Dark Side Abilities

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The Dark side of the Force is fueled by emotions - anger, hatred, and fear. Sith and Dark Jedi are just two of the terms used to describe those who choose to follow the dark path.


Contents

Combat

All Dark Jedi begin their training with some sort of combat. Though we have many different levels of Apprentices, most of them with experience have not been trained to use the Force while they fight. Even if you are a master swordsman on your own planet, there are still Force-skills that must be used to improve and maintain your fighting skills. Remember, not all Dark Jedi Masters are master-level fighters, and neither are all the apprentices. When creating your character, remember to balance out your skills.

Apprentice

An Apprentice level training begins with sensing the Dark Side through your anger. You will also focus on your relationship to the Force and how you can use it to enhance your own movement. Most Apprentices have or can develop basic to intermediate hand-to-hand combat skills, including Force-enhanced jumps, short sprints, and sensing attacks. The Lightsaber is also introduced at this level, but should be used with caution and only for training. Some masters will strenously test their apprentices in the logic that the weak will fall during training, leaving only the strong behind. As an apprentice you should be ready for anything in a combat training session.

Knight

Everything learned as a Apprentice is enhanced by the time one reaches the Knight level. Force-enhanced jumps and sprints soon turn into defensive leaps and long-distance running. The Lightsaber cannot be learned quickly; Much study still must be put into the basic forms for attacking and blocking. If your character has a special predisposition for the Lightsaber, consider training not just for the basics but under a specific form:

  • Form I: A basic form, which younglings begin learning.
  • Form II: An ancient form used for saber-to-saber duels. As it is not practical in the era of the SW films, it is not taught in the Jedi Order. Count Dooku uses this form, which defeated Obi-Wan and Anakin and stood against Yoda.
  • Form III: The most defensive form, reflects the philosophy of non-offensiveness. Obi-Wan Kenobi uses this form in AOTC, such as during the battle with Jango Fett. Masters of this form are unbeatable, but they may have trouble overcoming their opponent.
  • Form IV: The most acrobatic form, used by Qui-Gon Jinn, Yoda, and Obi-Wan (in TPM). It is characterized by Force-assisted jumps and predictable, flowing saber moves. Yoda is an ultimate master of Form IV, using it to its fullest against Count Dooku.
  • Form V: A form opposite to Form III, it stresses strength. It requires intensity, and its goal is to overcome the opponent. Anakin Skywalker (and Darth Vader) use this aggressive form. While Form III would deflect blaster fire away from the opponent, a Form V user would deflect the bolt directly to the opponent.
  • Form VI: A combination of all the forms, it is known as the "diplomat's Form." Most Jedi use this form, but all the Form VI Jedi in the Battle of Geonosis died.
  • Form VII: The ultimate form, it requires mastery of all other forms, more intensity than Form V. Although a Form VII user may seem calm on the outside, he or she is very powerful inside. Mace Windu and Darth Maul use this form.

Master

If your character's specialty is combat, either hand to hand or Lightsaber, you should be able to hold your own in any sort of fight. At this point, your muscle skills and Force skills will be working in complete unison, and you will probably have learned at least one lightsaber form, if not two. As a Dark Jedi, you will fight with everything available to you, but most of all your hate. As such, you may be able to defeat Jedi more easily, although you must beware, as Good ultimately finds a sneaky way to defeat Evil. What a kill-joy! For now, enjoy beating the crap out of knights and apprentices, and you'll find you're evenly matched against most if not all Jedi Masters.

These guidelines were written up by Ryla Relvinian, a Jedi Master who specializes in combat and healing, and agreed upon by the moderating staff.

Illusions

Making a room appear to a person to be completely dark is much easier than creating a perfect, illusionary ladybug. Skill levels all come down to: how complex is the illusion? These guidelines are for illusion specialists. If illusionary arts is not your specialty, this information is still helpful, just tone it down a bit. Use common sense.

Apprentice

Complexity wise, at the end of your apprentice training in the Dark Illusionary arts, you should be able to make one perfect human. Your human will not have a Force signature, so a Jedi after a bit of concentration should be able to see through your clever ruse. You cannot make illusionary sound however. You could make more than one human at a time, but they will not be very believable, as they will not be perfect - they would appear fuzzy, or incomplete, as controlling two or more illusions at the same time demands a great deal of skill.

As an apprentice you will be able to mask your own Force signature a bit while you are creating an illusion, but the more you move around, the weaker the masking is. The Dark Jedi Apprentice will be able to affect those of their own rank with moderate mental powers mortely well. If they have strong mental, not so well, and weak mental, very well.

Knight

At Knight you will be able to make several complex illusions, such as three or four complete, perfect people. Or three or four perfect animals. An advanced Knight near their master trials could block their own Force signature from detection, or create illusions with a Force signature. As a trade off, your other Force skills should slow down a bit while you are maintaining this illusion.

A Knight will also be able to learn how, and implement sound in their illusions. The Dark side Knight will be able to affect those of their own rank with moderate mental powers moderately well. If they have strong mental, not so well, and weak mental, very well.

Master

At Master, it should just continually get bigger and bigger till there's not much of a limit. Illusions can have Force signatures, sound, and even 'touch' the people you are tricking. Tacitile illusions require skill in telekinesis, so if your character is weak in that area, tactile illusions (illusions you can touch and that can touch you) will take a lot of concentration fron you.

As a Master of illusion you will be able to trick a fully trained Jedi, at least for a while, depending on their skills and areas of expertise. The Dark side Master will be able to affect those of their own rank with moderate mental powers moderately well. If they have strong mental, not so well, and weak mental, very well.

These guidelines were composed in 03/2004 by Akrabbim, a Jedi Master who specializes in illusions, and agreed upon by Lilaena De'Ville, moderator of SW-Fans.net.

Healing

There are three main facets of any Force-healing ability: Sense, Assess, and Heal. One cannot simply heal without being able to first sense the problem and accurately assess the dangers. Healing is not telepathy, and does not rely on sensing the patient's thoughts, but rather on receiving their emotions and their pain. Often times, true master healers are very rare, and they are sometimes not as powerful in other areas, such as telekinesis and telepathy, for that very reason.

That being said, true healers are also all Jedi, never Dark Jedi/Sith. It's a sad, but true fact that Dark Siders are not as adept in the healing arts as are the Jedi. If they were, don't you think that Palpatine would have done something about his face?

Apprentice

It is not uncommon to happen upon a Apprentice with a specific gift towards healing, but, for the most part, most Apprentices have only reached, and will only reach, the level of Sense in their healing skills. Sensing, as stated before, relies more upon the detection and reception of certain emotions and states of being than actually hearing someone's thoughts. This is because injuries affect all of the person's being, not just the physical aspect, but also the Force aspect.

However, once an Apprentice gives into his hate and the Dark Side, his abilty to properly Sense injury goes down, as does his interest in learning how to Heal. No Dark Sider has ever been able to heal him or herself totally, and cannot heal others.

Knight

A knight can receive the emotions of others without trying, and can begin to pin-point the problems that lay within. You cannot heal others, but you can tell them what's wrong with them. Extended periods of 'sensing' activity are very strenuous on the 'healer.'

Master

At this level, the Master level healer can heal himself or herself to a minor degree with a moderate level of difficulty, and can assess most common physical wounds in their patients/victims. Long periods of physical' healing,' are very taxing on the master healer, and should be attempted only under the utmost necessity, and will probably not do any good.

These guidelines were written up by Ryla Relvinian, a Jedi Master who specializes in combat and healing, altered for the Dark Side by Lilaena De'Ville, and agreed upon by the moderating staff.

Telekinesis

Making a stone fly across a room is easier than levitating your own body and flying through the air. Telekinetic skill levels all come down to: how many things are you doing, and how big are they? Yoda said 'size matters not,' but Luke still couldn't lift the X-Wing out of the swamp. These guidelines are for telekinetic specialists. If thetelekinetic arts are not your specialty this information is still helpful, just tone it down a bit. Use common sense.

Apprentice

The apprentice level Dark sider would be able to learn how to 'throw stuff around.' At the end of your apprentice training you will be able to manipulate several small items at once or one larger object. You could manipulate one large object at a time, such as throwing an enemy backwards, and then throwing another enemy backwards (or pulling them forwards).

An apprentice will also be able to jump down from high places, using telekinetic levitation to soften their fall and protect themselves.

Knight

As a knight training with an emphasis in telekinetic arts, you will learn how to smash things with the Force. Before your master trials the Knight will be able to 'explode' rocks by putting intense Force pressure on them, as well as other things. For a Dark Side application you could use this skill to explode heads, or break arms and legs.

The Dark side Knight would be able to move multiple large items at once, such as throwing several men backwards in a fight. The Knight would also be able to jump to high places, using the Force to levitate his or her body, combined with Force enhanced muscles.

Master

A master, trained specifically with telekinesis as his specialty, will be able to move extremely large objects (i.e. X-Wing, and larger), and he will be able to 'fly.' Flying is achieved by leviating one's own body, and is difficult, to say the least. A master would be the only person able to do this, as you will be concentrating on levitating yourself, as well as doing other things, such as attacking or defending yourself.

These guidelines were composed by Anbira Hicchoru, a Jedi Master who specializes in telekinesis. They were edited and agreed upon by Lilaena De'Ville and the moderation staff.

Dark Side Artifacts

Excerpt from the Dark Side Sourcebook by Bill Slavicsek and JD Wiker

Some dark side items are so rare and powerful that they are treasures of incalculable worth, sought after by dark side devotees and fortune-seekers alike in every corner of the galaxy. The secrets of their construction are lost in antiquity, though the foremost among them - the enigmatic Sith holocron - is presumably the key to unlocking these mysteries, at least for anyone who has the ambition to delve so deeply into the dark side.

Sith Holocron

A holocron in an extremely rare, crystalline storage device that serves as a respository of information. Embedded within the crystal, primitive holo-technology allows the device to display moving images of the data stored within it, usually in the form of teachers who contributed their knowledge to the creation of the device. The interactive technology enables the "teacher" to hold conversations with the holocron's user. Only a Force-user can activate a holocron, but once it is activated anyone can communicate with the teacher.

The construction of holocrons is a lost technology, forgotten by the time Darth Bane came to power. The only existing holocrons are centuries or even millenia old. Jedi holocrons tend to be crystalline cubes, while Sith holocrons are pyramidal.

The information stored on Sith holocrons includes data and schematics for Sith weapons, armor, droids, vehicles, and starships. The storage medium allows for massive amounts of data; the user can consult the same holocron to build a suit of armor or a Sith battleship.

Each Sith holocron is imprinted with the personalities of multiple ancient Sith. These simulacra try to corrupt otherwise innocent beings who access their knowledge. They can only exert verbal influence, of course, but this still gives them plenty of opportunities to mislead their "students," drawing them down the path to the dark side. These personalities often withhold information until they deem the "student" is sufficiently steeped in the ways of the dark side.

Remember that consulting a Sith holocron is not by itself an evil act. The holocron is a tool - nothing more. However, acting on the information found in a Sith holocron is something else entirely.

Sith Holocron personalities
The GM who makes a Sith holocron available to the characters should create at least a few personalities what inhabit the holocron. The "person" they first meet when activating the holocron should be the primary personality; the others are secondary personalities that can only be spoken to by specifically asking the primary for permission. For example, a Sith holocron might contain the following personalities:
  • Kla, the "gatekeeper": An ancient Jedi consular who turned to the ways of the Sith long before the coming of Darth Bane, Kla is an exotic humanoid with an encyclopedic knowledge of the Sith Empire under Naga Sadow. He lies to those who access the holocron, telling them that they can only access specific knowledge by phsically attatching the holocron to ancient devices sealed in burial vaults on the Sith graveyard world on Korriban. His true intention is to lure naive Force-users to a place where they can be possessed by Sith spirits - including his own.
  • Kormok-Da, the armorer: Komok-Da is decended from the original Sith, the species conquered by the corrupted Jedi who founded the Sith tradition. A master of weapons and armor, he can provide detailed instructions on building any Sith weapon, including double bladed lightsabers and Sith poison. He seems almost academic about his approach, apparently uncaring as to who uses his knowledge or how. In truth, he is obsessed with the killing power of his designs. He only discloses full information to those who demonstrate their ability to kill without mercy - an act that garners at least one Dark Side Point for every design he reveals.
  • Bo Vanda, the alchemist: Bo Vanda is plainly insane - and just as plainly brilliant. She eagerly and happily displays graphic representations of alchemical processes working on helpless subjects, explaining in gleegul terms how the victim responded to the treatment. Should the holocron's user express a desire to stop viewing the material, Vanda shrieks her anger and derision that only the weak fear what they requested to see. She exxentially dares the user to see each process through to the end and duplicate the experiments. Otherwise, she simply refuses to confer with the user, berating him mercilessly whenever she is called.

Sith Amulet

Sith amulets are ancient relics created to focus and amplify a darksider's power. They are occasionally found in the burial rombs of the ancient Sith, or in the hands of Sith servants like the Massassi. Built in the form of crystal-studded gauntlets, the amulets radically enhance the user's telekinetic abilities - at the cost of leading the user to the dark side.

Sith Talismans

Created by the same dark alchemy used to create Sith amulets, Sith talismans provide the wearer with defense against blaster bolts, lightsaber blades, and even the Force itself. Whenever the wearer would suffer damage from energy weapons or Force-based attacks, he can attempt a Will saving throw to negate an amount of damage equal to his current number of Dark Side Points. (translated: the talisman will only protect you accordingly with your power in the Dark Side. Apprentices would be protected a little, knights more, and masters a lot.)


Sith Alchemy

Excerpt from the Dark Side Sourcebook by Bill Slavicsek and JD Wiker

The most powerful Sith Lords possess a talent for the dark alchemy of the Sith. The Emperor, like Naga Sadow and Exar Kun long before him, became a master of manupilating the genetic building blocks of living creatures through the dark side. Over the millennia, many creatures have been broken, twisted and rebuilt by this evil power.

Massassi Abomination

Although the Massassi pledged their loyalty to Exar Kun after he defeated the Sith Wyrm, the Dark Jedi was still not satisfied. Filled with bitterness and spite, he swore to himself that he would make an example out of the warriors who had put him through his ordeal in the Temple of Fire. Furthermore, he realices that Naga Sadow had not gone far enough when he altered the Massassi. While they made excellent forest warriors, they were not prepared for the high-powered ordinance they would have to face when fighting the forces of the Republic. Exar Kun rejoiced when he discovered the giant alchemical machine that had belonged to Naga sadow. At last, he had the means to shape his Massassi servants as he needed them, and he knew just the Massassi on whom he could experiment: Zythmnr, the priext who had ordered Kun to be sacrificed.

The Sith disciple fist altered Zythmnr physically, fusing the old priest's skin with metallic bioarmor and anhancing the Massassi's skeletal structure and musculature accordingly. Vicious claws became razored gauntlets, thick hide became hardened plating, and Zythmnr's head was encased in a shelled helmet. The process was excruciating for the Massassi. He not only survived, but also continued to worship Kun, willfully insisting the experiments continue.

Exar Kun was more than happy to comply. He took his next step: infusing his new warrior with the dark side using some of his own physical makeup as a template. When Zythmnr readily took to the treatment - and even showed potential with Force skills - Kun chose several more "volunteers" to continue his work. Before long he had several dozen living weapons that exuded the raw power and energy of the dark side. Upon feeling their power firsthand, the Jedi called them "abominations." Kun would take many of these bestial servants on his quests for Sith knowledge. In a few cases, he even left a handful of his favorite warriors behind to terrorize any that might oppose him. While the Jedi believed that all of the Massassi abominations died with their people, there may yet be decendants of this hideous species stranded on some remote, forgotten world.

This is a talent for Masters only, although apprentice and knight levels can experiment on non-sentients.


Energy Manipulation & Absorption

Warping the Force to create the aberration that is Force-Lightning is recognized as a Master-level only skill, but there are other kinds of energy in existence. Skill levels come down to: what kind of energy are you working with, how much of it are you attempting to control, and how complex a task are you trying to achieve? These guidelines are for energy manipulation specialists. If wielding energy is not your specialty, this information is still helpful, just tone it down a bit. Use common sense.

Apprentice

The Apprentice-level energy manipulation specialist will understand the basic principles of thermal energy and how to manipulate it. Light Siders will likely learn more defensive aspects of energy manipulation, such as how to siphon energy away from blaster shots to make them less harmful, or how to drain a blaster's energy pack over time. Dark Siders could learn to create, feed, and control a few fireballs at once for short periods of time, or remove small amounts of thermal energy from a person or object. Wielders on both sides will begin to learn how to sense the aura that is the Force, and how it flows into all things. Through this, it may be possible to learn how to manipulate less complex electrical devices (electronic displays, datapad powercells, etc) and cause them to overload.

Knight

For the energy wielding specialist, understanding thermal energy is but the beginning; utilizing the more chaotic elements of electrical energy is the next step. Jedi Knights refine their capabilities to dissipate blaster bolts more quickly, and can also draw energy from one source into another, shutting down one door's locking mechanism in favor of activating another one. The Dark Jedi Knight can easily cause a non-shielded droid or certain pieces of machinery to explode or be damaged by causing a power surge in the device. Both sides will expand upon their knowledge of thermal energy to enhance what capabilites that had before. Knights may draw on the Force to create small protective shields. Stunning of non-Force users with a non-lethal electrical charge may be learned as well.

Master

The practiced Master in energy wielding will integrate his knowledge of lesser forms of energy with direct control over the Force itself. Force Lightning (a warping of both the Force and electricity) tends to be common among Dark Side Masters, however energy specialists will outdo their peers vastly in this technique and may also learn to summon small to medium explosive energy blasts. Similarly, a Light Side energy specialist may be extremely adept at dissipating the energy from Force Lightning (or multiple blaster bolts) into his surroundings or deflecting it back at his opponent. They may also learn the crafting of larger Force barriers to block or deflect thrown objects. A Sith energy specialist may adapt his knowledge towards certain forms of alchemy, imbuing Force energy into swords to allow them parity in battle against Jedi lightsabers. An energy specialist will be able to destroy multiple combat droids with a single energy blast, and well as stun lower level Force users. The ability to control thermal energy is refined to such a degree as to allow the specialist to change the physical state of various substances (vaporize/freeze certain liquids, melt/sublime certain solids, etc). If accepted as a skill focus within energy manipulation, a master can develop limited control over electromagnetism, allowing generation of electromagnetic fields and manipulation of certain metals.

It should be noted at this point that the manipulation of energy carries with it both an inherent risk and a cost. The risk, simply put, is that energy is a complex and unstable medium at best and anyone dabbling in it may accidentally lose control of the forces they are attempting to work with, putting themselves and others in mortal danger. The cost is one in bodily vitality- the Jedi who only uses this talent sparingly will outlast the Dark Jedi who whimsically throws fireballs around in battle. Long term effects of heavy usage include decreased physical ability and a shortened life span.

Drain Life Force

The power to drain the Force from plants and animals to boost the vitality of the wielder is a recognized power in tabletop roleplay. However, draining the Life Force from another roleplayer's character can conceivably fall under SW-Fans.Net rules regarding killing or maiming other characters during roleplays. Therefore, the power Drain Life Force is limited Master-level energy specialists. Also the power can only be used on subjects the wielder is physically touching, and cannot be used to kill a character, only weaken them.

These guidelines were written up by Pierce Tondry and Figrin D'an and agreed upon by the moderating staff.