Passion of the Darkside
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Sith Force User - Imperial Sith Inquisitor Master Path's

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Sith Force User - Imperial Sith Inquisitor Master Path's Empty Sith Force User - Imperial Sith Inquisitor Master Path's

Post by Guest Mon May 28, 2012 11:36 pm

Emperor’s Hand:
The original Emperor’s Hands were a hardened group of killers answering to the Emperor himself. These assassins were Force Sensitives who were rigorously trained to kill without question. The Emperor kept the Hands’ existence a secret from all, even each other. When the Emperor returned from death he found that most of his Hands were dead, missing or no longer loyal to him. Needing new Hands quickly, the Emperor drafted numerous of his Inquisitors into the role. Though the Emperor met final death, many of his new Hands survived. The Inquisitors of the modern era now have easy access to the training necessary to become an Emperor’s Hand.

Target Bonus: The sole purpose of a Hand is to slay those the powerful want dead. When a Hand begins his Path at level fifteen, he gains the Target Bonus ability. This grants a Hand double damage against a target that a superior has ordered them to kill. This must be as part of a formal assignment, the Hand cannot gain this bonus from, for example, an order to kill in the midst of battle. This damage bonus stacks with all others.

Sneak Attack: Stealth and lethal precision are vital to a Hand’s role. Whenever a Hand attacks an opponent who is caught unawares he does one and a half times damage. This ability is gained at level sixteen and stacks with all other damage bonuses.

Improved Target Bonus: At level seventeen, bonus damage against a Hand’s target is increased to triple.

Additional Resource Access: Often times, Hands must stay out in the field indefinitely, waiting for the right moment. Such operations require a great deal of cash to make sure things run smoothly. At level eighteen, a Hand gets a second use per Mission of the Resource Access ability.

Greater Target Bonus: At level nineteen, a Hand’s target bonus increases to quadruple.

Lethal Sneak Attack: At level twenty, a Hand’s damage bonus from sneak attacking increases to double.

Lvl Special Abilities
15 Target Bonus
16 Sneak Attack
17 Improved Target Bonus
18 Additional Resource Access
19 Greater Target Bonus
20 Lethal Sneak Attack

Proficiency Points:
C: 15, 16, 17, 18, 20
S: 16, 18, 20
P: 15, 16, 17, 18, 19
F: 15, 17, 19

Dark Side Elite:
When the Emperor arose from the dead and began Operation Shadow Hand, his quest to regain dominion over the Galaxy, he found himself short-handed. Though the Imperial Remnant was quick to rally to his banner, Palpatine discovered that most of his Force Sensitive partisans were gone. The Prophets of the Dark Side had been destroyed and his Dark Adepts were scattered to the winds. Likewise needing a fresh crop of lieutenants to staff his resurgent empire, the Emperor chose seven exceptionally talented Dark Siders to serve as his inner circle. These Dark Side Elite, as they were known, were second only to the Emperor in their authority and one of them would have no doubt been made Palpatine’s new Apprentice had he succeeded. Though the Dark Side Elite did not survive Palpatine’s final death, many recorded the teachings Palpatine had passed on to them. These records have made their way into the hands of the Imperial Inquisitors, who are anxious to make use of the techniques described therein.

Sith Secrets: While in his first incarnation Emperor Palpatine never passed on true Sith learning to his Dark Adepts. Such strict adherence to the Rule of Two was not practical during his second incarnation, however, and he taught the Dark Side Elite many Sith arts. This ability, gained at level fifteen, allows the Elite to purchase Ranks in Sith Sorcery and Sith Alchemy as though he were an Acolyte.

Lightsaber Secrets: The Lightsaber was as much a symbol of the Dark Side Elite as it ever was of the Sith or Jedi. The Elite made constant use of these weapons, seeing them as the ultimate sign of the Emperor’s favor. At level sixteen an Elite gains two Combat Proficiency points that may be spent on either Ligthsabers or Lightsaber Forms and he additionally gains the Lightsaber Form Focus Perk in whatever Form he likes.

Emperor’s Heir: Since their inception the Dark Side Elite have commanded the loyalty of others. In the days of Palpatine’s second reign they commanded legions from the bridges of Super Star Destroyers but modern Elites must content themselves with more modest forces. Starting at level seventeen, an Elite begins to attract a number of pro-Imperial followers. These followers may not be Force Sensitive and an Elite is limited to maximum number of followers equal to his level plus his Presence Stat. If the Elite chooses to have less than maximum followers then his followers increase in ability in inverse proportion to the number of followers.

Armored Fist: While all Elites would love to possess the massive ships the Emperor put at the disposal of their forerunners, simple reality forces them to be more practical. At level eighteen, the Elite may gain control of a ship. This ship does not follow the normal rules for ships, instead it must have a minimum crew no higher than the Elite’s number of followers. He may have this ship in addition to his normal ship. This ship is subject to moderator approval.

Dark Stronghold: A natural step in the Dark Side Elite’s quest for power is the establishment of a stronghold. This stronghold, gained at level nineteen, is large enough to dock the Elite’s ship, house his followers and contain several base installations (medlabs, security command, armories, etc.). The size, location and nature of the stronghold are subject to moderator approval.

Right Hand: As the Elite reaches the pinnacle of his power, he begins to imitate the structure of Palpatine’s second reign in leading his followers. Choosing one of them for instruction in the Force, he elevates this follower to be his right-hand. A right-hand may use Apprentice Powers untrained but has no ranks in any Force Powers. The right-hand has eleven Force uses per Mission.

Lvl Special Abilities
15 Sith Secrets
16 Lightsaber Secrets
17 Emperor’s Heir
18 Armored Fist
19 Dark Stronghold
20 Right Hand

Proficiency Points:
C: 15, 16, 17, 18, 19
S: 16, 18
P: 15, 17, 19
F: 15, 16, 17, 18, 19, 20

Shadow Guard:
When the Emperor first took power he assembled an elite division of his Royal Guards and trained them to hunt down Force Users. These Shadow Guards soon proved deadly in their effectiveness and earned fearsome reputations. The Shadow Guards killed a great many Jedi before disappearing roughly a year before the Battle of Yavin. During his second reign, Palpatine decided to restore the Shadow Guard to aid in his quest to regain power. Lacking the time to train Force Sensitives from scratch he recruited members of the Inquisitorius for this role. Many of these new Shadow Guards still live and a dedicated Inquisitor can find means to learn their ways.

Guardsman Training: All Shadow Guards draw on a core set of techniques that define their Path. These combat methodologies form the basis of their later development. At level fifteen a Shadow Guard receives two Ranks in the Force Pike Exotic Weapon, the ability to use Lightpikes, complete Ranks in Armor Proficiency and the highest Martial Arts Perk for which they meet the prerequisites. Should the Shadow Guard already possess all of these then he instead receives three Combat Proficiency points instead.

Sustain Life: Force Sensitive Royal Guards, including the Shadow Guards, were taught techniques to keep the Emperor alive should he be seriously injured. Though never actually used, historically speaking, these techniques could keep a failing life from flicking out before medical assistance could arrive. At level sixteen, a Shadow Guard learns this power. As long as the Shadow Guard does nothing other than channel the Force into the dying being, the target of this power cannot die. Doing *anything* other than breathing, shifting one’s position or saying a few brief words breaks the concentration that allows this power to function.

Sudden Strike: Part of a Shadow Guard’s strategy inevitably involves stealth. At level seventeen they learn to use that stealth to deadly effect. If the Shadow Guard strikes an opponent unawares then he does one and a half times damage. This stacks with other damage bonuses.

Dead Zone: The primary purpose of the Shadow Guard was to hunt down Jedi and they developed special techniques to deprive their targets of their best defense. This ability, gained at level eighteen, allows the Shadow Guard to create a dead zone in which Force Powers do not function. To do so the Shadow Guard sacrifices all of his remaining Force Uses (he may rest later for at least eight hours to regain them, as normal). The dead zone then comes into being for a number of turns equal to the Force Uses sacrificed and covers an equal number of square feet. All within are denied the Force, not just the Shadow Guard’s foes.

Armor Specialization: Perhaps the most identifiable aspect of the Shadow Guards is their armor and, at level nineteen, they learn to utilize it to its fullest effect. Any armor worn by the Shadow Guard is considered a Rank higher than it is. This means Powered Armor worn by the Shadow Guard essentially functions as Rank five armor. Furthermore, regardless of its composition, the Shadow Guard knows how to roll with Lightsaber hits so that his armor functions normally against them. A Shadow Guard must be wearing armor to gain these effects.

Force Burn: The greatest of the Shadow Guards know techniques that make all Force Sensitives around them experience indescribable anguish. Many Jedi Masters fell to this terrible power during the Great Jedi Purge. At level twenty, any Force Sensitives under the effects of the Shadow Guards dead zone take damage every turn. Only the Shadow Guard and non-Force Sensitives are immune to its effects, it does not distinguish between ally and enemy.

Lvl Special Abilities
15 Guardsman Training
16 Sustain Life
17 Sudden Strike
18 Dead Zone
19 Armor Specialization
20 Force Burn

Proficiency Points:
C: 15, 16, 17, 18, 19, 20
S: 16, 18
P: 15, 16, 17, 20
F: 15, 17, 18, 19

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