Sith Powers
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Sith Powers
Control and Alter Powers
Aura of Uneasiness
Electronic Manipulation
Waves of Darkness
Control, Sense, and Alter Powers
Drain Life Energy
Memory Wipe
Sense and Alter Powers
Force Wind
Like the Jedi, the Sith developed areas of study that they chose to specialize in. These did not form into actual schools of training (such as Control, Sense, and Alter), and personal preference caused many Sith magicians to concentrate on one aspect over another. The powers above are examples from these disciplines. The majority of the Sith powers have, unfortunately, been lost to time.
Alter Powers
Alter Difficulty: Moderate
Warning: Anyone who uses this power gains a Dark Side Point.
Effect: The Force-user creates in
his hand a radiant sphere of pure hatred which he can hurl at any target within his line
of sight. After a successful alter roll to initiate the effect, the Force-wielder
makes a thrown weapons roll with a 2D bonus to launch the bolt of energy at his
target. Characters hit by the sphere suffer 6D damage and automatically lose a Character
Point.
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Alter Difficulty: Difficult
Warning: Any character who uses this power gains a Dark Side Point.
This power may be kept up.
Effect: When successfully
initiated, this power summons strands of dark side power that wraps around the
Force-users target, ensnaring him in a mesh of brilliance. The lattice of energy
severs the connection between the Force and the trapped individual and saps the strength
from his body.
In game terms, the target of the dark side web loses a number of Force skill dice
up to the number of the Force-wielders alter dice. For example, if King Ommin
had 6D in alter, he could lower any one of Master Arcas Force skills by six dice;
or, he could break up those six dice across all three of Arcas Force skills (control,
sense, alter), lowering each by 2D (or in any combination as long as the total number
of dice removed totals 6D).
If the Force-user desires, he may include the Strength attribute in the reduction,
thereby giving him the option of temporarily removing dice from control, sense, alter, and
Strength in any combination of dice that adds up to his alter dice.
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Control and Alter Powers
Aura of Uneasiness
Control Difficulty: Easy. Modified by proximity, but limited to line of sight.
Alter Difficulty: Easy.
This power may be kept "up."
Warning: A character who uses this power against a sentient being immediately gets a Dark Side Point.
Effect: This power allows a Sith to
project a field of vague discomfort and unease around him, which causes non sentient
creatures to avoid him. Sentient creatures sense a vague "uneasiness" about the
person.
Aura of uneasiness effectively acts as the intimidation skill. When used
against a sentient being, the Sith rolls alter +3D against the targets willpower
or Perception.
When used against predatory animals, the Sith rolls alter +5D against the
targets willpower or Perception.
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Control Difficulty: Easy for non-sentient machines; Moderate for sentient machines; Difficult for sentient hostile to Sith. Modified by proximity.
Alter Difficulty: Easy for slight alterations; Moderate for significant changes in programming; Difficult for major reprogramming.
Required Powers: Absorb/dissipate energy, affect mind
Time to use: One round
Warning: A character who uses this power immediately gains a Dark Side point.
Effect: This power allows the Sith
to channel his anger into the electronic circuits of a computer, droid, or machine, and
reprogram it by manipulating its physical and electrical components. The reprogramming can
only restore original programming that has been altered, not actually rewrite a
computers programming.
Since this Sith power can only be evoked in a state of rage, the Jedi have avoided using
it.
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Control Difficulty: | |
Area of Effect | Difficulty |
1-2 meters | Moderate |
3-10 meters | Difficult |
11-20 meters | Very Difficult |
21-30 meters | Heroic |
Alter Difficulty: | |
Area of Effect: | Difficulty |
1-2 meters | Moderate |
3-10 meters | Difficult |
11-20 meters | Very Difficult |
21-30 meters | Heroic |
Warning: Any character who uses this power gains a Dark Side Point.
This power may be kept up.
Effect: The user delves into the
darkness of her own sprit and dredges up the feelings of hatred, jealousy, greed, and rage
that linger in shadowed recesses. Using the Force as a power source, she expels these vile
emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone
caught in the disturbance suffers immediate confusion, and a few seconds later, flees in
fear.
In game terms, those entering the area infested by the dark side waves must make a willpower
or control roll against the Force-users control total for initiating
the effect. Anyone who fails the roll cannot take his next action (in this combat round or
the next) and must flee on the successive round. Anyone who succeeds becomes confused and
can take no more than one action each combat round until he exits the field of dark side
energy.
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Control, Sense, and Alter Powers
Control Difficulty: Easy.
Sense Difficulty: Easy. Modified by proximity.
Alter: Easy.
Required Powers: Affect mind, control pain, control anothers pain, dim anothers senses, hibernation trance, life detection, life sense, receptive telepathy, sense Force, transfer Force.
This power may be kept "up."
Warning: A Jedi who uses this power gains a Dark Side Point.
Effect: This power allows the Sith
to draw power from nearby non-sentient beings to boost his ability to go without sleep. As
long as this power is kept "up," the Sith will not fatigue or require sleep. Use
of the power depends on a ready supply of nearby insects, small rodents, birds and so on
to draw energy from. This power may not be used to draw energy from sentient beings.
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Control Difficulty: Moderate.
Sense Difficulty: Targets willpower, Perception, or control roll. Modified by relationship.
Alter Difficulty: Targets willpower, Perception or control roll. Modified by relationship.
Required Powers: Control pain, hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, far-seeing, projective telepathy, affect mind, control mind, dim anothers senses.
Warning: A character who uses this power immediately gains a Dark Side Point.
Time to use: Five minutes.
Effect: This dreadful power allows
a Sith to sift through another persons mind, and destroy all knowledge of specific
events or learned skills. Use of the skill requires direct contact with the target, and
only one specified objective can be pursued per session.
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Sense and Alter Powers
Sense Difficulty: Moderate
Alter Difficulty: Moderate to affect 5 meters; Difficult to affect 10 meters; Very Difficult to affect 15 meters.
Required Powers: Magnify senses, shift sense, telekinesis
This power may be kept "up."
Warning: A character who uses this power immediately gets a Dark Side Point.
Effect: This power
allows the Sith to manipulate and channel air currents to form powerful and destructive
tornadoes that can lift people bodily up into the air and fling them about. The cyclone
does the Siths alter code in damage to all within its range.
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General
Some Sith abilities can not be categorized, or fit into two or more different
disciplines. Therefore, the powers fall into the general category!
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This Sith discipline deals with everything from simple healing techniques to the
creation of Sithspawn - hideous monsters bred from naturally evolved creatures. Some Sith
cultures have labeled these sorcerers as necromancers, but this designation places the
discipline into the area of superstitious alchemy.
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Certain Force abilities invoke energy from the user's surroundings and direct it at a
target for some purpose (usually bodily harm for the target). These energies include
lightning, fire, gravity, and other naturally occurring forces.
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Many Sith magicians favored the aspect of the Dark Side that allowed them to fool their
victims with a twisted exhibition of the power of mind over the body. The target
experiences effects that seem all too real, but the visions only exist in the dreamscape
of the mind. The Sith lord who practices this dark art can cast sinister illusions that
drive the victim to insane conclusions about their surroundings. The victim will
invariably make a bad decision and cause his own death!
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Powers in this discipline prey on the minds of the victim, altering the thoughts and
memories without the individual's awareness. These infernal powers allow Sith devotees to
beguile and dominate their targets, forcing them to take actions they would not normally
take under usual circumstances.
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Untold thousands of years ago the Sith discovered how to use the Force to affect
mechanical constructs. All but a few of the powers in this discipline have fallen into
obscurity, since very few magicians had more than a momentary interest in this area. Dark
rumors do exist, from tales found in Sith Holocrons, of half-being/half-mechanical
creatures created by sorcerers who had achieved a great knowledge of the more theoretical
aspect of this discipline. No actual record exists of these constructs existence, so
speculation remains as to whether or not this was a possibility.
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Force-users are always seeking ways to protect themselves from the effects of other
Force-users, as well as other forms of attack. Interest in this discipline always seems to
rise during times of revolt. every time the Jedi begin to pose a serious threat to Sith
devotees, interest in these protective powers seems to increase.
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