Post by Darth Xaos on Apr 30, 2015 23:51:23 GMT
When the Dark Jedi who would found the Ancient Sith Empire arrived on Korriban the native species (known as the Sith) believed them to be gods and, in turn, the Dark Jedi declared themselves to be Sith’ari or, in Basic, Lords of the Sith. And so was this most ancient of Dark Paths born. Ever since then the Sith Lords have existed, scheming, plotting and manipulating to bring the Galaxy under Sith control. Domination, intrigue and political savvy exemplify those who follow this Path as does the ruthless efficiency with which they pursue their grandiose ambitions. The Lords of the New Sith Brotherhood serve by expanding the Dark Lord’s influence outwards and drawing supporters to the cause. Cunning manipulators and devious tacticians, Sith Lords generally fill leadership positions amongst the Sith. Sith Lords manipulate galactic affairs from behind the scenes; the most powerful Lords control entire planetary governments. Though not as adept as the Acolytes, Lords are quite skilled in the Force.
Special Abilities:
Assets: Social connections and secure assets are of vital use to a Sith Lord and, unlike other Paths, they put continuing emphasis on these Assets. Every odd numbered level from five to thirteen a Sith Lord gains a Rank in the Asset of their choice (excluding Unusual Ability).
Contacts & Allies: A Sith Lord's defining feature, that which separates them from the other Dark Paths, is the cultivation of shadowy networks. This ability, gained at level five, grants access to a unique Asset with two functions. The first of these is called Contacts. Information is ammunition to a Sith Lord and establishing a web of informants is key to keeping that ammunition well-stocked. Each Rank represents a single organization or group in which the Sith Lord has one or more information sources. At first Rank this provides information that all members of the group would possess but is unknown to outsiders. Two Ranks provides knowledge held by mid-level functionaries, for example legal documents. A third Rank makes the Lord privy to deep secrets within the group. The other function of this Asset is called Allies. Allies are small groups or individuals that are willing to come to the Sith Lord's aid when called upon and each Asset Rank provides one such Ally. The Ranks possessed represent how far the Ally is willing to go in their assistance. Rank one Allies will only offer aid which is within their routine functions. Two Rank Allies will offer significant but short-term assistance. While a Rank three Ally would commit to a long-term endeavor to aid the Sith Lord. Contacts and Allies may overlap if desires. When this ability is initially gained the Sith Lord receives a free Rank in the Contacts & Allies Asset.
Resource Access: At sixth level the Lord gains the ability to, once per mission, call on various channels, both legal and illegal, for monetary aid. When used this ability grants the Lord's level times ten thousand units in whatever denomination of currency desired. It may also be used to gain twice as many counterfeit units.
Minions: As the Lord’s reputation grows he begins to attract minions who either side with in the hopes that some of his profits will trickle down to them or out of great respect for the Lord himself. These minions are of minimal ability. Examples of potential minions include street thugs, novice mercenaries, B1 Battle Droids, students and low-level politicians. The total number of minions a Lord may have is determined by adding his Presence stat to his level and multiplying the result by five. Should the Lord opt to take less than his maximum allowable number of minions then the minions increase in skill. So, for example, the minions of a Lord who takes the maximum amount allowed to him are little more than blaster fodder while the minions of a Lord who opts to take only three are much more capable and most likely have a bevy of useful skills. These minions may not be Force Sensitive. The minions ability is gained at level seven.
Influence: Starting at level eight a Sith Lord begins to spread a web of insidious control across the Galaxy. Influence is an Asset only available once this ability is gained. Every time you purchase or earn a Rank of Influence you must determine what organization you have Influence over. You can take a maximum of three Ranks of Influence in an organization though some small organizations may require fewer Ranks for complete control. At level eight a Lord receives a free Influence Rank, at level eleven two free Ranks and, at level fourteen, three free Ranks. Free Ranks may be allocated all to one Influence or spread between multiple ones.
Twister of Thoughts: At ninth level the Lord gains a unique Force Power that allows him to alter the philosophic beliefs of others. In order for this power to work the Lord must engage the target in at least an hour of philosophic debate (the target needn’t be willing, this power works just as well on a prisoner as it does on a dinner date). If the target is not Force Sensitive then the power automatically succeeds, if the target is Force Sensitive then the power only works if the target is either lower level or has a lower spirit stat. If successful the target finds themselves agreeing with the Lord’s beliefs. This does not manifest as a uncontrollable urge to agree with the Lord but rather a creeping feeling that the Lord is right. Anyone who has two or more Ranks in the Knowledge (Sith Lore) Skill is immune to this power; they know the Lord’s tricks too well. Furthermore, this piercing psychological insight confers the benefit of a bonus Ranks in any three of the following traits, as chosen by the player: Bluff, Diplomacy, Intimidate, Knowledge (Influence), Knowledge (Tactics), Sense Motive, Telepathy, Force Empathy, Alter Image, Mind Trick, Force Fear, Torture by Chagrin, Force Subjugate, Illusion. A Lord must have at least one Rank in a trait to apply this bonus. Characters immune to the first effect of Twister of Thoughts are not immune to these bonus Ranks.
Skilled Lieutenants: When the Lord becomes level ten he attracts a few skilled individuals who admire him. This handful of skilled individuals lead the more motley minions the Lord acquired at level seven. The maximum amount of lieutenants a Lord may have is equal to his level plus a fourth of his Presence Stat (round down if this is not a whole number). Like with Minions, taking fewer than the maximum amount increases their capabilities. These lieutenants may not be Force Sensitive.
Master Manipulator: At level twelve the Lord’s ability to lie, cheat and trick reaches a new height. They receive a bonus Rank in the Bluff, Diplomacy and Intimidate Skills.
Exceptional Minions: When the Lord reaches level thirteen his minions’ cumulative experience finally pushes them past the designations of “unskilled” and “inexperienced,” they are now an elite force. The Lord’s lieutenants also increase in skill at this point. Additionally the maximum number of minions increases to ten times the sum of the Lord's Presence stat and level, and the maximum number of his lieutenants increase to one and a half times his level plus one fourth his Presence Stat. As with the two previous special abilities, taking less than the maximum increases the minions' and lieutenants' capabilities.
Lvl Special Abilities
5 Contacts
6 Resource Access
7 Minions
8 Influence
9 Twister of Thoughts
10 Skilled Lieutenants
11 Influence
12 Master Manipulator
13 Exceptional Minions
14 Influence
Proficiency Points:
C: 7, 10, 13
S: 5, 7, 9, 12, 14
P: 6, 10, 14
F: 5, 7, 9, 11, 14
Special Abilities:
Assets: Social connections and secure assets are of vital use to a Sith Lord and, unlike other Paths, they put continuing emphasis on these Assets. Every odd numbered level from five to thirteen a Sith Lord gains a Rank in the Asset of their choice (excluding Unusual Ability).
Contacts & Allies: A Sith Lord's defining feature, that which separates them from the other Dark Paths, is the cultivation of shadowy networks. This ability, gained at level five, grants access to a unique Asset with two functions. The first of these is called Contacts. Information is ammunition to a Sith Lord and establishing a web of informants is key to keeping that ammunition well-stocked. Each Rank represents a single organization or group in which the Sith Lord has one or more information sources. At first Rank this provides information that all members of the group would possess but is unknown to outsiders. Two Ranks provides knowledge held by mid-level functionaries, for example legal documents. A third Rank makes the Lord privy to deep secrets within the group. The other function of this Asset is called Allies. Allies are small groups or individuals that are willing to come to the Sith Lord's aid when called upon and each Asset Rank provides one such Ally. The Ranks possessed represent how far the Ally is willing to go in their assistance. Rank one Allies will only offer aid which is within their routine functions. Two Rank Allies will offer significant but short-term assistance. While a Rank three Ally would commit to a long-term endeavor to aid the Sith Lord. Contacts and Allies may overlap if desires. When this ability is initially gained the Sith Lord receives a free Rank in the Contacts & Allies Asset.
Resource Access: At sixth level the Lord gains the ability to, once per mission, call on various channels, both legal and illegal, for monetary aid. When used this ability grants the Lord's level times ten thousand units in whatever denomination of currency desired. It may also be used to gain twice as many counterfeit units.
Minions: As the Lord’s reputation grows he begins to attract minions who either side with in the hopes that some of his profits will trickle down to them or out of great respect for the Lord himself. These minions are of minimal ability. Examples of potential minions include street thugs, novice mercenaries, B1 Battle Droids, students and low-level politicians. The total number of minions a Lord may have is determined by adding his Presence stat to his level and multiplying the result by five. Should the Lord opt to take less than his maximum allowable number of minions then the minions increase in skill. So, for example, the minions of a Lord who takes the maximum amount allowed to him are little more than blaster fodder while the minions of a Lord who opts to take only three are much more capable and most likely have a bevy of useful skills. These minions may not be Force Sensitive. The minions ability is gained at level seven.
Influence: Starting at level eight a Sith Lord begins to spread a web of insidious control across the Galaxy. Influence is an Asset only available once this ability is gained. Every time you purchase or earn a Rank of Influence you must determine what organization you have Influence over. You can take a maximum of three Ranks of Influence in an organization though some small organizations may require fewer Ranks for complete control. At level eight a Lord receives a free Influence Rank, at level eleven two free Ranks and, at level fourteen, three free Ranks. Free Ranks may be allocated all to one Influence or spread between multiple ones.
Twister of Thoughts: At ninth level the Lord gains a unique Force Power that allows him to alter the philosophic beliefs of others. In order for this power to work the Lord must engage the target in at least an hour of philosophic debate (the target needn’t be willing, this power works just as well on a prisoner as it does on a dinner date). If the target is not Force Sensitive then the power automatically succeeds, if the target is Force Sensitive then the power only works if the target is either lower level or has a lower spirit stat. If successful the target finds themselves agreeing with the Lord’s beliefs. This does not manifest as a uncontrollable urge to agree with the Lord but rather a creeping feeling that the Lord is right. Anyone who has two or more Ranks in the Knowledge (Sith Lore) Skill is immune to this power; they know the Lord’s tricks too well. Furthermore, this piercing psychological insight confers the benefit of a bonus Ranks in any three of the following traits, as chosen by the player: Bluff, Diplomacy, Intimidate, Knowledge (Influence), Knowledge (Tactics), Sense Motive, Telepathy, Force Empathy, Alter Image, Mind Trick, Force Fear, Torture by Chagrin, Force Subjugate, Illusion. A Lord must have at least one Rank in a trait to apply this bonus. Characters immune to the first effect of Twister of Thoughts are not immune to these bonus Ranks.
Skilled Lieutenants: When the Lord becomes level ten he attracts a few skilled individuals who admire him. This handful of skilled individuals lead the more motley minions the Lord acquired at level seven. The maximum amount of lieutenants a Lord may have is equal to his level plus a fourth of his Presence Stat (round down if this is not a whole number). Like with Minions, taking fewer than the maximum amount increases their capabilities. These lieutenants may not be Force Sensitive.
Master Manipulator: At level twelve the Lord’s ability to lie, cheat and trick reaches a new height. They receive a bonus Rank in the Bluff, Diplomacy and Intimidate Skills.
Exceptional Minions: When the Lord reaches level thirteen his minions’ cumulative experience finally pushes them past the designations of “unskilled” and “inexperienced,” they are now an elite force. The Lord’s lieutenants also increase in skill at this point. Additionally the maximum number of minions increases to ten times the sum of the Lord's Presence stat and level, and the maximum number of his lieutenants increase to one and a half times his level plus one fourth his Presence Stat. As with the two previous special abilities, taking less than the maximum increases the minions' and lieutenants' capabilities.
Lvl Special Abilities
5 Contacts
6 Resource Access
7 Minions
8 Influence
9 Twister of Thoughts
10 Skilled Lieutenants
11 Influence
12 Master Manipulator
13 Exceptional Minions
14 Influence
Proficiency Points:
C: 7, 10, 13
S: 5, 7, 9, 12, 14
P: 6, 10, 14
F: 5, 7, 9, 11, 14