Sith Powers
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Sith Powers

Alter Powers
Bolt of Hatred
Dark Side Web

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

Sith Disciplines

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.


General
Body
Energy
Illusions
Mind
Mechanical
Protection

 

Alter Powers

Bolt of Hatred

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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Sith Line

Dark Side Web

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-user’s 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-wielder’s alter dice. For example, if King Ommin had 6D in alter, he could lower any one of Master Arca’s Force skills by six dice; or, he could break up those six dice across all three of Arca’s 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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Sith Line

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 target’s willpower or Perception.
When used against predatory animals, the Sith rolls alter +5D against the target’s willpower or Perception.

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Sith Line

Electronic Manipulation

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 computer’s programming.
Since this Sith power can only be evoked in a state of rage, the Jedi have avoided using it.

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Sith Line

Waves of Darkness

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-user’s 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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Sith Line

Control, Sense, and Alter Powers

Drain Life Energy

Control Difficulty: Easy.

Sense Difficulty: Easy. Modified by proximity.

Alter: Easy.

Required Powers: Affect mind, control pain, control another’s pain, dim another’s 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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Sith Line

Memory Wipe

Control Difficulty: Moderate.

Sense Difficulty: Target’s willpower, Perception, or control roll. Modified by relationship.

Alter Difficulty: Target’s 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 another’s 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 person’s 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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Sith Line

Sense and Alter Powers

Force Wind

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 Sith’s 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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Body

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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Energy

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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Illusions

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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Mind

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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Mechanical

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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Protection

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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