - Son, Darth Abaddon - Partner/Love Interest (Deceased), Abeloth - Mother

Friend(s): Darth Skyllan (MIA), Voidwalker, Darth Ānhrā Māhnîu (MIA), Darth Nathemus, Kint Dranlor (MIA), Darth Volacius, Darth Catalyst, Darth Makaria, Darth Drakul Xarxes, Darth Kolasi

Apprentice(s): Darth Volacius (Sith Lord), Zorn (MIA), Aleister Zyn (MIA), Baskara (MIA), Bril'Kairn (Knight)

Reputation: Kain is the talk of the galaxy. Known for his meteoric rise to power, his mastery of pyromancy, and (most of all) his honorable sacrifice during the True Sith War, Kain is an infamous celebrity that’s known by anyone within the galactic scene. Those that follow him revere him as a god, or as the best possible leader for a new galaxy. The Jedi and rest of the Federation fear him. And the Final Sith Order is split in its opinions of him, either wanting him dead or wondering whether or not he’s still accepting new people.

Biography: It began with the cries of a woman, as most births do. But this woman, an offworlder named Delylah, was not screaming from the pain of childbirth. Maddened, Dathomirian cultists had taken her from her home, dragging her to the forest and pinning her to a tree. Their leader had died of disease, and they begged their goddess - The Mother - to give him life once again. In exchange for this life, the cultists believed they would need the life of Delylah's unborn child.
They cut it from her belly, tossing the bloody fetus into the flames of a great pit of fire. They danced and sang to their goddess as Delylah bled to death. But the Mother had no pity for these madmen, nor their leader. She did, however, have pity for this unborn child. And so she breathed life into the babe, birthing it in a womb of fire.
The baby crawled from the flames, driving the cultists even further into madness. Guided by his Mother, the babe crawled amongst the chaos and slaughter, making his way to the ship that Delylah had once used to come to Dathomir. His Mother set a course for the planet where her son was destined to survive: Kashyyyk. As her power began to fade as the ship grew further from Dathomir, she planted a subconscious ability into his mind: to disguise his True Form. He took the traits of Delylah and her husband, a Dathomirian warrior named Zul'tar, combining them into the form of a human newborn. The key to maintaining the illusion was the focus on a single trait, one that could forever remain; a scar on the bridge of his nose.

The ship crashed into the Kashyyyk jungle and was found by a tribe of Wookiees that made their home in the wroshyr tree nearby. They found the baby boy, taking him in and raising him to the best of their ability, despite the mystery surrounding him.
After being raised by the Wookiees for three years, a smuggler who often traded with Kashyyyk happened to spot the young toddler. The Twi'lek's name was Hassan, and he knew that this boy had no place among the Wookiees. And so he consulted with the family that had taken the boy in, coming to an agreement. Hassan went on to raise the boy, naming him Corvar and instilling a sense of virtue and whimsy in the young lad. However, Hassan knew that Corvar was gifted in the Force; after all, any time Corvar threw a fit, things aboard his ship would randomly set on fire.
Hassan had no love for the Jedi and feared the Sith even more, so he took it upon himself to find material that would aid Corvar in taming his power. Smuggled Jedi texts, datacrons, and scrolls were occasionally found and given to Corvar. Though they made for dull reading to Hassan, the boy seemed to be fascinated. Seeing Corvar happy was perhaps one of the few things that brought Hassan peace in his chaotic life.
But all good things must come to an end. After stopping on Tatooine for business, the cantina that Hassan and Corvar were visiting was struck by a band of slavers. At only the age of nine, Corvar watched his adoptive father die, and he was taken as a slave thereafter.

For years the young boy toiled away as a slave. It was on Tatooine that Corvar learned the one thing that Hassan never taught him: how to hate. This hatred culminated during a horrible accident during the mining of a cave in the desert. As the slaves - children and the elderly, specifically - worked themselves to the bone, a Krayt Dragon arrived, threatened by these beings that were nearing its eggs. A cave-in separated Corvar and one of his friends from the rest of the group, leaving them trapped underground. His friend, a boy just a bit younger than him, died of exhaustion before help would arrive. Starving, Corvar forced himself to eat the remains of his fallen friend to survive.
After being found and returned to servitude, Corvar released his hatred on his masters. He set aflame their camp, burning them and any slaves foolish enough to fight for them alive. In his heart he would always remember the name of his slave master, the one who taught him the meaning of cruelty.
Kain.

Only twelve years old when he regained his freedom, Corvar cut out the explosive tracker in his neck and put it in a pendant. He tried to sell it for credits but none would take it. And so he kept it, deciding to use what Force abilities he knew to become a freelance mercenary. Work came at a slow pace at first; after all, one would have to be truly desperate to hire a child. But he began to build a reputation, earning more and more paid jobs for years and years. He used these credits to visit the Aing-Tii, which he'd only heard of in Jedi texts written by Luke Skywalker. For the months he learned from them, he gained their trust, earning a scroll that detailed their ability of Fighting Sight before he was contacted by a mysterious figure. Upon meeting them, he learned who this figure was.
Darth Maladi.
She had heard of his ability, how he'd constructed his own lightsaber, and she offered him an opportunity to join the Sith Empire. He accepted, but she had a task for him to complete as a test; one of impossible proportions.
He was to find Kubjo the Hutt, a powerful crime boss on Nar Shaddaa, and overthrow his criminal empire. A tall task, but one that Corvar took on happily; after fourteen years of mercenary work, he was eager to become part of something bigger than himself.
And so he went to Nar Shaddaa, signing up to be a pit fighter in service to Kubjo himself. After a battle against two other fighters and a prototype spider droid, Corvar impressed the slug and was given an opportunity to rid himself of the debt he'd accrued by helping destroy the droid. He was to find the sword of Jen-Sin Caal in the abandoned mines of Corbos. And after an adventure with a fellow dark-side adept named Reaper, a Sith apprentice named Feros, and a droid named D-3PO, they found the sword, guarded by a living Leviathan.
After a grueling battle, the Leviathan was defeated, and Corvar brought the sword back to Kubjo the Hutt. But with his power in the dark side growing so exponentially, his Mother, the Beloved Queen of the Stars, appeared on Nar Shaddaa and told him of his origins.
His world unraveled. And as he felt himself transform into his true self, he realized that she was no liar. He was the son of Abeloth. He was a monster.

Corvar went on to join the Sith Empire, despite not fulfilling his quest to overthrow Kubjo's Empire; his work with Feros spoke volumes in his favor. He took the name of his old slave master, becoming the master of his own destiny. And so Darth Kain, the Beloved Prince of the Stars, was truly born.
He skyrocketed through the ranks of the Empire, becoming a Dark Councillor weeks after joining. Months later he earned the high esteem of becoming the Empress' Second, taking the title of Vengeance. It was at this elevated stature that he remained for quite some time, before he discovered the location of the Eyes of Typhojem. Ancient holocrons that supposedly held the knowledge of the Left Handed God in equal parts, Kain found them both and delivered one to Emperor Dreadwar while keeping the other for himself.
In this holocron he learned what it would take to become the Sith God he was born to be, and so he resigned from his position, journeying to Kashyyyk in secret. His time on the planet in his True Form unwittingly caused the inhabitants of the planet to suffer extreme bouts of psychosis, drawing the attention of both Jedi and Sith. When discovered by a group of Sith adventurers, Kain returned to the Empire with a furry companion he named after his old self: Corvar.

After his return, he had gone on many ventures, most notably destroying the ice moon of Kelcium with a Force Storm. It was there, in the ruins of his destruction, he first met Darth Abaddon, who pursued a romantic relationship with. Meanwhile, he began raising his adopted daughter, Eva, a Jedi Padawan rescued from carbonite-induced slumber. He cared for no one in the galaxy more than they, save perhaps Abeloth.

Things began to turn for the worse. He and Eva were captured by strange sisters in the Unknown Regions, sisters that worshipped the Old Ones that Kain had made himself an enemy of. He escaped with their lives, but was cursed with a demonic entity that fed upon his pain. This made the following events all the more difficult, when his mercy in sparing a Jedi that had also been captured alongside them made him a target for the Federation. A fleet arrived in orbit of Vitae and, after a strike team of Jedi failed to kill him, bombarded his home. It was in this bombardment that Darth Abaddon died, and the demon attached to Kain moved to her.

He tracked her down and was able to bring some small semblance of Abaddon back, though the demon was seemingly forever latched onto her soul. He made the most of it for the few weeks they had, as Abaddon revealed she was pregnant with their child only days before the feast on Korriban, the feast that would change the face of the galaxy forever.

The True Sith arrived. And in his determination to see the rest of the galaxy survive, Kain unleashed one of his Force Fire Storms upon the True Sith’s armies and fleets. He successfully destroyed most of the enemy forces, but paid the ultimate price. Darth Venomis, the dreaded Mnggal-Mnggal, devoured Kain’s soul.

Eleven years later, Kain was returned to life thanks to the efforts of a maddened Darth Bubonis and Helvara, who possessed his famed Blade of Kain. Within that sword was a fraction of Kain’s soul, which had been enough to resurrect the fallen Beloved King of the Stars. Sensing that Abaddon’s life was in danger, Kain made little time to thank his resurrectors. Using a Force Storm to travel to Vitae instantly, it was an unfortunate tragedy when he arrived to find that he was too late. After having the demon ripped from her soul and left with barely a wisp of her own, Abaddon was inconsolably depressed without her husband by her side. She ended her own life.

Kain attempted to bring her back by carrying her corpse into the Pool of Knowledge, but only succeeded in bathing himself. The effort was enough to split his consciousness and drive him mad, making him believe that he had brought her back again. But it is only an illusion he has subconsciously conjured for himself. Eva saw through this, and after receiving a vision of Kain forcing his son, Apollo, to destroy the galaxy, she took Kain’s son and fled. Eva and Apollo have since taken refuge with the Jedi, which Kain intends to rectify.

But before he even learned that Eva and Apollo were hiding on the world of Denova, Kain received a vision of a world beset by nuclear winter, the planet where he would begin building his kingdom. There he was ambushed by Pandora, a member of the Hasturan race that initially intended to feed Kain to her tribe. After utterly annihilating her warriors, Pandora realized that Kain was their prophesied god of legend, and that he could restore Hastur to its glory before the war that ended their civilization. And so he did, altering the environment of Hastur to its original volcanic self over the course of three days. The Hasturans made him their God-King, and thanks to his scarily-growing power in the Force, nearby star systems began to worship him similarly. His influence has spread since then, and now entire sectors are starting to rise in Kain’s name.

Upon returning to Vitae, Kain was horrified to find that a tear in the fabric of space was beginning to form, a gateway between this realm and the realm of Dark Illathurion. He began to focus his might on holding that rift closed, relying on Phantoms and illusions to spread his influence.

On top of receiving a vision similar to Eva's, this has earned the ire of Darth Hesper, the Empress of the Final Sith Order. She supposedly sent assassins to eliminate Kain’s children, and in response, Kain spoke with some of her most trusted allies and his own. He laid out his plan to save the galaxy from the enemies that come from Dark Illathurion, and now those plans will begin to bloom.

Skills Sheet

Level 50 (500 Skill Points, 120 Attribute Points)
Class: Sorcerer - Elementalist - Wizard

Attributes

Strength - 10
Force Power - 20
Dexterity - 10
Intellect - 13
Constitution - 18
Manipulation - 19
Perception - 10
Destiny - 20

Skills

CONTROL (67)

  • Augmentation - 5​
    • Force Speed - 5​
    • Force Jump - 5​
    • Force Body - 5​
  • Feed on the Dark Side - 5​
  • Control Disease - 2​
    • Cure Disease - 5​
  • Dark Side Healing - 5​
  • Detoxify Poison - 5​
  • Many Shades of the Force - 5​
  • Instinctive Astrogation Control - 5​
  • Tapas - 5​
  • Fold Space - 5​
  • Force Travel - 5​
SENSE (52)
  • Force Sense - 5
    • Precognition - 5
    • Force Sight - 5​
    • Farsight - 5​
    • Instinctive Astrogation - 5​
  • Shatterpoint - 5​
  • Force Bond - 5​
    • Drain Life - 2​
      • Death Field - 5​
    • Battle Meditation - 5​
    • Environmental Telepathy - 5​
ALTER (280)
  • Telekinesis - 5​
    • Force Push/Pull - 5​
      • Force Burst - 5​
      • Force Shockwave - 5​
      • Force Wave - 5​
    • Force Wound - 5 (2 + 3 - Level 20 Bonus)​
      • Force Choke - 5​
      • Force Crush - 5​
    • Force Rend - 5​
    • Levitation - 5​
    • Ballistakinesis - 5​
    • Flamusfracta - 5​
    • Mental Shield - 5​
  • Telepathy - 5 (2 + 3 - Level 1 Bonus)​
    • Affect Mind - 5​
    • Beast Control - 5​
    • Beast Language - 5​
    • Force Fear - 5​
    • Cleanse Mind - 5​
    • Force Illusion - 5​
      • Dreamscape - 5​
    • Alter Image - 5​
    • Comprehend Speech - 5​
    • Memory Rub - 5​
    • Mindspeech - 5​
    • Memory Walk - 5​
  • Sith Lightning - 1
    • Lightning Bomb - 1​
    • Force Maelstrom - 1​
  • Aing-Tii Fighting Sight - 5​
  • Image - 5​
    • Mirror Illusion - 5​
  • Force Resistance - 5​
    • Adiabatic Shield - 5​
    • Tutaminis - 5​
    • Force Barrier - 5​
      • Protection Bubble - 5​
    • Energy Resistance - 5​
  • Pyrokinesis - 5 (3 + 2 - Elementalist Bonus)​
    • Fireball Belch - 5​
    • Flame Aura - 5​
    • Fire Tornado - 5​
  • Alter Environment - 5 (3 + 2 - Elementalist Bonus)​
  • Darkshear - 5​
  • Force Call - 5​
  • Force in Balance - 5​
  • Force Stun - 2​
    • Force Stasis - 5​
  • Force Bellow - 5​
  • Dark Plague - 5​
  • Deadly Sight - 5​
  • Crucitorn - 5​
  • Dimension Shift - 5​
  • Force Scream - 5​
  • Force Destruction - 5​
  • Doppelgänger - 5​
    • Force Phantom - 5​
  • Mechu Macture - 5​
  • Inflict Pain - 5​
  • Sound Mimicry - 5​
  • Force Phase - 5​
SITH MAGIC (21)
  • Odojinya - 5
  • Mask - 5
  • Reanimate Dead - 5 (2 + 3 - Wizard Bonus)​
    • FREE Infernal Dead​
    • FREE Reanimate Sith Shadow-Ghouls​
  • Sith Illusions - 5 (2 + 3 - Level 30 Bonus)​
  • False Light Side Aura - 5​
  • Create Holocron - 5 (2 + 3 - Level 35 Bonus)​
  • Sith Runes - 3 (FREE - Sorcerer Bonus)​
DATHOMIRI MAGICKS (10)
  • Heartshadow - 5​
  • Mesmerism - 5​
GODLIKES (70)
  • Celestial Resurrection - 10​
  • Art of the Small - 10​
  • Midichlorian Manipulation - 10​
  • Dark Transfer - 10​
  • Sever Force - 10​
  • Flow-Walking - 10​
  • Wormhole: Force Storm - 10​
    • FREE Wormhole: Force Fire Storm​
 
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Name/Title:
Lord Huskac
Nicknames/Aliases:
Emperor of the Expanse (official), Emperor Shey Tapani II (regnal), Emperor of the Galactic Core (self-claimed;disputed)
Character Summary:
Lord Huskac is a Dark Lord of the Sith and self-proclaimed Emperor of a growing new Empire seated in the Tapani Sector of the Galaxy, currently occupying a large portion of the Galactic Core and actively expanding across formerly Federation-controlled systems.

Age: ???
Sex: Male
Species: Human / Near Human
Orientation (optional): ???
Homeworld:
???
Occupation:
Emperor, Tapani Empire
Height: 5’10”
Weight: ???
Physical Description: Huskac is a tallish, slender man. His face is markedly ghoulish, with a ridged brow and wrinkled features. His ears are pointed, and his eyes are red. His skin is a pale, milky white, and he is bald. His hands are cracked and sprout long, yellowed fingernails that resemble talons.
Clothing: Huskac dresses in dark, simple clothes. Most often he will be found in dark, long-sleeved tunic, with similarly long, dark pants and shoes.
Weapons: Huskac carries a single DCC Defender sporting blaster pistol, held within a concealed inner pocket of his clothing.
Equipment: Huskac carries no equipment with him.
Vehicles: The Tapani Imperial Fleet is made up of the combined fleets of the Great Houses of the Tapani Sector, as well as what once belonged to the now-dissolved Shapani sub-sector government outside the Expanse.
Pets (if applicable): ???
Languages:
Galactic Standard Basic, High Galactic, Sith, Huttese, various Shapani sub-sector dialects
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section): Huskac has very limited skill with a lightsaber; in fact, he doesn’t even carry one. He prefers to keep distance between himself and any would-be attackers, and has developed an array of defensive techniques to protect himself in the event one of them gets too close for comfort. He possesses a litany of dark powers to combat and disorient his foes, ranging from raising the dead to his cause to warping and dominating the minds of his opponents’ and their allies. In a pinch, there’s almost always something heavy lying around to hurl with telekinesis.
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section): Huskac is a proven political schemer and tactical strategist, rising from obscurity to secure dominion across the Tapani Sector and expand into the Core Worlds through a combination of cunning and brutality in only a few years. He is a meticulous planner, obsessively focused on his goal of becoming the predominant power in the Galaxy. The Imperial Fleet’s large size and lack of challenge from the Federation have allowed his conquest to bring dozens of systems to their knees.
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section): Huskac is blind, relying on Force Sight and other extrasensory powers to perceive the world around him. He is not particularly strong.
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil): Neutral Evil
Personality: Despite his actions and reputation, Huskac in person is a soft spoken, most often exceedingly polite individual. He commonly makes time to parley with adversaries, sometimes for no other reason than his own enjoyment. Nonetheless, Huskac is still a very cautious man, going so far as to implement a food taster, paranoid that his meals could be laced with poison, and other such safeguards against all possible threats, real or imagined.
Fears: Like all great conquerors, Huskac is afraid of failing to meet what he believes to be his destiny, ruling the Galaxy.
Likes: Power, victory, alien art, history, conversation, loyalty
Dislikes: Weakness, stupidity, impatience, arrogance, altruists
Habits: ???
Relationships/Love Interests (if applicable): ???
Friendships (if applicable): ???
Masters (if applicable): ???
Apprentices (if applicable): ???
Reputation:
Huskac is a mysterious figure to the galaxy at large, if known at all. His domination of the Expanse was largely not reported on by the galactic media due to the political instability elsewhere. Those of high standing with access to privileged information reports will know of his ruthless domination of subjects and horrible cruelty on the field of battle, but even then, tales range from merely horrid to wickedly macabre, some rumors even having been started by Huskac’s own design to inspire fear in enemies and loyalty in soldiers. Others may simply know that he is a despot from near the Galactic Core, and others still may not have heard of him at all.

Biography:
Lord Huskac is a wicked and cruel Sith Lord who rose to power in the Tapani sector of the galaxy after the events of the True Sith War, filling the vacuum left by Darth Pravum’s death on Korriban at its onset. Not much is known of Huskac’s origins, but due to his abnormal appearance most who dare to speculate believe that he is not native to the region. It’s known that at some point he became affiliated with the ruling clan of House Mecetti, historical allies of the Sith, and it’s believed that they helped him enact a coup.
-
One day, on a calm, spring afternoon, the Great Council, the combined heads of the Great Houses, met in their Chambers building on Procopia for a regularly scheduled meeting. There was nothing particularly exciting about the meeting’s agenda for that day, but luckily for the Council members, when they arrived they found Huskac eagerly awaiting them. After bringing the High Lords of the Expanse to heel with a display of his powers, he immediately declared himself Emperor of the Expanse and used his newly created authority to dissolve and consolidate the Great Houses into a revived Tapani Empire.
-
Having established complete authority over the Tapani sector, wiping out the existing Shapani sub-sector provincial government and declaring the territory the property of its historical owners and his new servants, the Lords of the Expanse. He is feared and despised by many of his subjects, crushed beneath his brutal and oppressive rule. He then moved his new Empire to conquest, launching an invasion of the Core Worlds and Colonies sectors. In the wake of the Federation’s war with the Final Sith Order, the abandoned planetary governments of the centermost galactic sectors have fallen to his ruthless war machine, and his dominion grows more and more with each passing rotation.
-
His chief subordinates, the High Lords of the Expanse, are fiercely loyal to him, some out of respect and admiration, but most out of fear for what he might do to them if they were to fail him. Their armies, in turn, are bound by oath to serve, and Huskac ensures that those who fight for the cause are richly rewarded for their contributions, and that those who fail it are harshly punished.

Rank/Level (e.g. Level 40 Dark Lord of the Sith): Level 41 (170 Skill Points, 108 Attribute points, up to 4 Godlikes)
Base Class: Sith Sorcerer
Subclass (if applicable): Sith Prophet
Prestige Class (optional): Sith Hermit

STR (Strength): 10
FPR (Force Power): 20
DEX (Dexterity): 10
INT (Intellect): 14
CON (Constitution): 10
MAN (Manipulation): 15
PER (Perception): 14
DES (Destiny): 15

Skills (game mechanics only; listing all chosen Skills and Skill Points therein):

Control - 22

Art of Movement 5
Dark Side Healing 5
Force Sustenance 5
Instinctive Astrogation Control 1
Hibernation Trance 1
FREE Dreambubble
Mortichro 5



Sense - 31
Force Sense 5
Precognition 2 (+3)= 5 (Sith Prophet subclass Bonus)
Force Sight 5
Farsight 4
Mind-Walking 5
Force Bond 1
Drain Life 3
Death Field 5
Drain Force 3



Alter - 95
Telekinesis 5
Force Push/Pull 4
Force Wave 4
Force Rend 4
Force Wound 1(+3)= 4 (Level 20 Bonus)
Force Choke 3
Force Crush 4
Mental Shield 5
Telepathy 2(+3)= 5 (Level 1 Bonus)
Force Fear 5
Cleanse Mind 4
Sith Lightning 5
Lightning Bomb 1
Force Maelstrom 5
Dark Aura 3
Force Resistance 5
Adiabatic Shield 2
Tutaminis 5
Force Barrier 2
Protection Bubble 5
Energy Resistance 2
Inflict Pain 5
Conceal Essence 5
Force Plague 5
Malacia 4



Sith Magic - 17
Qâzoi Kyantuska 2(+3)= 5 (Level 30 Bonus)
Reanimate Dead 5
FREE Electrified Dead
RITUAL Create Sith Holocron 0(+3)= 3 (Level 35 Class Bonus)



Dathomiri Magicks - 5
Heartshadow 5


GODLIKES - 10
Wormhole: Force Storm 10


Skill Point Tally:

Control
- 22
Sense
- 31 + 22 = 53
Alter
- 95 + 53 = 148
Sith Magic
- 7 + 148 = 155
Dathomiri Magicks
- 5 + 155 = 160
GODLIKES
- 10 + 160 = 170 Points
 
Last edited:
Name: Keldro Unmar
Species: Human
Gender: Male
Age:23
Home Planet: Stewjon
Faction Affiliation: Jedi
Position/Title: Knight
Jedi : consular (healer)
Appearance (eyes, hair, etc): blonde hair kept shaggy not quite long enough for a pony tail
Blue eyes
Height/Build: 5”8 stocky but nimble

Extras -
Clothing: traditional Jedi robes
Weapon(s): A single green bladed saber forged as he neared the end of his apprenticeship this is his second saber and has remained in perfect condition as he follows the philosophy that a lightsaber should be a last resort
A purple bladed shoto with a shorter than normal hilt clearly damaged previously, this is what remains of his original blue lightsaber the hilt sliced in half and since salvaged when wielded it fits exactly into his palm

Ships/Transportation: Federation transports, has access to a Jedi starfighter owned by the Jedi themselves

Skills - Repair , and Computer Slicing
Languages: Basic , Huttese, and A weak understanding of Sith
Non-Force Strengths: Hand to hand combat expert, above human average reflexes (before force bonus) a commitment/dedication to the light
Non-Force Weaknesses: Quick to anger when witnessing disrespect to the order or to himself and other superiors

Personality: Keldro is your standard jedi , he thinks only of the good of the galaxy and not of his self preservation, he will always try to turn an opponent rather than kill them

Bio (and pic, optional):
Like many jedi during the time of the galactic Federation, Keldro was taken as an infant to be trained in the arts of the jedi. Quickly rising through the ranks, he showed a natural affinity for the light side of the force. Opting to defend rather than attack and redeem rather than kill, Keldro has spent his life, so far, striving to be the perfect jedi. With the Galaxy in disarray Keldro has recently been promoted to knighthood. Unmar wishes to earn a council seat and restore order to the galaxy, starting with achieving the rank of master.



ATRIBUTES:84
STR:10
FPR:12
DEX:12
INT:10
CON:10
MAN:12
PER:8
DES:10


Skills list- Jedi Consular (Healer)
36 skill points - 3 max
Lightsaber (6 points used)
Shi-cho:1
Soresu:3
Djem so:2

30 points ()
Force sense -3 (free)
Precognition-2
Instinctive astrogation-1
Force Valor-1
Force jump-1
Serenity - 3
Force potency-3

Telekinesis-1
Force push/pull-2

Telepathy-1
Mental shield -3
Force resistance-3 (free)
Mind trick -3
Beast trick-1
Force Healing:3 (1 free point)
Revitalize: 3 (1 free point)
Force Stun:2
Force bond-3(free)
Merge senses-1
Force meld-1
 
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Name/Title: Darth Arach, The Harbinger of the Serpent and the Dark Wyrm, Overmistress of Beasts and Toxic Poisons
Nicknames/Aliases: none
Age: 31
Sex: female
Species: human
Orientation (optional): heterosexual
Homeworld: Rikku (Onderon)
Height:5’10”
Weight: 135
Physical Description: Long black hair, pale skin, gold eyes, a scar on her right shoulder.
Clothing: she preferably wears a dark tunic with leggings and knee- high boots.
Weapons: her lightsaber, a pair of daggers
Languages: basic
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil): Neutral Good

Relationships/Love Interests (if applicable): Draven (husband), Scarlett (daughter)

Attributes:
STR (Strength):
13
FPR (Force Power): 14
DEX (Dexterity): 13
INT (Intellect): 13
CON (Constitution): 16
MAN (Manipulation): 15
PER (Perception): 13
DES (Destiny): 11

Rank/Level : lvl. 41, Dark Lady of the Sith
Base Class: Assassin
Subclass (if applicable): Stalker
Prestige Class (optional): Shadow Mage

Skills:
Shii-Cho- 5
Tràkata- 5
Augmentation- 3
Force Jump- 4
Force Speed- 4
Force Stealth- 2 (+3 free pts, Assassin class)
Contort- 4
Transfer Force- 3
Force Sense- 5
Force Sight- 4
Force Shadow- 4
Force Bond- 5
Drain Life- 4
Death Field- 4
Telekinesis- 3
Force Wound- 4
Force Rend- 4
Mental Shield- 5
Telepathy- 2 (+3 free pts, lv 1)
Affect Mind- 4
Force Fear- 3
Cleanse Mind- 5
Force Illusion- 4
Alter Image- 4
Sith Lightning- 2 (+3 free pts, lv 20)
Chain Lightning- 3
Force Resistance- 5
Force Barrier- 4
Pyrokinesis- 4
Cryokinesis- 4
Force Cloak- 4
Dim Other’s Senses- 3 (+2 free pts, Stalker subclass)
Conceal Essence- 3 (+2 free pts, Stalker subclass)
Shadowstrike- 2 (+3 free pts, lv 30 Assassin class)
Dwomutsisqa- 2(+3 free pts, lv 35 RITUAL)
Waves of Darkness- 2 (+2 free pts, Shadow Mage)
False Light Side Aura- 5
Spell of Concealment- 3 (+2 free pts, Shadow Mage)
Dark Side Spirit- 10
Transfer Essence- 10
Force Ghost- 10
 
Last edited:
IMG_6591.jpg
Name/Title: Solisius Kira
Nicknames/Aliases: Darth Kolasi, Dark Lady of Madness, The Second Witch Queen of Onderon, The Good Queen of Onderon, The Red Death


Age: 33

Sex: Female

Species: Human

Homeworld: Onderon

Occupation: Dark Lady of the Sith

Height: 5’5

Weight: 130 lbs

Physical Description: Long, brown hair (naturally red hair). Yellow eyes. Pale skin. Countless scars across back, brand on her cheek from a demon, the Mark of Kain on her forehead.

Clothing: Wears dresses and jumpsuits, typically darker in color. On Onderon, she typically wears dresses with House Kira's colors (blue and gold) and does not have her demonic gauntlet on.

Weapons: Small iron-composite dagger, which is kept concealed in a leg strap. Red bladed lightsaber with gold and blue hilt.

Equipment: Sith Battle Corset (essentially just layers of thick fabric, acts as armor to protect from mostly physical blows), Demon Gauntlet that causes extra damage if used in physical combat and protects arm from shrapnel, knives and swords. A holocom/comlink.

Vehicles: Light freighter

Pets: A ruping named Cahira, with light orange skin. A drexl with dark grey skin. An Arkanian Dragon with green scales named Saphira.

Languages: Basic, High Galactic, Onderonian, Sith, Binary, Huttese, Cheunh, Bocce

Combat Skills: Extremely skilled in throwing daggers, quick on her feet.

Other Strengths: Extremely manipulative and smart

Flaws: Suffers from addiction to Tabac, her mental health issues sometimes aren’t present at all, and other times make her appear insane.

Alignment: Chaotic Evil

Personality: Cold and wicked, very impulsive and acts quick on her emotions. She is very manipulative and cruel, and will not hesitate to point out weakness in her opponents.

Fears: Suffers from PTSD relating to the True Sith Attack, and thus is fearful of their return. Extremely fearful of one day losing her children and husband.

Likes: Her family and home.

Dislikes: People talking down to her.

Family/Relationships: Avery Sunka (Husband), Oron Kira III (Son), Sommer Sunka (Daughter), Astrid Sunka (Daughter, Deceased), Ales Sunka (Son, Deceased), Korrian Sunka (Daughter, Deceased), Jon Sunka (Son), Jak Kira (Father), Vorra Kira (Mother, deceased), Esta Kira (Twin Brother), Lucia Kira (Sister), Astrid Nethervoid (Half Sister), Ales Kira (Uncle), Henrick Kira (Cousin)

Friendships: Lady Makaria, Lord Voidwalker, Lord Kain, Lord Xarxes, Korae

Masters: Darth Lisan As-Siridar, Lord Voidwalker

Reputation: Kolasi is known to be extremely cruel and wicked, often using Sith Magic to torture her victims.

Biography:

Solisius Kira was born in 135 ABY to Jak and Vorra Kira. She is the oldest twin, her younger brother is named Esta Kira. When they were born their mother, who was trained in the force, had a vision of their futures. She saw Solisius as deadly, and saw her killing their entire family. With this fear, a few months after their birth, Esta was sent away with a rogue Jedi to be trained in Force, their parents hopeful that he would be strong enough to stop Solisius.

Two years later, Jak and Vorra were ridden with grief. They mourned their son as if he had died, having little contact with him or the Jedi who took him. This caused them to fight often, until eventually the grief became too much for Vorra. Together, they decided that Vorra would go to Esta, and Jak would regularly visit in order to keep a relationship with his wife and son. To prevent Solisius from finding out about her brother, her mother created an illusion that burned into her daughter’s memory. To her, she would believe her mother died at her father’s hand, as she had seen her father hit her mother before.

With this memory, Solisius grew up hating her father for what he had done, and for so much more. Ridden with grief from his son and now wife, he grew to despise his daughter. From then on, he made Solisius’ life miserable. She was physically and mentally abused by her Father, never knowing even the smallest bit of peace. She was shut off from the world, taught only by private tutors. Her father continued to abuse her, her tutors either turning a blind eye or reporting any slight hint of rule breaking to her father. Often, his abuse was done by hand, but there were times where he opted for something else: His personal snake pit. An instance of this was when she was 13 and had her first period. Her father realized that this meant she would one day be able to produce an heir and take his throne. Wanting to prevent this and make sure Esta would one day get the throne, he threw her into his snake pit for a week. Every hour or so a doctor would come in to give her an anti-venom to prevent her from dying, until eventually she was removed. After that, she never had a period again, making her completely infertile.

At 14, Solisius enrolled in school at Ov Taraba, majoring in philosophy. She was monitored in every class, only allowed to talk to her classmates either in group discussions or in secret. Here, she grew closer to a boy named Braell, the son of a servant in her Father’s palace. At 17, she graduated. The night before her graduation, her father was abusing Solisius once again. However, for the first time, her maid Korrian defended her. In punishment, her father killed the maid in front of Solisius. In her final moments, Korrian whispered to Solisius, telling her to escape from her father’s grasp. To travel to Korriban and train in the dark side of the force. The next night, Solisius snuck out late in the night. She returned with Braell, and they made love. Braell confessed his love for Solisius, which caused her to panic. In that panic, she accidentally killed Braell, sending him out a window without even a touch. Wanting to avoid her father’s punishments Solisius left, only taking a cloak and a dagger. She escaped on a freighter, spending the next few months going from freighter to freighter until landing on a smuggling ship.

There, she was employed by Trev, a Chiss man. He took her in, although she went by an alias to avoid people knowing who she was. He trained her in various fighting and defense techniques, noticing that she had very little common sense for what the real galaxy was like. They eventually fell in love, but as something that was common for Solisius, it eventually ended horribly. An assassin employed by her father was sent to kill her. He stabbed her in the stomach and stapled a paper on her chest, so that she would know her father had found her. When she awoke in the hospital, she confessed to Trev everything. Her true name, where she had been from, and why he needed to leave. He left her, completely heartbroken, knowing that it would only keep them both safe.

From there, she went to Korriban, now going under the name Sol Kira. She was taken into an apprenticeship by Knight I-Ron Butterfly, and trained under him for a year. During one of their missions, she encountered a cult on Coruscant that summoned a smoke demon named Zoradon. Zoradon bonded to Sol, helping her remove the cursed cult from the galaxy. However, the demon decided that the little human had far too much potential to be wasted in any mundanity. He marked her face and left her with a gauntlet, making sure he would be able to find her if he wished to. A few months after this, Sol summoned the demon again, needing the mark on her face changed. The demon did so, creating a stronger bond between the two. He then cursed her with voices that tormented her until she broke. She summoned him one last time, begging him to rid her of the voices. He promised her so much more, telling her to merely trust him. He then possessed her, burnt the gauntlet arm over her left arm, changed her eye color from blue to yellow, and left her with cracks in her skin. Having no other choice than to move on, she did so. After this time, she hired a bounty hunter to search for her mother, having much doubt that she was dead. Her mother was located on a world in the outer rim, having lived there for the past few years. Sol confronted her, and in a fit of rage for abandoning her she killed her.

Though the history of what truly happened on Korriban and during the True Sith War is unclear, one thing that its certain of is Sol's survival. After escaping Korriban, she returned to her home. Civil war had broken out, causing everyone to declare for different people to rule the planet. Sol sought out her Uncle in the Wildlands, wanting to form an alliance with him and the other Beast Tribes. Upon arriving to the Kira Fortress, Sol was shocked to be warmly welcomed by her uncle, Ales Kira. He swore his tribes allegiance to her cause, and promised to help her in her quest to gain the other tribes' favors as well. During this time she met Avery Sunka, who became her advisor and friend when traveling to each of the tribes. Though it was difficult at first, after she successfully tamed a wild drexl on her own, the other tribes all swore to her as well. Sol attempted to form an allegiance with one of Iziz' Royal Houses, but when her only option became a marriage pact, she fled the city once more and returned to Avery's tribe. They were married soon after, and launched their final attack on Iziz. In the final days of the True Sith War, Sol was crowned Queen of Onderon, and soonafter became pregnant. She rose to power in the Sith as well, becoming a Dark Lady and taking the name Darth Kolasi. She joined Empress Hesper's Triumvirate, and worked remotely with her fellow Councillors. In the years following, she had 5 children, 3 of which died during childbirth. She remained content on her home, rarely leaving and focusing almost all of her effort on turning Onderon into a stronghold, one that would be self sufficient if another attack similar to that of the True Sith were to occur in the galaxy.

Rank/Level: Level 40 (150 Skill Points, 108 Attribute Points)

Base Class: Sith Sorcerer

Subclass: Sith Thaumaturge

Prestige Class (optional): Sith Wizard
Attributes:

STR (Strength): 12

FPR (Force Power): 15

DEX (Dexterity): 12

INT (Intellect): 13

CON (Constitution): 13

MAN (Manipulation): 13

PER (Perception): 15

DES (Destiny): 15



Skills:

Lightsaber Forms: (8)

  • Form I - Shii-Cho - 2
  • Form III - Soresu - 4
  • Mounted Lightsaber Combat - 2
Control: (4)
  • Feed on Dark Side - 4
Sense: (31)
  • Force Sense - 5
  • Precognition - 5
  • Force Sight - 5
  • Farsight - 4
  • INNATE Psychometry - 5
  • Force Bond - 5
  • Environmental Telepathy - 2 (+3 Free from Sith Wizard Prestige Class)
Alter: (58)
  • Telekinesis - 4
  • Force Push/Pull - 4
  • Levitation - 5
  • Mental Shield - 5
  • Telepathy - 1 (+3 Free from Level 1 Bonus)
  • Beast Control - 5
  • Beast Language - 5
  • Sith Lightning - 1 (+3 Free from Level 20 Bonus)
  • Force Resistance - 5
  • Adiabatic Shield - 1
  • Force Barrier - 1
  • Protection Bubble - 5
  • Tutaminis- 5
  • Alter Form - 5
  • Deadly Sight - 5
  • Create Sith Holocron - 1 (+3 Free from Level 35 Bonus)
Magic: 27
  • Sutta Chwituskak - 1 (+3 from Sith Thaumaturge Subclass)
  • Qâzoi Kyantuska - 5
  • Dwomutsiqsa - 5
  • Odojinya - 5
  • Waves of Darkness - 5
  • Sith Illusions - 1 (+3 Free from Level 30 Bonus)
  • Sith Runes - 3 (Free from Sorcerer Class Bonus)
  • Summon Fear - 5
Magicks: 12
  • Blood Magic - 4
  • Dark Illusion - 4
  • Blood Trail - 4
Godlike: 10
  • Flow-Walking - 10


DCBD0192-8842-4856-9997-B6CD3BDE1907.JPEG
Name/Title: Avery Sunka
Nicknames/Aliases: Beast Lord of the Amroth Tribe of Onderon, King Consort of Onderon

Age: 36

Sex: Male

Species: Human

Homeworld: Onderon

Height: 6’2”

Weight: 195 lbs

Physical Description: Tan skin, brown eyes, brown hair, muscular build. Scar across right eye.

Clothing: Often wears more common clothing and armor, rather than anything luxurious

Weapons: Krath Sword gifted to him by his wife, which is lightsaber resistant and serrated to cause hemorrhaging in its victims. The sword is also magnetized. Red lightsaber with standard black hilt

Equipment: Comlink

Pets (if applicable): Ruping, Drexl

Languages: Basic, Onderonian, Sith, High Galactic, Binary

Combat Skills: Very strong, high endurance

Other Strengths: Despite his size, Avery is surprisingly quick on his feet and agile from his Beast Rider training.

Flaws: Extremely protective over those he cares for, to the point where he often would put himself in harms way to protect them.

Alignment: Neutral Evil

Personality: Avery is extremely loyal and brave, very rarely shying away from combat. When he allows his wittiness to show around others, he can be very friendly. He is always in control of his emotions, very rarely showing how he truly feels about something through his expressions.

Fears: Losing his wife and family.

Likes: Hunting, training, being in nature.

Dislikes: Those that lie and cheat to get what they want.

Family/Relationships: Lady Kolasi/Solisius Kira (Married), Oron Kira III (Son), Sommer Sunka (Daughter), Astrid Sunka (Daughter, Deceased), Ales Sunka (Son, Deceased), Korrian Sunka (Daughter, Deceased), Jon Sunka (Son), Lord Rodas Sunka (Father), Anni Sunka (Mother)

Biography:

Avery was born in 132 ABY to his parents, Rodas and Anni Sunka. Growing up in the wildlands of Onderon, he was trained early on to be a Beast Rider and eventually take his father’s place as Lord of their Tribe. It was during these days that the Beast Riders tried their best to avoid conflicts with the people of Iziz, or interacting with them at all. Avery became known as Avery the Strong, having been able to use his little use of the Force to conquer even some of Onderon’s beasts. It wasn’t until 155 ABY, when a young woman found her way to their tribe. Rarely did people from Iziz dare to travel into the wilderness other than to hunt, let alone make it deep enough within the thick forests to reach any of the beast tribes. The woman was no other than Solisius Kira, Princess of Onderon and niece to a neighboring tribe’s Lord, Ales Kira. Ales welcomed his dear niece into their tribe, and soon, Avery and Sol became friends.

In the final days of the True Sith War, Avery and Sol were married. After yet another civil war, Sol took back her throne, becoming known as the Good Queen of Onderon, and the second Witch Queen of Onderon. Peace was never more seen than it was during this time, the Wildlands and the great city of Iziz finally coexisting with one another in harmony. In the 13 years leading up to the events of Judgement Day, Avery and his wife created three beautiful children, though unfortunately losing three during childbirth. Kolasi trained her husband in the ways of the Sith, sensing his Force Sensitivity and wanting him to reach his full potential, and eventually grew to the power equivalent of a Knight of the Sith.


Rank/Level: 22

Base Class: Sith Warrior


Subclass: Sith Conquerer
Attributes:

STR (Strength): 12

FPR (Force Power): 10

DEX (Dexterity): 11

INT (Intellect): 10

CON (Constitution): 12

MAN (Manipulation): 9

PER (Perception): 10

DES (Destiny): 10


Skills:

Lightsaber Forms: 6

  • Form I, Shii-Cho - 1
  • Form V, Shien/Djem So - 3
  • Mounted Lightsaber Combat - 2
Control: 6
  • Augmentation - 3 (Free with Sith Warrior Class)
  • Force Speed - 2
  • Force Jump - 2
  • Control Pain - 2
Sense: 3
  • Force Sense - 3 (Free from Level 1 Bonus)
  • Precognition - 2
  • Force Bond - 1 (+2 from Sith Conquerer Subclass)
  • Force Meld - 2 (Free from Sith Conquerer Subclass)
Alter: 25
  • Telekinesis - 2
  • Force Push/Pull - 2
  • Force Wound - 3 (Free with Level 20 Bonus)
  • Mental Shield - 3
  • Telepathy - 2
  • Beast Control - 3
  • Beast Language - 2
  • Force Resistance - 3
  • Tutaminis - 2
  • Force Kick - 2
  • Force Punch - 2
  • Force Blast - 2
 
Darth Volacius.jpg
Theme Music:
Face Claim and Character Voice: Clancy Brown

Name: Darth Volacius
Nicknames/Aliases: Camion Ishar (formerly)
Rank: Sith Lord
Base Class: Sith Warrior
Subclass: Sith Conqueror
Prestige Class: Sith Sharpshooter
Age: Approx. 28 - 30
Sex: Male
Species: Mirialan
Homeworld: Ossus
Occupation: Sith Lord, Admiral
Height: 5’11
Weight: 174 lbs
Physical Description: Well built and muscular, various scars across his back, chest, arms, and legs; Golden yellow flesh, rigid cheekbones and sharp facial features; strong, square, clean-shaven jawline; jagged, black tattoos on his chin, cheeks just below the eyes, and central forehead. Sickly yellow-red eyes from Dark side corruption; Short, black hair slicked back.
Weapons: Single-bladed Lightsaber, crimson crystal; Lightsaber Shoto, crimson crystal; Ancient Sith Sword retrieved from Lotho Minor capable of channeling and enhancing elemental attacks such as Force Lightning (+1 bonus to elemental attacks); “Volacian Edge” Saberstaff, blades generated by barab ingot and firkrann crystal, respectively; Wristblaster (mounted to gauntlet)
Equipment: Grappling hook, stun grenades, holocommunicator, medkit
Vehicles: Modified TIE/D Defender (Modifications: Slightly enlarged cockpit, collapsible passenger seat doubling as bunk, small storage compartment), Pellaeon II-class Star Destroyer Angelus Mortis.
Languages: Galactic Basic, Droidspeak/Binary, Huttese
Description of Abilities: Volacius is balanced between his prowess in direct combat, and his tactical and strategic skills. He is known for making heavy use of Force Lightning and Pyrokinesis, as well as relentless Makashi, Juyo, and Jar’Kai onslaughts with a small variety of weapons he has accumulated across his time in the Empire, but his bulk lends itself well to overpowering enemies in hand-to-hand combat if necessary. In wartime, he serves in a command role, specializing in space combat but capable of effectively directing ground forces as well. He is also a capable pilot, particularly when in the cockpit of a starfighter.
Strengths: Volacius long ago cast aside any sense of honour or fairness, and is willing to play as dirty as necessary to survive, if not emerge victorious outright. He is also unconcerned with the opinions of his peers, preferring instead to simply pursue his own goals in the context of serving the Empire.
Flaws: Volacius is somewhat singularly-focused on eradicating the Jedi Order, or at the very least preventing it from rising from the ashes. He is, therefore, not fond of Sith infighting and rivalry, rendering him somewhat vulnerable to such endeavours, though not any less aware of them. Volacius will often attempt to avoid such situations rather than deal with them directly, as he prefers to keep his focus on who he views to be the true enemy. Volacius also struggles with social interaction at times due to both his troubled childhood and adolescent years and his singular quest to exact vengeance upon the Jedi, both of which contribute to a general apathy for most personal relationships. His hatred for the Jedi is also causing internal conflict within him, as at this point in his life he has spent years dominated by primarily negative emotions. Additionally, the disappearance of his longtime compatriot and close friend, Darth Kore (formerly Trinaya Dur), as well as the untimely death of his former master, Lord Kain, have both taken a heavy emotional toll on him.
Personality: Volacius is generally agreeable, at the very least. While not the most talkative, the remnants of his Jedi heritage make him capable of some level of diplomacy. Volacius sometimes attempts to use this to his own advantage to gain the trust of his peers, as well as to keep control of his temper and appease his superiors.
However, more often than not Volacius comes across as a silent brute; his build is intimidating, and he is often very blunt and to-the-point.
He can sometimes be impatient, but is usually able to stop short of recklessness. He harbors extreme hatred for the Jedi and wants to fight them at every turn, and most actions he has taken since joining the Sith have reflected this goal.
He greatly enjoys Lightsaber combat and offensive Force powers, and though he wasn’t always fond of the hardships of training during his time as an apprentice, he now views such practice as both routine and important.
Fears: Losing his power; Dying a meaningless death, before determining who he really is once and for all.
Likes: Power, strength, cunning, discipline, effective strategy and tactics, unity against a common foe; achieving victory, particularly against unfavourable odds, commanding armies and fleets, flying a starfighter, killing his enemies, combat simulations, games of strategy and/or intellect, peace and security.
Dislikes: Weakness, lack of self-control, reckless waste of resources/poor strategy, infighting amongst allies, defeat, disrespect toward superiors, gratuitous violence (according to his own dubious tolerance), being sidelined in a battle, games of chance, endless and/or cataclysmic wars.
Habits: Training/sharpening combat skills, running battle simulations, running drills, meditating/building up well of emotions.
Relationships/Love Interests: Trinaya Dur
Friendships: Lord Kain, Lord Voidwalker, Darth Skyllan, Damian Kento, Trinaya Dur, Captain Raigil Teltif, Stormtrooper Major Elian Bransk
Masters: (former) Sitri Yar, (former) Darth Kain
Apprentices: (former) Darth Skyllan
Reputation: Stoic and cold, blunt but well-mannered, Known for commanding the fleet that defended the planet Hapes during the Civil War, as well as commanding fleets in numerous battles against the Federation, and later against the True Sith.
Biography: Camion was born into a Jedi family at the start of the Sith-Imperial War. During the Massacre of Ossus, he was one of the fortunate younglings to escape, though his parents were killed in the fighting. Having lost his parents very early in his life, he garnered a deep hatred for the One Sith who had taken them, but also a resentment for the Jedi who had failed to anticipate the attack and let his parents and many of his friends perish.
After several years on the run with his de-facto Master, Sitri Yar, he showed promise in the area of Lightsaber combat, using his hatred to fuel his ambition. His master became worried that Camion was giving in to the Dark side, and his worries were justified. Even after the death of Darth Krayt and the defeat of the One Sith, Camion’s feelings of hatred and anger were not quenched. Many of the One Sith’s members had escaped capture, leaving Camion feeling cheated and deepening his belief that the Jedi were not fit to defend the galaxy.
Soon after, he was assigned along with his Master and a team of Jedi to investigate the ruins of Vjun and ensure there was no One Sith presence there. The team was quickly ambushed upon arrival, and Camion was separated from the rest of the Jedi. He spent months surviving on his own, and completely gave in to the Dark side during this time. When he finally faced the One Sith who had ambushed the Jedi before, he was able to outwit and outmaneuver them. He escaped Vjun using a stolen Sith shuttle, killing one of them in the process.
Following this, Camion spent years on his own as a mercenary for hire, often finding himself employed by less-than-reputable organizations and individuals for equally unruly tasks. This saw him encounter the Jedi as enemies, and strengthened his resentment of them into full-blown hatred.
With the rebirth as it were of the Sith under Emperor Dreadwar, and the revitalization of the most ancient and forgotten Sith traditions, Camion eagerly clamored to their side for the chance to strike back at the Jedi—his allies and friends no longer—while also hoping to eventually use the power of the Dark side to exact vengeance on the remaining members of the One Sith. At the academy on Korriban, Camion chose to take up a new name for himself: Volacius.
Volacius excelled at his studies as well as his combat skills and Force powers, and was selected alongside Trinaya Dur as one of two Acolytes to embark upon a mission under the leadership of Darth Malos. The trio ventured out into the desert to locate the missing Acolyte Damian Kento. The mission would lead them to a ruined Sith Temple filled with undead husks and psychological horrors, and they would soon discover that an ancient Sith Lord, Darth Quetzu, had kidnapped Kento in hopes of transferring his essence into the young man’s body. Though hopelessly outmatched, through timely interference from an unexpected entity as well as Quetzu’s own madness and overconfidence, the pair of Sith hopefuls were able to kill the ancient Sith Lord and rescue the missing Acolyte. The events of the mission forged a strong bond between Volacius and Trinaya, one that would endure even after they parted ways and graduated from the Academy.
Some time after graduation, Volacius would be recruited by Dark Lord Kain for an undercover assignment to root out traitors to the Empire. He would pose as a Jedi and attempt to rally Jedi supporters to himself in order to expose them. The mission was a success, and his performance secured him a position as Kain’s apprentice. Lord Kain’s teachings greatly improved and expanded Volacius’ potency in combat, and the Mirialan would undertake several daunting missions for his master. Most notable among these were the retrieval of an ancient Sith Sword guarded by a horde of Technobeasts on Lotho Minor, and the ambush of a group of five Jedi on Naboo, of which Volacius dispatched three. He would take their Lightsabers as trophies, and after further training he was released from Kain’s tutelage as a fully-fledged Sith Knight.
Free to choose his own path in the Empire, Volacius joined House Cruor, becoming involved in both the House Fleet and the Imperial Fleet. The Mirialan Sith also trained his own apprentice, one Pallas Acherjon, culminating in a battle against Federation special forces during which the young S’kytri slew their Jedi leader, Knight Kemuel Hallsch. With the completion of this task, Volacius saw fit to Knight his apprentice, himself ascending to the rank of Sith Master and taking on the title of Darth.
Volacius continued serving in the Imperial StarFleet as the cold war between the Empire and the Federation continued, however the sudden disappearance of Trinaya Dur, then Darth Kore, was a blow to his morale that he never truly recovered from. Further, the sudden and unexpected death of his former master, Lord Kain, has exacerbated these feelings, leaving Volacius in a state of internal turmoil and emotional devastation.
Following these personal losses, and with tensions between the Federation and the Empire rising, Volacius was promoted to the rank of Sith Lord. He continued serving in the Imperial StarFleet until he was called upon by Lord Vaer—whom he did not respect—to join a team preparing to investigate a communications disruption on the Planet Nysis. During this mission, Volacius learned that Lord Kain had been resurrected, and was soon summoned along with several other veterans of the True Sith War to visit him at his fortress on Hastur. There, Volacius found himself reinvigorated with purpose once more, and pledged himself to the service of Lord Kain.
Attributes: (lvl 36 = 102 pts)
Strength — 17
Force Power — 18
Dexterity — 16
Intellect — 12
Constitution — 15
Perception — 12
Destiny — 12

Skills: (lvl 36 = 110 pts)
Form I Shii-Cho — 1
Form II Makashi — 3
Form VII Juyo — 4
Jar’Kai — 4
Augmentation — 4
-Force Jump — 3
-Force Speed — 3
Force Sense — 4
-Force Sight — 3
-Instinctive Astrogation — 4
-Precognition — 4
Telekinesis — 3 (3 free points from level 1)
-Force Push — 3
-Force Rend — 4
-Force Wound — 3
-Force Choke — 3
-Ballistakinesis — 2 (2 free points from Sith Sharpshooter)
Telepathy — 4
-Affect Mind — 3
-Mental Shield — 4
Sith Lightning — 4 (3 free points from level 20)
-Chain Lightning — 4
-Lightning Variant: Force Storm — 4
-Lightning Shield — 4
-Force Maelstrom — 4
Pyrokinesis — 4
Force Resistance — 4
-Tutaminis — 4
Force Bond — 3 (2 free points from Sith Conqueror)
-Battle Meditation — 4
-Force Meld — 3 (2 free points from Sith Conqueror)
Force Suppression — 4
Battlemind — 4
Force Rage — 4 (3 free points from level 30)
Create Sith Holocron — 3 (3 free points from level 35)
Force Direction — 4 (2 free points from Sith Sharpshooter)
Force Punch — 3
 
Last edited:
Name: Darth Voxyn, Azravar Endara’ta

Level 35

Age: 39

Sex: Male

Species: Hapan

Homeworld: Gallinore

Occupation: Sith Scientist

Class: Sorcerer, Alchemist, Artificer

Appearance: 5 foot 10, musculature more on the lean side. Long blonde hair, eye color purple, ornate golden armor

Weapons:
A curved dual phase electrum coated lightsaber powered by a lignan crystal and a strange purple crystal he found while exploring Ziost which gives it a cold howling wind and shattering ice sound, purple blade at normal length, red at extended length. An ornate sith alchemical sword with a paralytic poison. Basilisk Fang, ornate poisoned Alchemized Sith Spear, Length 5'8.
Once the neurotoxin gets in the body it will paralyze the target, giving random electroshock and causing bowel movements
Can deflect blaster bolts and resist lightsabers
Can redirect Sith Lightning

Equipment: TIE Silencer,Dual Phase Lignan crystal Lightsaber, Paralytic Poison Sith Sword, Alchemical Spear, Songsteel and Electrum Armor and Shield. Sith Statues of the Ones
  • Voxyn’s Armor - immunity to plasma damage, 25% susceptibility to blunt damage

Family: Darth Vitani (Sister) Astelie (Niece)

Attributes 102
  • Strength: 13
  • Force Power: 18
  • Dexterity: 10
  • Intellect: 17
  • Constitution: 12
  • Manipulation: 12
  • Perception: 10
  • Destiny: 10

LIGHTSABER COMBAT
Form I:Shii-Cho - 1
Form II: Makashi - 3
Form V: Djem So/Shien - 4

CONTROL
Augmentation - 1
Force Speed: 3
Dark Side Healing - 4
Teleport - 4
Feed on Darkside - 3

SENSE
Force Sense - 3
Truth Sense - 3

ALTER
Telekinesis - 4
Force Push/Pull - 4
Force Wound - 1
Force Choke - 3
Force Crush - 4
Mental Shield -3
Telepathy - 3 (FREE)
Cleanse Mind - 4
Beast Control - 4
Pyrokinesis - 4
Force Resistance - 3
Tutaminis - 4
Sith Lightning - 3 (FREE)
Lightning Shield- 3
Lightning Saber - 2
Lightning Grenade - 3
Lightning Empowerment - 3
Phase - 3
Dimension Shift- 4

SITH MAGIC
Sith Runes-3 (FREE)
Imbue Item-2 (FREE)
Mutate Life-2 (FREE)
Forge Sith Weapon- 3 (FREE)
Forge Sith Artifact- 3 (FREE)
Create Holocron- 3 (FREE)
Sutta Chwituskak - 3 (FREE)
Create Leviathan- 4
Animate Golem - 3
Animate Sith Statue - 4
Scream of the Ssurian - 4

Voxyn.jpg
 
Name: Darth Vitani, Anista Endara’ta

Level: 33

Age: 39

Sex: Female

Species: Hapan

Homeworld: Gallinore

Class: Assassin, Stalker, Night Witch

Appearance: Unaltered appearance she has blonde hair down past her shoulder blades with green eyes and high cheekbones, a slim build and five foot and eight inches tall

Weapons: Red Lightfoil, Blue Lightfoil, Sonic Blaster Pistol

Equipment: Lightfoils, sonic blaster, comm link, smoke grenade, med kit

Vehicles: Modified Baudo Star Yacht, Providence Star Dreadnought

Family: Darth Voxyn (Brother) Astelie (Daughter)

Attributes: 96

  • Strength 8
  • Force Power 14
  • Dexterity 16
  • Intellect 11
  • Constitution 13
  • Manipulation 14
  • Perception 11
  • Destiny 9


LIGHTSABER COMBAT
Form 1 Shii Cho- 1
Form 2 Makashi- 4
Jar’Kai- 4

CONTROL
Force Stealth- 4 (3FREE+1)
Augmentation-2
Force Speed-3
Force Jump- 3
Teleport- 3

SENSE
Force Sense- 3 (FREE)
Psychometry- 4
Force Track- 3
Theran Force Listening- 4

ALTER
Force Wound- 3 (FREE)
Shadowstrike- 3 (FREE)
Conceal Essence- 3 (2FREE+1)
Dim Other’s Senses- 3 (2FREE+1)
Telekinesis- 3
Force Push/Pull- 3
Force Choke- 3
Telepathy- 3
Alter Image- 4
Sound Mimicry- 3
Sith Lightning- 4
Mental Shield- 4
Force Resistance- 4
Force Cloak- 4
Spear of Midnight Black- 4
Phase- 3

MAGIC
Spirit Blade- 3 (FREE)
Touch of the Kiin’Dray- 4
Sense of the Veshet- 3
Sutta Chwituskak- 3
False Lightside Aura-4

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Zareel 32 (2).jpg
Theme Music: White Rabbit - Jefferson Airplane

Name/Title: Knight Zareel Jhenan’doka

Age: 39
Sex: Feminine
Species: Balosar
Homeworld: Balosar
Occupation: Herbalist and pharmaceutical
Height: 1,58m
Weight: 60kg
Physical Description: Small with the almost fragile figure of someone who was famished for a considerable portion of her life, pale skin, brown eyes and curly red-auburn hair. A pair of antennapalps, characteristic of her race, usually retracted to remain hidden between her hair, which is usually braided.

Long deep visible scars on each forearm, after the extraction of two parasites from Kelcium and a deep scar on her right tight from a badly treated exposed fracture. Her whole body is covered with small marks caused by herself while testing animal toxins, and venomous or healing plants.

During her final trial in the Ruins of House Halcyon on Mechis III, she lost her right hand while fighting an amalgam formed by the corpses of the members of the house; later this was replaced with a basic metal skeletal prosthesis.

Clothing: Zareel usually wears wide silk blouses in kimono style, also wide trousers and sandals or plain barefoot. Shawls to protect herself from the cold are very common for her. For battle she prefers tight pants and combat boots, maintaining the style of blouses using several layers to avoid the cold.

Weapons:

  • A pair of purple-bladed saber tonfa.
  • A small basic vibro-knife.
  • One blaster.
  • 19" long alchemised cortosis weave blade, It has a gladius-style grip with a crossguard. Leather-wrapped grip, the crossguard and the pommel ball are made of brass. The blade crackles with electricity from the alchemical enhancement, allowing it to block lightsabers and channel Force lightning up to the user's level.

Equipment:

  • A utility belt.
  • Small first aid kit additionally carrying herbs (Millaflower, Behot, Gimer bush).

Vehicles: None
Languages: Galactic basic, Balosur, basic Huttese.

Combat Skills: Zareel is relatively proficient in the use of dual weapons/lightsaber, combining this with her training in Soresu and having more experience in the use of dual tonfas; growing to be a mostly defensive fighter.
Other Strengths: She has participated in alchemy lessons; acquiring due to her level, only basic knowledge and practice.

Like any other member of her species, she possesses Antennapalps at the top of her head. These appendixes allow her to “sense” the changes in the mood of others, mostly the negative ones; letting her know when is the most appropriate time to raise her defences or just run away.

The highly contaminated environment of her home planet and the constant abuse of drugs forced her to develop a natural resistance to toxins, drugs and venomous substances.

After her interaction with the Eye of Typhojem, she acquired resistance against Force Horror and Force Insanity.
Flaws: Despite her constant urge to prevent harm or conflict, she has an inclination toward compassion for those in dire need; a fact by which she can become adversely affected, as she does not assess her own safety into proper consideration. She often minimizes it, naively thinking that later she will be capable to make herself sufficiently safe.

Due to her time as an addict and the poor conditions she lived in her early days, her body became permanently frail and now lacks high physical resistance or stamina.

Alignment: Neutral good
Personality: Observant, she normally doesn’t engage in many conversations, preferring to listen and analyse the participants. In more relaxed places or situations she's a quick-laugh person. Sometimes she doesn't look like she's taking things seriously; though that’s a coping mechanism to deal with the fear of being misunderstood or her absolute social awkwardness.

Not one for socializing much with her peers. Yet has a tendency to aid those who seem to require it; either out of weakness or convenience for her own benefit.
Fears: A meaningless death, her arrival at the Sith academy was directed by her desire to gain the knowledge to prolong her existence in some form.
Likes: Tea, reading during her free time, collecting and drying plants, smoking, and strong drinks.
Dislikes: People over-affective or over-sensitive, excessively sweet drinks, dress etiquette, whiny people, poorly crafted lies (if you are going to lie, try to be believable).
Habits: When focused on something, tends to chew her lip; stares blankly, blinking quickly when she doesn’t know how to respond or react to something uncomfortable.
Relationships/Love Interests: None
Masters: Darth Catalyst
Apprentices: Mytro NightWalker

Born and raised in Balosar; as a child, she always helped her family in their business, even when Zareel never really knew what they were into. She just spent her days collecting herbs, and mushrooms and delivering small notes to some people who look scared after reading them.

At the age of fifteen, the man for whom her father worked, ordered that she had to deliver a package. Even though she had never seen that man before, something put all her senses on alert warning her about him. The wicked smile of the man, or moreover, her father's sad smile; like he was trying to say something but didn't dare to. The man was, in fact, a chemist who was responsible for the production and distribution of death sticks and the package was a box full of them for a new client. The orders were specific, with not a single unnecessary word, no questions, and no delays. All with the same brilliant smile of someone who knows how to cause pain.

Her memories become quite blurred from that point, mostly out of fear and pain suffered; someone had been informed of the route she would take to make the delivery and intercept her, taking the box and leaving her with three broken fingers and a small stab on her leg. Maybe it would have been better if she had just run away, there were a lot of possibilities, but she took the last and worst one; Zareel went back home, empty-handed, thinking that it was just a small mistake and she could try again later.

That little mistake was paid for with a broken arm and leg, plus five years working on the drug's production, replacing her father. However, through that period of punishment, she took her time to learn more about plants and toxins; using the facilities of the laboratory when no one was looking she produced her own concentrations, taken from different plants or animals she could get in the proximity or in the same lab. As such, it was much easier for her to create more concentrated drugs, since those normally produced there were not enough for her after years of addiction.

While testing on herself some of the creations, she starts to discover her sensitivity to the force; being able to, with extreme concentration, metabolize the toxins and poisons quicker than an average person, even some other balosars. And as the years kept passing, she wasn’t the same terrified girl.

Employing the materials gradually accumulated during her tortuous stay, she instigated a revolt and finally managed to run away. This was the first time she took a life; her most essential targets were the director of the laboratory and a guard who was especially vicious, from whom she took the pair of tonfas with which he used to beat her.

Her first destination was her old home and the desperation of being reunited with her parents was her only fuel. Sadly, when she arrived, she found out that shortly after her departure her father had died at the hands of her mother. The woman had been the true responsible for her fate, being the one who decided to sell her in the past as a slave; her intention was to make a profit from her work and discard the man who was no longer of use to her.

The severe exhaustion, the abstinence from the toxic substances she was already used to and the hunger, after long days without eating any food, did a lot more than her willpower, her heart was broken. Her mother had been the holiest of all things in her life and now she was gone; leaving in front of her just a beast who had fed on the little strength and hope she could have ever had. Without a second thought, while the woman tried to communicate with someone who could remove the disturbance that was annoying her, Zareel instinctively began to drain her energy. Work that was not too difficult, but that stopped when the woman fell weakened to the ground, just to be able to strangle her with the help of the sticks that she put against her neck. Once her mother wasn’t breathing anymore, she left.

After spending a few months wandering and hiding, afraid that anyone related to the laboratory or her mother could be pursuing her, Zareel enjoyed a small change in her luck; becoming a sort of resident midwife in a brothel, starting with the first aids for a woman who had suffered a miscarriage and providing later some drugs to improve the performance of some clients or decrease it in some particular cases.

That brothel received a wide variety of clients; a considerable number of them were users of the force, giving Zareel a small view of some skills and feeding her curiosity.

One day, while the music was at its full and the dancers had just arrived at the scenario; the apprentice of a client started to cause trouble; evidently had drunk too much and started to yell and complain about some money-related issues. Even if fights were absolutely normal in that place, security usually rectified those problems when things started to be uncomfortable and too noisy for the rest of the guests; but in this special case, the guards were busy controlling an angry Gamorrean. The drunk apprentice, aiming for his master with an unsuccessfully telekinetic push, tossed a table against three dancers; Zareel, who was drinking at the bar next to the scenario, stopped it in time. Then, standing between the client and the apprentice, she shot him with a small needle imbued with a paralysing toxin; giving time for his master to take him out and also take care of him as he considered fitting.

She knew that he didn’t need her help, it was evident, but something inside her started to desire more; to test herself, gain more strength, more power, more knowledge, somewhere out there somebody could enlighten her. Even after a while she had grown to like that twisted place, and she decided to leave to search the Sith Academy.

LEVEL 25 [Master] - Equivalent to Level 6
(50 Skill Points, 90 Attribute points, 1 Godlike/Paragon)

Strength: 8
Force Power: 11
Dexterity: 13
Intellect: 13
Constitution: 8
Manipulation: 11
Perception: 14
Destiny: 12

Rank/Level: 25
Base Class: Sorcerer
Subclass: Sith Thaumaturge
Prestige Class: Sith Necromancer

Forms (7)

  • Form I – Shii- Cho 3
  • Form III – Soresu 2
  • Exotic Lightsaber Combat 2
Force powers

Control (6)

  • Dark Side Healing 3
  • Feed on Dark Side 3
Sense (6)
  • Force Sense 2
    • Sith Lightning +3 (Free lvl 20)
  • Force Bond 1
    • Drain Force 3
Alter (22)
  • Telekinesis +3 (Free for lvl 1)
    • Force Push/Pull 2
    • Ballistakinesis 3
  • Telepathy 3
  • Crucitorn 2
  • Soft-to-Solid 3
  • Mental Shield 3
  • Force Resistance 3
    • Tutaminis 3
Sith magic (5)
  • Sutta Chwituskak +3 (Free Subclass Thaumaturge)
  • Aura of Uneasiness 2
  • Sith Illusions 3
  • Reanimate Dead +3 (Necromancer Bonus)
  • Sith Runes +3 (Free Sorcerer class)
Dathomiri Magik (4)
  • Spell of Thought-Touch 2
  • Surge of the Brier 2
 
Eva
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Character Theme Music

Character Summary
Eva is a former Jedi Padawan from the time of the Clone Wars, frozen in carbonite and awoken by Kain, who claimed her as his adoptive daughter. Since the end of the True Sith War and Kain’s death, Eva has refined her training and beliefs, becoming what many would consider a paragon of justice and righteousness.

Name/Title: Eva

Nicknames/Aliases: None

Age: 21 (207 - Including Carbonite Freeze)

Sex: Female

Species: Human

Homeworld: Alderaan

Occupation: N/A

Height: 5'10"

Weight: 120 lb.

Physical Description: Eva has grown into a beautiful young woman, despite the dark circles around her eyes, which tell the story of a girl that has seen too much in so short a life. She has long, dark hair with dark brown eyes, and tanned skin.

Clothing: She tends to prefer wearing the color red, whether it be dresses or hooded robes. Though these days she will take what she can get, even dressing in rags if the situation calls for it.

Weapon(s): Yellow-Bladed Lightsaber

Language(s): Galactic Basic, Binary, Bocce, Huttese

Description of Abilities: Learning at the feet of both the Jedi and Kain, Eva has found an affinity for lightsaber combat, mostly focusing on defensive techniques such as Soresu. Her natural gift of Psychometry has made her quite the detective, and the rest of her abilities seem well-suited for a variety of situations.

Alignment: Neutral Good

Personality: Eva has an inquisitive mind and a rebellious streak a mile long. She has a habit of disobeying orders if they do not align with what she wants, even if doing so will put her in danger. She has come to terms with the loss of her previous life as a Jedi Padawan during the Clone Wars, and has grown far more confident as a result.

Fear(s): mild arachnophobia, moderate thalassophobia, scared of being alone

Likes: sparring, going outdoors, sketching

Dislikes: dogs/wolves, reading, cabin fever

Habits: crosses arms often

Family/Relationship(s): Kain - Adopted Father, Darth Abaddon - Adopted Mother (Deceased), Apollo - Adopted Brother

Friend(s): T1-FA, Erastus Sallacine (MIA), Darth Catalyst, Darth Voidwalker, Samael

Reputation: Those who only know her from the True Sith War remember her as a headstrong young girl with strong moral fiber. But those who’ve dealt with her more recently, especially the Sith sent to capture her on Denova, have grown to despise her.

Biography: Eva's first memories were of her time in the Jedi Temple on Coruscant, learning at the feet of some of the most renowned Jedi of all time. She had many friends among her fellow Padawans, but she was closer to no one in the Order than her Master, Shi'nok. The pair was practically inseparable. That is until they met an ill fate on their way to Felucia when Order 66 was enacted.
Shi'nok, in order to save his Padawan's life, froze her in carbonite as he was shot down by their own Clone troopers. Her last memory of her old life was watching her Master, the older brother she'd never had, die.

While frozen in carbonite she was traded around as an art piece by many shady collectors across the galaxy for over a century, as no one believed she could survive being freed from her frozen prison. This lasted until she became the property of Federation Senator Kaiya, a Zeltron with an unusual taste in art. Darth Kain was sent by Kubjo the Hutt to retrieve this art piece from the senator until he sensed Eva's life force within. He instead froze the Senator in carbonite, created an illusion to make it appear as if it was Eva still frozen, and gave the false art piece to Kubjo, alerting the Federation that the Hutt had kidnapped a Senator all the while.

Kain freed Eva from her own carbonite prison, using his power to keep her alive. She awoke confused and disoriented. The galaxy had changed so much, that it felt as if she had no place within it. Her rescuer offered to give her a home until she decided what to do, and she accepted.
In time, Kain became less of a rescuer and more of a father, as he sheltered her and taught her everything she needed to know about this terrifying new galaxy. Their relationship hit quite a bump, however, when she learned the truth about who he was, and what he was. It took a long time for her to trust him again, but with Abaddon being introduced to her, and life as a family starting to feel like something close to normal, she eventually forgave him for hiding the truth from her.
He trained her to hone her Force abilities and sharpen her skill with a lightsaber, though he made it clear he did not wish for her to join the New Sith Order. She was one of the few beings in the galaxy he had admitted to using the Sith as a tool, and that he wished for her to be something more.

Upon his death at the hands of the True Sith, Kain was no more. It took a long time for Eva to properly process her grief, though she put up a strong facade for the sake of Abaddon. Though but a child, Eva put her life on the line multiple times during the war to save others, with many regarding her as suicidal in her heroics. But she survived all the same, and once the war was over, she settled on Vitae, helping Abaddon raise her new son, Apollo.

Eva would often take trips around the galaxy as she got older, honing her skills further and helping civilizations recover from the war. Unfortunately, she returned from one such trip too late. She returned to Vitae to find that her father had returned, and that Abaddon was dead. He claimed that she had killed herself, and that he had brought her back to life with the Pool of Knowledge. But Eva could see through the illusion he had conjured for himself. Abaddon was dead, and Kain refused to see it. This, and a vision of Kain using Apollo to destroy the galaxy, forced Eva to dread her father’s return rather than celebrate it. She took Apollo away, hiding on the world of Denova to cover their tracks. Unfortunately for her, she did not do a good enough job.

Skills Sheet

Level 32
(85 Skill Points, 96 Attribute Points)
Class: Consular - Seer - Prophet

Attributes

Strength - 9
Force Power - 14
Dexterity - 10
Intellect - 14
Constitution - 9
Manipulation - 12
Perception - 16
Destiny - 12

Skills

LIGHTSABER COMBAT
(16)

  • Form I: Shii-Cho - 1
  • Form III: Soresu - 4
  • Form IV: Ataru - 4
  • Saber Throw - 2
  • Saber Barrier - 1
  • Telekinetic Lightsaber Combat - 4
CONTROL (12)
  • Force Valor - 3
    • Force Speed - 4
    • Force Jump - 1
  • Teleport - 4
SENSE (11)
  • Force Sense - 4 (1 + 3 - Level 1 Bonus)
    • Precognition - 4 (FREE - Prophet Bonus)
    • Farsight - 4 (3 + 1 - Seer Bonus)
    • Force Sight - 2
    • Psychometry - 4 (FREE - Prophet Bonus)
    • Instinctive Astrogation - 1
  • Force Bond - 4
    • Battle Meditation - 3 (FREE - Level 30 Bonus)
ALTER (46)
  • Telekinesis - 4
    • Force Push/Pull - 4 (1 + 3 - Level 20 Bonus)
    • Force Whirlwind - 1
    • Force Burst - 4
    • Force Wave - 4
  • Mental Shield - 4
  • Telepathy - 2
    • Mind Trick - 2
    • Cleanse Mind - 4
    • Beast Language - 1
    • Comprehend Speech - 1
  • Force Resistance - 4
    • Tutaminis - 4
    • Energy Resistance - 4
  • Cryokinesis - 3
  • Force Light - 3
    • Force Harmony - FREE
 
🔺Sedriss Nathemus, Lord of Pain🔺
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“In umbris potestas est.” “In the Shadows, there is Power.”

Name/Title: Sedriss Nathemus, Dread Battlelord, Supreme Malevolence

Nicknames/Aliases: Darth Nathemus, Lord Sedriss, Lord Coatlec (formerly), Lord of Pain, Darth Nathemus the Conqueror, Darth Luzion (occasional guise)

Age: 37

Sex: Male

Species: Nagai/Twi’lek

Orientation: Heterosexual

Homeworld: Korriban

Occupation: Sedriss, Dark Lord

Height: 6’6”

Weight: 280 pounds

Physical Description: The Sedriss is a hulking lich. A macabre Lord of Pain rotting in his armor, his once vibrant red skin has greyed from years of Pain and atrophy. His eyes often glow a bright crimson when using more recondite abilities.


Clothing: Full body Phrik Armor, providing lightsaber resistance. The armor has had many modifications over the years, allowing for the installation of ancient gauntlets, talismans, and amulets.

Weapons:
-A single Sith sword (4' blade), poison dipped, capable of conducting Force Lightning and energy-based abilities, as well as being strong enough to withstand a lightsaber
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-A jet black Yuuzhan Vong Amphistaff
-Asimikots: An Electricity-charged Alchemical Axe-Hammer, capable of absorbing, deflecting, and redirecting electrical and fire-based attacks, lightsaber-resistant. Asimikots has an enchantment placed upon it by its Master that allows him and only him to wield it. If anyone other than the Sedriss were to attempt to lift, move, or wield it, it would remain in place. (+1 Defense bonus against Heat and Electricity attacks.)
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Equipment:
• Phrik Armor (+4 Defense bonus against lightsaber, energy, and melee attacks and a -2 penalty to Dexterity)
• Helm of the Sedriss (+3 Defense bonus against mental attacks)
• Gaunlets of Phrik: Crushgaunted fist, fitted with Cortosis Weave, equipped with dagger launchers
• Cortosis daggers laced with worrt venom (three daggers are housed in each launcher)
• Talismans of concentration (the two talismans of concentration are embedded in the Gauntlets) (Allows for 3-point Force Blast attack, +3 Attack bonus to all Sith spells)
• Talisman of healing (housed in his chest armor) (Allows for 2-point Dark Side Healing effect)
• Shield Talisman (housed in his chest armor) (+6 one time Defense Bonus, must be recharged with Force Energy before reuse)
• Raspir's Holocron (Raspir's Mind Trap)
• Staff of Raspir
• The Book of Pain

Vehicles:
His flagship is the Harbinger, but as former Shadow Hand of the late Emperor Dreadwar and Sedriss of House Dreadwar, he has access to almost any vessel he desires.
Name: The Harbinger
Classification: Eclipse-class Star Dreadnought
Length: 16,000 meters
Hyperdrive Equipped: Yes, 2.0 class (Class 10 backup)
Description: An Eclipse-class Star Dreadnought, the Harbinger is a formidable war ship. It is well-suited for planetary assault, ship-to-ship combat, space battles, and sieges. The Harbinger has been customized with green-colored exterior lighting.

Pets:
• Xerxes (sentient, non-sapient): An undead Duinuogwuin (star dragon) measuring 150 feet in height. Xerxes can breathe fire just as any dragon and can breathe in space.
• Sith Battle Hydra (2, Housed on Nur)
• Chrysalide Rancor
• Sithspawn Darkghast

Languages: Sith (all variants), Galactic Basic Standard, High Galactic, Anzat, Shyriiwook (can understand, not speak), Huttese, Kaleesh, Binary (can understand, not speak), Twi'leki, Kushiban, and more

Combat Skills: The Sedriss eschews lightsabers, but is masterfully proficient in both Greatsword and Axe combat, as well as being able to channel the arcane energy of the Force through his weapons. Though not masterful, he is also highly adept at hand to hand combat, however, prefers not to use it unless absolutely necessary. As for the Force, whereas traditional abilities such as telekinesis and lightning leave something to be desired, he is capable of some of the greatest feats in history with more unique abilities, especially Sith spells.

Other Strengths: He has a wide knowledge of the vast histories of the galaxy and Force using groups. From Sith to Jedi to Jensaarai, Nathemus knows a great deal, for he was once Loremaster of the Empire. He has serviceable knowledge of Sith Alchemy and forgery, but does not apply such to being an alchemist or forgesmith himself.

Flaws: His great pride. He also dwells on mistakes for quite a long time instead of moving along and becoming better.

Alignment: Lawful Evil

Personality: The Sedriss has always been very bold, blunt, and passionate. He will not spare his opinion in face of a disagreement, which has landed him in hot water before.

Fears: He does have a pathological fear of his own death, and he has taken many preventative steps against his death.

Habits: When having off days or overwhelming days, he may often recuse himself to his studies in his library or Meditation Sphere.

Relationships/Love Interests: Crown Princess Ellisana Dragona of Tof (wife), Leviticus Dragona (son), Darth Nihl (father), Darth Talon (birth mother), Darth Viscretus (stepmother/adopted mother), Nirai/Darth Kaos II (sister), Kain (stepbrother), Darth Voidwalker ("brother"), Deianara Dreadwar (stepsister), Primordius Dreadwar (stepbrother)

Friendships: Lord Voidwalker, Lord Sedicious, Lord Xarxes, Lord Anhra Mahniu, Lord Kain, Master Xiannarr

Masters: Emperor Dreadwar (mentor), Darth Nihl

Apprentices: Darth Blade, Darth Ti’inald (MIA), Darth Lisan As-Siridar, Apprentice Varanus Rex (deceased), Apprentice Rathan Jakarta (MIA), Darth Alvah (deceased), Apprentice Krane (deceased), Apprentice Jania Kio (deceased)

Reputation: His reputation since his return to the Dark Council and his stint as Shadow Hand to the late Emperor has been quite a bit different from prior reputation. In the past, he was seen as impotent, worthless, and sometimes even a traitor. But after he returned from the Shadows anew, as Lord Nathemus, has been one of a staunch and stalwart member of the Dark Council and of House Dreadwar. A Dark Lord to not be trifled with.

Biography:
Looking to create the ultimate Sith warrior, Darth Krayt dominated the minds of two of his apprentices, Darth Nihl and Darth Talon, to procreate with each other. Born Carn Marr, his father Darth Nihl trained him in the ways of the Dark Side until he became a Sith Lord of his own right. He was given the title of Darth Coatlec by his father. Nihl and Coatlec were abandoned by Talon as she never consented to the ordeal in the first place. Coatlec gathered knowledge and power from sources across the galaxy.

Coatlec would face many tribulations and Sith Trials throughout his quest of life. He journeyed into the false Tomb of Naga Sadow, down into its Unknown lower level. There he faced great losses. His youth was stolen from him by Darth Viscretus and Darth Apollyon, and his head nearly severed by a blade of alchemical steel. But it was in this, and in a bout with Dathomirian Warlord, Zhav'vorsa, coupled with a rather simple but memorable lesson from the Emperor himself, that Coatlec learned to lose. For everyone must first lose something before they can win in life.

Following his lessons at the Emperor’s and Zhav'vorsa's hands, Coatlec stepped into the Shadows an deeper into his studies. Though no longer a public face, he was simply biding his time until he again gained his power back. Finally, after many months of being in the Shadows, he stepped forward again. This time, he was a new man. A new Sith. Now, Sedriss Darth Nathemus stepped forward for a Kaggath to elect the next Dark Lord of the Sith. Upon his win, he was elevated to the Dark Council.

After the disappearance and presumed death of the Emperor over Empress Teta, he alongside Darth Apollyon and Empress Darth Viscretus, led the Dreadwarian Sith against many Houses, many so called Empires of the Sith. Some were led by Darth Annihiless, some by Perkunas Loki, and some by others. But they were inconsequential in the end, and all would fall. After the disappearance of Dreadwar’s Night Herald and previous Shadow Hand, and those who were with them, at Mortis, the Dark Council was bereft of many of its members.

Following the events of the True Sith War, the Sith reorganized into the Final Sith Order under Imperatrix Hesper. Over a decade later, a mysterious message from the thought-to-be-deceased Kain sent Nathemus to the mysterious world of Hastur for a clandestine meeting with his brother, among many other Sith, he now has a new mission: find the renegade True Sith Darth Nephthys.

STR (Strength): 16
FPR (Force Power): 16
DEX (Dexterity): 10
INT (Intellect): 12
CON (Constitution): 16
MAN (Manipulation): 14
PER (Perception): 10
DES (Destiny): 14

Level 44 (230 points) Sith Sorcerer Thaumaturge Necromancer
3 free in Force Sense, Sutta Chwituskak, Sith Illusions, Create Holocron, Sith Runes, Odojinya, Invoke Spirits

-Control
Augmentation: 5
Force Sustenance: 4
Force Channel: 5
Force Potency: 5

-Sense
Force Sense: 2(+3 from Level 1)
Farsight: 5
Precognition: 3

-Alter
Telekinesis: 2
Force Push: 2
Force Whirlwind: 1
Force Wave: 5
Force Wound: 1
Force Choke: 4
Force Crush: 5
Mental Shield: 5
Telepathy: 5
Affect Mind: 5
Force Fear: 5
Memory Rub: 5
Sith Lightning: 3
Chain Lightning: 5
Summon Storm: 5
Lightning Shield: 5
Cryokinesis: 5
Pyrokinesis: 5
Flamusfracta: 5
Force Resistance: 5
Tutaminis: 5
Force Bond: 5
Drain Life: 1
Death Field: 5
Drain Force: 5
Darkshear: 5
Deadly Sight: 5
Dimension Shift: 5
Create Holocron: 2(+3 from Level 35)

-Sith Magic
Sutta Chwituskak: 2(+3 from Level 20)
Odojinya: 2(+3 from Sith Thaumaturge)
Qazoi Kyantuska: 5
Waves of Darkness: 5
Invoke Spirits: 2(+3 from Sith Necromancer)
Reanimate Dead: 5
Reanimate Sith Undead: 5
Sith Illusions: 2(+3 from Level 30)
Sith Runes: 2(+3 from Sith Sorcerer)
Blood Magic: 5
Dark Illusion: 5

-Godlikes
Eternal Hatred: 10
Ritual Sith Battlelord: 10
Supernova: 10
Force Walk: 10


Grand Master Kei Durron, Jedi Master Druid
FB_IMG_1631171484091.jpg

Name: Kei Durron

Age: 86

Sex: Male (by birth), does assume Genderfluid identity through Alter Image

Species: Human

Homeworld: Coruscant

Occupation: Jedi Grand Master

Height: 6'7"

Appearance: Though into his venerable years for a normal human male, Kei has kept a youthful build through the sustaining power of the Light Side. His striking features are his emerald eyes and his flowing white hair.

Weapons:

• Green-bladed lightsaber fitted with two synthetic crystals. The main blade projects at 4', but there is also a secondary ventral blade at the bottom which projects a 9" blade.

• Yellow-bladed lightsaber fitted with a standard Adegan crystal, 4' blade

• White staff (6') with a purple gem at the apex; the gem is a Great Force Talisman used to focus energy based Force Powers and Spells

Equipment:

• Floor length hooded white Jedi robes

• Cortosis forearm gauntlets

• T'ra Saa's Holocron

• Plo Koon's Holocron

• Kyp Durron's Holocron

Pets: Kei has a Convor as his animal familiar companion.

Languages: Galactic Basic Standard, High Galactic, Shyriiwook (understanding), Binary/Droidspeak (understanding), Old Corellian, Huttese

Description of Abilities: Is a Master of both the conventional and non-conventional. Basic telekinesis all the way to altering the environment around him are not out of the wheelhouse. Through his many years of service within the Jedi Order, he has studied from many ancient Holocrons providing access and instruction in esoteric powers of the Force.

Strengths: He would consider his biggest strength to be his compassion for life of all kinds. He is skilled in negotiation and talking his way out of potential issues. In combat, his esoteric Force abilities are his strength, but they are a burden on his energy.

Weaknesses: His compassion for life and the people of the galaxy at large is his greatest weakness in the eyes of those who oppose him.

Personality: Kind, Compassionate, Is not quick to fight, Negotiable, Will fight for a cause that he believes in, Believes wholeheartedly in the goals of the Jedi Order

Relationships: Kyp Durron (grandfather, deceased)

Biography: Kei Durron was born on Coruscant, at the time the home planet of the Jedi Order, in 70 ABY. A member of the powerfully Force sensitive Durron family, Kei was brought to the Jedi Temple when he was only 2 years old. He began studying the Force and the lightsaber as soon as his training began, taking as many chances as he could to enter the Jedi Library and learn the history of his Order.

His Master for 10 years was the legendary Neti Jedi Master, T'ra Saa. His training under Master Saa was unlike any other Master in the Jedi Order. She focused primarily on irregular aspects of the Force, most notably developing Kei's power of Alter Environment, which he uses for control over various phenomena such as rapid plant growth and control, or conjuring storms such as tornadoes and thunderstorms.

During his Mastership, he took a Padawan learner which he trained for seven years, and in the year of his Padawan's potential Knighthood, he was killed by the Emperor's Hand, Darth Nihl in the Massacre at Ossus in 137 ABY. This took a heavy toll on Durron, who had never lost an Apprentice before. But after a couple weeks of mourning his Padawan, he, like any other true follower of the Jedi Code forced himself to remember that "there is no death, there is the Force." Durron took great solace in this fact of existence.

Kei Durron was elected by a contingent of the Jedi Council and other prominent members of the Jedi Order as its Grand Master in 156 ABY, roughly 12 years ago, and has steadfastly served in his role ever since.

STR: 14
FPR: 18
DEX: 12
INT: 18
CON: 15
MAN: 6
PER: 15
DES: 16

Level 47 (350 points) Jedi Consular Druid
3 free in Telekinesis, Force Resistance, Battle Meditation, Create Holocron, Cryokinesis
5 free in Force Bond, Plant Surge

-Saber Forms
Form I Shii-Cho: 1
Form VI Niman: 1
Medium Style: 5
Three Rings of Defense: 3
Jar'Kai: 5
Tràkata: 5
Saber Barrier: 5
Trispzest: 5

-Control
Force Valor: 5
Force Jump: 2
Inertia: 3
Force Speed: 5
Reduce Injury: 4
Transfer Force: 5
Force Channel: 5
Force Potency: 5
Force Mastery: 5
Remove Fatigue: 5
Force Sustenance: 5
Teleport: 5

-Sense
Force Sense: 5
Precognition: 5
Farsight: 5
Mind-Walking: 5
Truth-Sense: 4
Force Bond: (+5 from Jedi Consular and Jedi Druid)
Battle Meditation: 2(+3 from level 30)
Merge Senses: 5
Environmental Telepathy: 5
Shatterpoint: 5

-Alter
Telekinesis: 2(+3 from level 1)
Force Push/Pull: 5
Force Whirlwind: 5
Force Burst: 5
Force Shockwave: 5
Force Wave: 5
Levitation: 5
Mental Shield: 5
Telepathy: 5
Cleanse Mind: 5
Mind Trick: 5
Beast Trick: 5
Beast Language: 5
Force Illusion: 5
Dreamscape: 5
Alter Image: 5
Comprehend Speech: 5
Force Suppression: 5
Force Light: 5
Force Harmony: Free (5)
Electric Judgment: 5
Lightning Saber: 5
Lightning Variant: Chain Lightning: 5
Summon Storm: 5
Force Stun: 5
Force Stasis: 5
Plant Surge: (+5 from Jedi Druid)
Phase: 5
Pyrokinesis: 5
Cryokinesis: 2(+3 from Jedi Druid)
Force Resistance: 2(+3 from level 20)
Tutaminis: 5
Adiabatic Shield: 5
Force Barrier: 5
Protection Bubble: 5
Energy Resistance: 5
Alter Environment: 5
Doppelganger: 5
Malacia: 2
Create Holocron: 2(+3 from Level 35)

-Paragon
Sever Force: 10
Wall of Light: 10
Flow-Walking: 10
Force Ghost: 10
Post Mortem Influence: 10
 
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