Post by Darth Xaos on May 1, 2015 0:25:54 GMT
Sith Weapon Master:
All Marauders are well trained in weaponry but some amongst the Marauder Elite focus their efforts almost entirely on weapons training. As old as the Sith themselves, these Sith Weapon Masters’ roots can be traced back as far as the Minions of Xendor’s rebellion when Xendor counted a number of Jedi Weapon Masters as members of his army. To an outsider there seems to be little difference between a Sith Weapon Master and his Jedi counterparts; nothing could be further from the truth. While Sith and Jedi Weapon Masters both dedicate themselves to weapons training the underlying reason behind the choice to do this is what separates them. Whereas Jedi Weapon Masters learn the way of weapons as a means of defending others, the Sith Weapon Master seeks to mastery the art of armed combat in order to prove his strength and bring ruin to his enemies.
Weapon Focus: In order to excel in their Path, a Weapon Master must cultivate an exceedingly intimate knowledge of their instruments of death. At level fifteen, the Weapon Master gains the Weapon Focus Perk for free.
Martial Arts Master: One of the key points of Weapon Master philosophy is that the body is itself an indispensable weapon. Following this doctrine, Weapon Masters seek perfection in the martial arts. At level sixteen, a Sith Weapon Master gains an extra AP when in unarmed combat.
Fearful Blade: Sith Weapon Masters are feared by many for their vast array of armaments but each Weapon Master has a specific tool that has made their combat prowess infamous. At level seventeen, a weapon Master chooses a single weapon to apply to this ability. Any enemy who enters combat with an appropriately armed Weapon Master suffers a one Rank penalty to any weapon he wields. Once chosen, the type of fear-inspiring weapon can not be changed; please note which weapon you have chosen in your bio. A Weapon Master may not wield multiple weapons when utilizing Fearful Blade nor may they choose a double-headed weapon for this ability.
Supreme Weapon Training: For the Weapon Master, existence is defined by the perfection of combat. Their minds relate all their experiences back to the principles that govern the techniques of violence. This mindset eventually allows them to transcend the normal limits of technique. Starting at level eighteen, the Weapon Master can purchase a fourth rank in any weapon group or exotic weapon.
Supreme Form Training: The same advanced principles derived from the previous level’s special ability may, in time, be translated to lightsabers as well. Starting at level nineteen, the Weapon Master's maximum Ranks in any Lightsaber Form is increased by one.
Improved Weapon Focus: As the Weapon Master reaches the pinnacle of their ability their old definitions of perfection fall away. Their minds are opened to new vistas of technique previously undreamed and their abilities grow into the legendary. This ability, gained at level twenty, causes any Weapon Focus Perks taken by the Weapon Master to provide two bonus Ranks instead of one.
Lvl Special Abilities
15 Weapon Focus
16 Martial Arts Master
17 Fearful Blade
18 Supreme Weapon Training
19 Supreme Form Training
20 Improved Weapon Focus
Proficiency Points:
C: 15, 16, 17, 18, 19, 20
S: 15, 16, 19, 20
P: 16, 17, 19
F: 17, 19, 20
Sith Juggernaut:
Over the millennia many fighting styles have waxed and waned in popularity among the Marauders. The Devouring Mantis, the Tower of Purest Cortosis, Twin Serpent Style and many others proved innovative for their time but were quickly rendered obsolete. One style, however, has proven so enduring that it has become a staple of many a Master Marauder’s studies: Juggernaut Style. Named after an archaic term for Ch’hodos Rhinos, Juggernaut Style was first pioneered by Marka Ragnos’ personal guards. Calling themselves the Brothers of the Juggernaut, these ancient Marauders accompanied their liege into the thick of battle. It was during the Great Galactic War, however, that Juggernaut Style first caught the popular imagination of Sith Marauders. Ever since those days there have been many willing to risk life and limb to learn its secrets.
Lightsaber Style: The key point of Juggernaut Style is that its users wield only one single-bladed lightsaber at a time. What this sacrifices in versatility, Juggernaut Style more than makes up for in proficiency. Starting at level fifteen, whenever a Juggernaut wields only a single-bladed lightsaber they receive a bonus Rank in whatever lightsaber form they are currently using.
Armor Specialization: The War Rhino is covered in thick hide and those Sith who bear its name strive to similarly impenetrable. At level sixteen, any armor worn by the Sith Juggernaut provides two additional points of DR. Juggernauts also learn the dangerous art of contorting their body to minimize the impact of lightsaber blows; as such they may add the bonus DR (if any) provided by their Toughness Stat normally against lightsaber hits. A Juggernautmust be wearing armor to gain these effects.
Demoralize: When Sith Juggernauts take to the field enemy columns crumble before them. This not accomplished solely by force of arms but also by subtle psychological applications of the Force. When a Juggernaut uses a mind-affecting Force Power during combat (Force Fear, Force Madness, Mind Trick, etc.) they receive a bonus Rank in that Power. This ability is gained at level seventeen.
Unstoppable Charge: The Ch’hodos Rhino stampedes and all flee. Those who follow in its tracks seek to emulate its furious charge. Starting at level eighteen, when a Sith Juggernaut declares an Unstoppable Charge he receives +4 to his Strength and Toughness until he reaches his destination. (which must be within eyesight of his starting point). This ability can be used a number of times per Mission equal to one fourth the Juggernaut’s level (round down if not a whole number).
Improved Lightsaber Style: As the Juggernaut ascends in his style he begins to see the true purpose behind wielding a single lightsaber. Beyond increased precision, this aspect of the style frees the Juggernaut’s off-hand for the gesture-reliant Alter Force Powers. Whenever a Juggernaut is in combat and wielding only a single-bladed lightsaber, all Alter Force Powers the Juggernaut uses gain a bonus Rank. If the Power in question is also enhanced by Demoralize(for example, Mind Trick) then the bonuses stack.
Body of Cortosis: The Rhino’s neck is dense, those who think their strike will behead are often disappointed. Sith Juggernauts mark the pinnacle of their achievement when they can reproduce this invulnerability. This ability, gained at level twenty and useable twice a Mission, allows a Juggernaut to ignore all damage in a round from a single source. Certain sources of damage cannot be ignored (no one can survive having a Star Destroyer crash on top of them).
15 Lightsaber Style
16 Armor Specialization
17 Demoralize
18 Unstoppable Charge
19 Improved Lightsaber Style
20 Body of Cortosis
Proficiency Points
C: 15, 16, 18, 19
S: 15, 16, 18, 19
P: 15, 16, 17, 19, 20
F: 17, 19, 20
Sith Templar:
Amongst many species there are Orders of warrior-monks, many would not believe that such individuals would exist amongst the Sith but many things are surprising about the Sith Templars. Equally devoted to combat and mysticism, the Templars are the most skilled in the Force amongst the Marauders. The Templars have their origins in the Sith Lords and Acolytes of the Ancient Empire’s elite bodyguards. As these guards spent more and more time protecting their charge they began to pick up on the Force Techniques used by them. After a few generations, the Templars were born. After the fall of The Ancient Sith Empire, the Templars became extinct and were revived only briefly by The Brotherhood of Darkness. But now, as ancient holocrons are coming to light a handful of Marauders have decided to take up this ancient path.
Magician-Warrior: The first true sign of a Templar is the mystical knowledge they originally learned from the sorcerers they protected. Starting at level fifteen a Templar may purchase Ranks in Sith Sorcery and Sith Alchemy as though they were an Acolyte.
Defensive Stance, Stance of Iron, Invulnerable Stance: The combat arts of Sith Templars are primarily defensive in orientation. At level sixteen a Templar learns the basic Defensive Stance. If a Templar doesn’t spend any AP on attacks in a turn then that Templar receives four DR points until his next turn. At level eighteen the Defensive Stance is refined into the Stance of Iron. The DR points from Stance of Iron last for two turns. The final perfection of these techniques comes at twentieth level. Known as Invulnerable Stance, this version’s DR lasts for three turns. The DR from a Templar’s stance applies against lightsabers provided the Templar is wearing lightsaber-resistant armor.
Dark Martyr: But a Sith Templar must able to defend more that just themselves. In the ancient days of the Sith, the Templars were an unbreakable shield of durasteel behind which their Acolyte charges rained mystical destruction on the battlefield. And, at level seventeen, a Templar begins to assume this function. Whenever a Templar with this ability is under the effect of his Stance then all allies within striking distance of his weapon gain the effect. Note that a Templar can use this ability just easily with a ranged weapon as they can with a melee one by raining down suppressive fire.
Painless Trance: At level nineteen the Templar gains the ability to ignore all pain for the duration of a scene if he spends a turn meditating.
Lvl Special Abilities
15 Magician-Warrior
16 Defensive Stance
17 Dark Martyr
18 Stance of Iron
19 Painless Trance
20 Invulnerable Stance
Proficiency Points:
C: 15, 16, 17, 19, 20
S: 16, 18, 20
P: 15, 17, 19
F: 15, 16, 17, 18, 20
All Marauders are well trained in weaponry but some amongst the Marauder Elite focus their efforts almost entirely on weapons training. As old as the Sith themselves, these Sith Weapon Masters’ roots can be traced back as far as the Minions of Xendor’s rebellion when Xendor counted a number of Jedi Weapon Masters as members of his army. To an outsider there seems to be little difference between a Sith Weapon Master and his Jedi counterparts; nothing could be further from the truth. While Sith and Jedi Weapon Masters both dedicate themselves to weapons training the underlying reason behind the choice to do this is what separates them. Whereas Jedi Weapon Masters learn the way of weapons as a means of defending others, the Sith Weapon Master seeks to mastery the art of armed combat in order to prove his strength and bring ruin to his enemies.
Weapon Focus: In order to excel in their Path, a Weapon Master must cultivate an exceedingly intimate knowledge of their instruments of death. At level fifteen, the Weapon Master gains the Weapon Focus Perk for free.
Martial Arts Master: One of the key points of Weapon Master philosophy is that the body is itself an indispensable weapon. Following this doctrine, Weapon Masters seek perfection in the martial arts. At level sixteen, a Sith Weapon Master gains an extra AP when in unarmed combat.
Fearful Blade: Sith Weapon Masters are feared by many for their vast array of armaments but each Weapon Master has a specific tool that has made their combat prowess infamous. At level seventeen, a weapon Master chooses a single weapon to apply to this ability. Any enemy who enters combat with an appropriately armed Weapon Master suffers a one Rank penalty to any weapon he wields. Once chosen, the type of fear-inspiring weapon can not be changed; please note which weapon you have chosen in your bio. A Weapon Master may not wield multiple weapons when utilizing Fearful Blade nor may they choose a double-headed weapon for this ability.
Supreme Weapon Training: For the Weapon Master, existence is defined by the perfection of combat. Their minds relate all their experiences back to the principles that govern the techniques of violence. This mindset eventually allows them to transcend the normal limits of technique. Starting at level eighteen, the Weapon Master can purchase a fourth rank in any weapon group or exotic weapon.
Supreme Form Training: The same advanced principles derived from the previous level’s special ability may, in time, be translated to lightsabers as well. Starting at level nineteen, the Weapon Master's maximum Ranks in any Lightsaber Form is increased by one.
Improved Weapon Focus: As the Weapon Master reaches the pinnacle of their ability their old definitions of perfection fall away. Their minds are opened to new vistas of technique previously undreamed and their abilities grow into the legendary. This ability, gained at level twenty, causes any Weapon Focus Perks taken by the Weapon Master to provide two bonus Ranks instead of one.
Lvl Special Abilities
15 Weapon Focus
16 Martial Arts Master
17 Fearful Blade
18 Supreme Weapon Training
19 Supreme Form Training
20 Improved Weapon Focus
Proficiency Points:
C: 15, 16, 17, 18, 19, 20
S: 15, 16, 19, 20
P: 16, 17, 19
F: 17, 19, 20
Sith Juggernaut:
Over the millennia many fighting styles have waxed and waned in popularity among the Marauders. The Devouring Mantis, the Tower of Purest Cortosis, Twin Serpent Style and many others proved innovative for their time but were quickly rendered obsolete. One style, however, has proven so enduring that it has become a staple of many a Master Marauder’s studies: Juggernaut Style. Named after an archaic term for Ch’hodos Rhinos, Juggernaut Style was first pioneered by Marka Ragnos’ personal guards. Calling themselves the Brothers of the Juggernaut, these ancient Marauders accompanied their liege into the thick of battle. It was during the Great Galactic War, however, that Juggernaut Style first caught the popular imagination of Sith Marauders. Ever since those days there have been many willing to risk life and limb to learn its secrets.
Lightsaber Style: The key point of Juggernaut Style is that its users wield only one single-bladed lightsaber at a time. What this sacrifices in versatility, Juggernaut Style more than makes up for in proficiency. Starting at level fifteen, whenever a Juggernaut wields only a single-bladed lightsaber they receive a bonus Rank in whatever lightsaber form they are currently using.
Armor Specialization: The War Rhino is covered in thick hide and those Sith who bear its name strive to similarly impenetrable. At level sixteen, any armor worn by the Sith Juggernaut provides two additional points of DR. Juggernauts also learn the dangerous art of contorting their body to minimize the impact of lightsaber blows; as such they may add the bonus DR (if any) provided by their Toughness Stat normally against lightsaber hits. A Juggernautmust be wearing armor to gain these effects.
Demoralize: When Sith Juggernauts take to the field enemy columns crumble before them. This not accomplished solely by force of arms but also by subtle psychological applications of the Force. When a Juggernaut uses a mind-affecting Force Power during combat (Force Fear, Force Madness, Mind Trick, etc.) they receive a bonus Rank in that Power. This ability is gained at level seventeen.
Unstoppable Charge: The Ch’hodos Rhino stampedes and all flee. Those who follow in its tracks seek to emulate its furious charge. Starting at level eighteen, when a Sith Juggernaut declares an Unstoppable Charge he receives +4 to his Strength and Toughness until he reaches his destination. (which must be within eyesight of his starting point). This ability can be used a number of times per Mission equal to one fourth the Juggernaut’s level (round down if not a whole number).
Improved Lightsaber Style: As the Juggernaut ascends in his style he begins to see the true purpose behind wielding a single lightsaber. Beyond increased precision, this aspect of the style frees the Juggernaut’s off-hand for the gesture-reliant Alter Force Powers. Whenever a Juggernaut is in combat and wielding only a single-bladed lightsaber, all Alter Force Powers the Juggernaut uses gain a bonus Rank. If the Power in question is also enhanced by Demoralize(for example, Mind Trick) then the bonuses stack.
Body of Cortosis: The Rhino’s neck is dense, those who think their strike will behead are often disappointed. Sith Juggernauts mark the pinnacle of their achievement when they can reproduce this invulnerability. This ability, gained at level twenty and useable twice a Mission, allows a Juggernaut to ignore all damage in a round from a single source. Certain sources of damage cannot be ignored (no one can survive having a Star Destroyer crash on top of them).
15 Lightsaber Style
16 Armor Specialization
17 Demoralize
18 Unstoppable Charge
19 Improved Lightsaber Style
20 Body of Cortosis
Proficiency Points
C: 15, 16, 18, 19
S: 15, 16, 18, 19
P: 15, 16, 17, 19, 20
F: 17, 19, 20
Sith Templar:
Amongst many species there are Orders of warrior-monks, many would not believe that such individuals would exist amongst the Sith but many things are surprising about the Sith Templars. Equally devoted to combat and mysticism, the Templars are the most skilled in the Force amongst the Marauders. The Templars have their origins in the Sith Lords and Acolytes of the Ancient Empire’s elite bodyguards. As these guards spent more and more time protecting their charge they began to pick up on the Force Techniques used by them. After a few generations, the Templars were born. After the fall of The Ancient Sith Empire, the Templars became extinct and were revived only briefly by The Brotherhood of Darkness. But now, as ancient holocrons are coming to light a handful of Marauders have decided to take up this ancient path.
Magician-Warrior: The first true sign of a Templar is the mystical knowledge they originally learned from the sorcerers they protected. Starting at level fifteen a Templar may purchase Ranks in Sith Sorcery and Sith Alchemy as though they were an Acolyte.
Defensive Stance, Stance of Iron, Invulnerable Stance: The combat arts of Sith Templars are primarily defensive in orientation. At level sixteen a Templar learns the basic Defensive Stance. If a Templar doesn’t spend any AP on attacks in a turn then that Templar receives four DR points until his next turn. At level eighteen the Defensive Stance is refined into the Stance of Iron. The DR points from Stance of Iron last for two turns. The final perfection of these techniques comes at twentieth level. Known as Invulnerable Stance, this version’s DR lasts for three turns. The DR from a Templar’s stance applies against lightsabers provided the Templar is wearing lightsaber-resistant armor.
Dark Martyr: But a Sith Templar must able to defend more that just themselves. In the ancient days of the Sith, the Templars were an unbreakable shield of durasteel behind which their Acolyte charges rained mystical destruction on the battlefield. And, at level seventeen, a Templar begins to assume this function. Whenever a Templar with this ability is under the effect of his Stance then all allies within striking distance of his weapon gain the effect. Note that a Templar can use this ability just easily with a ranged weapon as they can with a melee one by raining down suppressive fire.
Painless Trance: At level nineteen the Templar gains the ability to ignore all pain for the duration of a scene if he spends a turn meditating.
Lvl Special Abilities
15 Magician-Warrior
16 Defensive Stance
17 Dark Martyr
18 Stance of Iron
19 Painless Trance
20 Invulnerable Stance
Proficiency Points:
C: 15, 16, 17, 19, 20
S: 16, 18, 20
P: 15, 17, 19
F: 15, 16, 17, 18, 20