Post by Darth Xaos on May 1, 2015 0:29:58 GMT
Sith Warlord:
The Sith were born in war. The Hundred Year Darkness was one of the most brutal conflicts the Galaxy has ever seen and from that conflict was born the Sith Warlords. Warlords focus their energies on becoming master tacticians and military leaders. As the oldest of the Lordly paths, the path of the Warlord has been practiced throughout the vast majority of Sith history. With the instatement of the Rule of Two the path of the Warlord fell into disuse but now that the Sith once again openly stalk the Galaxy the time has returned for the Warlord to lead his armies in glorious conquest.
Special Abilities:
Forces: The defining characteristic of a Sith Warlord is their legions of loyal soldiers. At level fifteen, they first gain access to such a following. The Forces ability replaces the Warlord’s previous Minions abilities (his Lieutenants are unaffected, however). Forces is split up into five traits: Army, Bases, Fleet, Tech Level and Training; each representing a different aspect of the Warlord’s legions. Each of these traits begins with a free Rank and the Warlord may assign an additional four Ranks among them. Each level after fifteenth, the Warlord gains an addition Rank in Forces.
All traits have a maximum of three Ranks.
Battle Meditation: Battle Meditation is the ancient art of controlling your troops through the Force. As can be expected this power is prized by Sith Warlords. At level sixteen the Sith Warlord gains a Rank in Battle Meditation Force Power. Should they already have maximum Ranks then this is converted to a Force Power Focus in Battle Meditation.
Master Strategist: Warlord’s are unrivaled in the fields of tactics and strategy and, as such, recieve a bonus Rank in the Knowledge (Tactics) and Gather Information Skills at level seventeen.
Deconstruct Enemy: It is said that a man’s personality is reflected in his work and, for the Warlord, in his stratagems. Gained at level eighteen, this ability allows a Warlord to use the sense motive skill to gain insight into a commander by studying their strategies.
Exceptional Lieutenants: The Warlord’s exceptional abilities often inspire his subordinate officers to greater heights of glory. At level nineteen the Warlord’s lieutenants grow significantly in skill in imitation of their leader (see the Sith Lord Section).
Military Dictator: No conqueror lives by military might alone, governance is equally important. At level twenty, this ability grants two Asset Points that can be used only for Influence.
Lvl Special Abilities
15 Forces
16 Battle Meditation
17 Master Strategist
18 Deconstruct Enemy
19 Exceptional Lieutenants
20 Military Dictator
Proficiency Points:
C: 15, 16, 18, 20
S: 15, 16, 18, 20
P: 15, 16, 19, 20
F: 15, 16, 18, 20
Sith Architect:
To one not versed in Sith lore the title of Sith Architect sounds rather benign but the title’s apparent innocence hides a deeper darkness, which fits the Sith Architect perfectly. Sith Architect is in fact a term for a Sith Lord who specializes in making puppets of important organizations. The path of the Architect is the newest of refinements to the Lord’s path having originated some time after Darth Bane declared the Rule of Two. With the Rule of Two’s emphasis on secrecy, the paths of the Warlord and Priest-King became impossible to follow due to their overt nature thus necessitating the need for a new type of Lord, one whose power was concealed behind a more public figurehead. Darth Sidious would be the Sith who completed the magnum opus of this path as he established a new Sith Empire that spanned the Galaxy without the citizens ever realizing it was the Sith who ruled them.
Special Abilities:
Assets: While other Master Lords leave the expansion of Assets behind once they complete their Advanced Path, Architects continue acquiring these valuable advantages. Each Sith Architect level grants a Asset point which may be spent on any Asset except Unusual Ability.
Shadow Web: Like a spider, a Sith Architect carefully plans out and spins a web of control with which to entrap the Galaxy. Starting at level fifteen, the Architect gains access to five special traits: Aliases, Information Control, Mega-Wealth, Spy Network and Treasure Trove. Each trait starts with a free Rank and the Architect receives four Ranks to spread around. Each Architect level after fifteen grants another Rank to assign to a trait. All traits have a maximum of three Ranks.
Qey’tek: Though they tend to focus on political acumen, Architects are not without their own mystical inclinations. They have perfected the art of Force Stealth to a level that even the Sith Assassins can only envy. At level sixteen, an Architect receives a bonus Rank in the Force Stealth/Qey’tek/Art of the Small Force Power. And if the Architect has no normal Ranks in Force Stealth/Qey’tek/Art of the Small then he may use it untrained. Use of Qey’tek also provides an additional effect. This ability affects individuals who have first seen the Architect while he used Qey’tek and then later see him without the Power (or vice vesa). The Architect’s identity is shrouded to those individuals as though through a Rank 3 + 1 Disguise Skill, thus making it very difficult for them to realize that the Architect with Qey’tek active is the same person as the Architect with it inactive. Even Force-users are subject to this effect.
Silver Tongue: Deception is as routine as breathing to an Architect; they know its finest applications and can notice the technique of others. This ability, granted at level seventeen, gives the Architect a bonus Rank in the Bluff, Diplomacy, Gather Information and Sense Motive Skills.
Red Tape: Upon reaching level eighteen, a Sith Architect learns how to stir up organizational gridlock to frustrate his enemies. This ability allows an Architect to use Resource Access to incite internal dispute in an organization or to block the use of a Status Asset or Influence. How this dispute manifests will depend on the organization in question and will ultimately be decided by the Mission’s GM.
Military Intervention: A few have made the error of thinking that, because a Sith Architect does not build up military forces, they are vulnerably to military attack. Such individuals rarely live to regret their error. Starting at level nineteen, an Architect may manipulate an armed organization into performing a specific military operation. The nature of this operation depends on the organization and situation in question and will ultimately be decided by a GM or moderator.
Power behind the Throne: By this point an Architect’s strands of control will extend throughout the Galaxy, yet this power continues to grow. This level twenty ability grants six Ranks of Influence.
Lvl Special Abilities
15 Shadow Web
16 Qey'tek
17 Silver Tongue
18 Red Tape
19 Military Intervention
20 Power Behind the Throne
Proficiency Points:
C: 17, 18, 20
S: 15, 16, 18, 19, 20
P: 15, 17, 18, 20
F: 15, 17, 18, 20
Sith Priest-King:
The study of the Force has led many to adopt more spiritual lives. This usually results in the scholar leading an ascetic life far away from civilization. But amongst primitive species such individuals are often revered and obeyed, enter the Sith Priest-King. Priest-Kings can trace the history of their path back to the Ancient Sith Empire where the exiled Dark Jedi were worshiped as gods by the native Sith species. Though many Priest-Kings have used their talent for demagoguery to dominate primitive cultures there is a sub-group who prefers to establish cults and heresies amongst civilized species. The path endured for millennia but ultimately fell into disuse due to the Rule of Two’s strict adherence to secrecy. Now, with the Sith once again an overt presence in the Galaxy, the time has come for the Priest-Kings to return to their roles as Supreme Prophets and God-Emperors.
Cultus: Building and maintaining a throng of worshippers is the core of the Priest-King Path. Starting at level fifteen, the Priest-King develops such a cult. This cult is separate from the Lord's prior Minions and Lieutenants, whom the Lord maintains under the usual rules. Cultus is split into several traits: Diocese, Evangelism, Flock, Tithes and Virtue. Each of these traits starts with one Rank and the Priest-King has four additional Ranks to add at level fifteen. Each level after, another Rank is added.
All traits have a maximum of three Ranks.
Mystical Arts: Not all of a Priest-Kings claims to ancient knowledge are fabricated. A follower of this Path must have at least some genuine arcane ability, as those who underestimate them as mere charlatans often learn painfully. Starting at level sixteen, a Sith Priest-King may learn Sith Sorcery and Alchemy as though they were Sith Acolytes.
Inspire Fanaticism: Priest-Kings live or die based on how well they can inspire their followers to perform great deeds in their names. Starting at level seventeen, any Flock members who fight in the presence of their Priest-King will not panic or retreat without orders no matter the situation. Furthermore this ability also grants the Flock members immunity to hostile uses of mind-affecting Force Powers that are used with less Ranks than or equal Ranks to the Priest-King's Ranks in the Diplomacy Skill.
Crusade: By the time a Priest-King achieves level eighteen, his Cultus has developed sufficient organization to mount a Crusade. When a Priest-King calls for a Crusade, all his temples, shrines and monasteries immediately devote their efforts to the struggle. In practical terms this means the Priest-King can deploy a third of his laity and all his scholar-monks as irregular units alongside his warriors. These irregular battle-pilgrims count as warriors with one Rank less of Virtue than his regular warriors. During a Crusade all temples' available Resources are diverted to the struggle and are thus unavailable for other uses.
Priesthood: At level nineteen the Priest-King chooses a few of his followers to elevate to the status of his priests. Those so chosen are inducted into the mysteries of the Force. These priests follow the rules for Lieutenants and may use any Apprentice Powers untrained but have no Ranks in Force Powers. They have an effective Spirit Stat of ten. A Priest-King has a number of priests equal to a fourth his level, rounded down if necessary.
Holy Land: As the Priest-King reaches the pinnacle of their Path at level twenty he acquires a new infusion of political power. This ability grants two Asset Points that can be used only for Influence.
Lvl Special Abilities
15 Cultus
16 Mystical Arts
17 Inspire Fanaticism
18 Crusade
19 Priesthood
20 Holy Land
Proficiency Points:
C: 16, 18, 20
S: 15, 17, 18, 20
P: 15, 17, 18, 20
F: 15, 16, 18, 19, 20
The Sith were born in war. The Hundred Year Darkness was one of the most brutal conflicts the Galaxy has ever seen and from that conflict was born the Sith Warlords. Warlords focus their energies on becoming master tacticians and military leaders. As the oldest of the Lordly paths, the path of the Warlord has been practiced throughout the vast majority of Sith history. With the instatement of the Rule of Two the path of the Warlord fell into disuse but now that the Sith once again openly stalk the Galaxy the time has returned for the Warlord to lead his armies in glorious conquest.
Special Abilities:
Forces: The defining characteristic of a Sith Warlord is their legions of loyal soldiers. At level fifteen, they first gain access to such a following. The Forces ability replaces the Warlord’s previous Minions abilities (his Lieutenants are unaffected, however). Forces is split up into five traits: Army, Bases, Fleet, Tech Level and Training; each representing a different aspect of the Warlord’s legions. Each of these traits begins with a free Rank and the Warlord may assign an additional four Ranks among them. Each level after fifteenth, the Warlord gains an addition Rank in Forces.
All traits have a maximum of three Ranks.
Battle Meditation: Battle Meditation is the ancient art of controlling your troops through the Force. As can be expected this power is prized by Sith Warlords. At level sixteen the Sith Warlord gains a Rank in Battle Meditation Force Power. Should they already have maximum Ranks then this is converted to a Force Power Focus in Battle Meditation.
Master Strategist: Warlord’s are unrivaled in the fields of tactics and strategy and, as such, recieve a bonus Rank in the Knowledge (Tactics) and Gather Information Skills at level seventeen.
Deconstruct Enemy: It is said that a man’s personality is reflected in his work and, for the Warlord, in his stratagems. Gained at level eighteen, this ability allows a Warlord to use the sense motive skill to gain insight into a commander by studying their strategies.
Exceptional Lieutenants: The Warlord’s exceptional abilities often inspire his subordinate officers to greater heights of glory. At level nineteen the Warlord’s lieutenants grow significantly in skill in imitation of their leader (see the Sith Lord Section).
Military Dictator: No conqueror lives by military might alone, governance is equally important. At level twenty, this ability grants two Asset Points that can be used only for Influence.
Lvl Special Abilities
15 Forces
16 Battle Meditation
17 Master Strategist
18 Deconstruct Enemy
19 Exceptional Lieutenants
20 Military Dictator
Proficiency Points:
C: 15, 16, 18, 20
S: 15, 16, 18, 20
P: 15, 16, 19, 20
F: 15, 16, 18, 20
Sith Architect:
To one not versed in Sith lore the title of Sith Architect sounds rather benign but the title’s apparent innocence hides a deeper darkness, which fits the Sith Architect perfectly. Sith Architect is in fact a term for a Sith Lord who specializes in making puppets of important organizations. The path of the Architect is the newest of refinements to the Lord’s path having originated some time after Darth Bane declared the Rule of Two. With the Rule of Two’s emphasis on secrecy, the paths of the Warlord and Priest-King became impossible to follow due to their overt nature thus necessitating the need for a new type of Lord, one whose power was concealed behind a more public figurehead. Darth Sidious would be the Sith who completed the magnum opus of this path as he established a new Sith Empire that spanned the Galaxy without the citizens ever realizing it was the Sith who ruled them.
Special Abilities:
Assets: While other Master Lords leave the expansion of Assets behind once they complete their Advanced Path, Architects continue acquiring these valuable advantages. Each Sith Architect level grants a Asset point which may be spent on any Asset except Unusual Ability.
Shadow Web: Like a spider, a Sith Architect carefully plans out and spins a web of control with which to entrap the Galaxy. Starting at level fifteen, the Architect gains access to five special traits: Aliases, Information Control, Mega-Wealth, Spy Network and Treasure Trove. Each trait starts with a free Rank and the Architect receives four Ranks to spread around. Each Architect level after fifteen grants another Rank to assign to a trait. All traits have a maximum of three Ranks.
Qey’tek: Though they tend to focus on political acumen, Architects are not without their own mystical inclinations. They have perfected the art of Force Stealth to a level that even the Sith Assassins can only envy. At level sixteen, an Architect receives a bonus Rank in the Force Stealth/Qey’tek/Art of the Small Force Power. And if the Architect has no normal Ranks in Force Stealth/Qey’tek/Art of the Small then he may use it untrained. Use of Qey’tek also provides an additional effect. This ability affects individuals who have first seen the Architect while he used Qey’tek and then later see him without the Power (or vice vesa). The Architect’s identity is shrouded to those individuals as though through a Rank 3 + 1 Disguise Skill, thus making it very difficult for them to realize that the Architect with Qey’tek active is the same person as the Architect with it inactive. Even Force-users are subject to this effect.
Silver Tongue: Deception is as routine as breathing to an Architect; they know its finest applications and can notice the technique of others. This ability, granted at level seventeen, gives the Architect a bonus Rank in the Bluff, Diplomacy, Gather Information and Sense Motive Skills.
Red Tape: Upon reaching level eighteen, a Sith Architect learns how to stir up organizational gridlock to frustrate his enemies. This ability allows an Architect to use Resource Access to incite internal dispute in an organization or to block the use of a Status Asset or Influence. How this dispute manifests will depend on the organization in question and will ultimately be decided by the Mission’s GM.
Military Intervention: A few have made the error of thinking that, because a Sith Architect does not build up military forces, they are vulnerably to military attack. Such individuals rarely live to regret their error. Starting at level nineteen, an Architect may manipulate an armed organization into performing a specific military operation. The nature of this operation depends on the organization and situation in question and will ultimately be decided by a GM or moderator.
Power behind the Throne: By this point an Architect’s strands of control will extend throughout the Galaxy, yet this power continues to grow. This level twenty ability grants six Ranks of Influence.
Lvl Special Abilities
15 Shadow Web
16 Qey'tek
17 Silver Tongue
18 Red Tape
19 Military Intervention
20 Power Behind the Throne
Proficiency Points:
C: 17, 18, 20
S: 15, 16, 18, 19, 20
P: 15, 17, 18, 20
F: 15, 17, 18, 20
Sith Priest-King:
The study of the Force has led many to adopt more spiritual lives. This usually results in the scholar leading an ascetic life far away from civilization. But amongst primitive species such individuals are often revered and obeyed, enter the Sith Priest-King. Priest-Kings can trace the history of their path back to the Ancient Sith Empire where the exiled Dark Jedi were worshiped as gods by the native Sith species. Though many Priest-Kings have used their talent for demagoguery to dominate primitive cultures there is a sub-group who prefers to establish cults and heresies amongst civilized species. The path endured for millennia but ultimately fell into disuse due to the Rule of Two’s strict adherence to secrecy. Now, with the Sith once again an overt presence in the Galaxy, the time has come for the Priest-Kings to return to their roles as Supreme Prophets and God-Emperors.
Cultus: Building and maintaining a throng of worshippers is the core of the Priest-King Path. Starting at level fifteen, the Priest-King develops such a cult. This cult is separate from the Lord's prior Minions and Lieutenants, whom the Lord maintains under the usual rules. Cultus is split into several traits: Diocese, Evangelism, Flock, Tithes and Virtue. Each of these traits starts with one Rank and the Priest-King has four additional Ranks to add at level fifteen. Each level after, another Rank is added.
All traits have a maximum of three Ranks.
Mystical Arts: Not all of a Priest-Kings claims to ancient knowledge are fabricated. A follower of this Path must have at least some genuine arcane ability, as those who underestimate them as mere charlatans often learn painfully. Starting at level sixteen, a Sith Priest-King may learn Sith Sorcery and Alchemy as though they were Sith Acolytes.
Inspire Fanaticism: Priest-Kings live or die based on how well they can inspire their followers to perform great deeds in their names. Starting at level seventeen, any Flock members who fight in the presence of their Priest-King will not panic or retreat without orders no matter the situation. Furthermore this ability also grants the Flock members immunity to hostile uses of mind-affecting Force Powers that are used with less Ranks than or equal Ranks to the Priest-King's Ranks in the Diplomacy Skill.
Crusade: By the time a Priest-King achieves level eighteen, his Cultus has developed sufficient organization to mount a Crusade. When a Priest-King calls for a Crusade, all his temples, shrines and monasteries immediately devote their efforts to the struggle. In practical terms this means the Priest-King can deploy a third of his laity and all his scholar-monks as irregular units alongside his warriors. These irregular battle-pilgrims count as warriors with one Rank less of Virtue than his regular warriors. During a Crusade all temples' available Resources are diverted to the struggle and are thus unavailable for other uses.
Priesthood: At level nineteen the Priest-King chooses a few of his followers to elevate to the status of his priests. Those so chosen are inducted into the mysteries of the Force. These priests follow the rules for Lieutenants and may use any Apprentice Powers untrained but have no Ranks in Force Powers. They have an effective Spirit Stat of ten. A Priest-King has a number of priests equal to a fourth his level, rounded down if necessary.
Holy Land: As the Priest-King reaches the pinnacle of their Path at level twenty he acquires a new infusion of political power. This ability grants two Asset Points that can be used only for Influence.
Lvl Special Abilities
15 Cultus
16 Mystical Arts
17 Inspire Fanaticism
18 Crusade
19 Priesthood
20 Holy Land
Proficiency Points:
C: 16, 18, 20
S: 15, 17, 18, 20
P: 15, 17, 18, 20
F: 15, 16, 18, 19, 20