Post by Darth Xaos on Apr 30, 2015 23:44:31 GMT
For millennia the war between Sith and Jedi has raged. Tearing the Galaxy apart, the conflicts have etched the two Orders’ names in the minds of the Galaxy. Yet, the Jedi and the Sith are relatively new traditions. Elsewhere in the Galaxy there are groups of Force Users far more ancient. During the days prior to the Old Republic, many Force Orders rose and fell and those that survived became powerful indeed. Some of these drew exclusively on the Light Side of the Force and were later incorporated into the Jedi Order at its foundation. Others, however, were willing to explore darker ways in search of knowledge and power. From the Nightsisters of Dathomir to the Sorcerers of Tund to the royal family of the mysterious Shi’ido species, these devotees of dark power grew strong in the primordial gloom that lurked outside the Republic’s light. Known as Dark Side Witches (or Warlocks, in the case of male practitioners) these mystics followed radically different traditions yet they all had basic powers in common. For ages scholars have wondered at the fact that all Dark Side Witches drew upon similar powers, displaying the exotic form of Force Magic known as Elemental Magic. Perhaps the key to this mystery lies in the Witches’ legends. All Witch orders have tales about an archetypal Witch who founded the tradition and instructed their disciples in the ways of Elemental Magic. Could it be, some wonder, that these legends point to a single founder of the Dark Side Witches and that the facts have been distorted over millennia by translation and myth?
Generally speaking, the progress of hyperspace travel has been a bad thing for the Dark Side Witches. Their skirmishes with the Jedi of the Old Republic caused many groups of Witches to vanish, the Empire sought to being them to heel and now, with the rise of the Galactic Alliance, they stand on the brink of extinction. It is for the reason that many Witches now flock to the New Sith Brotherhood. Offered a means to survive and strike back at those who have hunted them for so long, they make valuable additions to the Sith cause.
Special Abilities:
Primal Servitors: When a Witch first begins to learn their Path at level five, learning to command all living things that dwell in the wild is an important early step. If the Witch has less than maximum Ranks in either the Beast Control or Plant Surge Force Powers then they receive a free Rank in each. But, beyond this, a Witch's ability with these two Powers transcends that of all other Force Users. Dark Side Witches may use Plant Surge to grant mobility equal to that enjoyed by animals to plants and may use both these Force Powers to amass a small throng of bestial and leafy servants. This functions with essentially the same rules used to govern Sith Spawn (see the Force Magic thread for more). A Witch can have a number of animals under their permanent control equal to half their level plus their Ranks in Beast Control. And, likewise, can have a total number of plants using the same equation but with Plant Surge instead. A Witch can have both beast and plant servitors but the grand total of servitors cannot exceed half the Witches' level plus their Ranks in the more highly Ranked Power. Mixing servitor types does not allow a Witch to exceed their normal individual maximum for either plans or beasts. The Chrysalide examples given in the aforementioned thread can serve as guidelines for a beast or plant's power.
Spider Climb: Surviving in the wilds that Witches favor is hard and the early Witches had to develop techniques to aid in this daunting endeavor. One of these abilities is know as Spider Climbing. At level six the Witch gains the ability to scale any solid surface. When doing so her hands and feet must be bare and she must use both her hands and feet to do so (though she may hang on only by her feet or hands if she is not moving along the surface in question).
Nature Lore: Witches and Warlocks draw their power from the predatory currents of the Living Force and spend much time in the depths of the wilderness. Here they can observe the vicious ebb and flow of nature and also learn more practical skills. At level seven a Witch gains the Track Perk, a Rank in the Survival Skill and a Rank in Knowledge (Herbalism).
Alter Weather: Dark Side Witches are shamans first and foremost and, like any group of shamans, they are often called upon to control nature. At eighth level the Witch gains the ability to change the weather for several miles around her. To do so she must spend an hour meditating and if interrupted she must start over. This ability is not as dramatic as Force Storm and takes an hour or two to take effect fully as the weather patterns alter themselves in response to the Witch’s command.
Instinctual Knowledge: Dark Side Witches spend much time contemplating and emulating the principles at play in the natural world. And, at level nine, such enlightenment bears fruit. This ability grants the Witch a bonus Rank in Handle Animal and one free Rank in any two Knowledge Skills related to nature (biology, herbalism, etc.).
Enshroud: As a Witch becomes more powerful her ability to manipulate the natural world grows in kind. Eventually she learns to manipulate light itself. At level ten a Witch gains the ability to create a dome of pure lightlessness ten feet in diameter. No light may dispel this tenebrous area nor may any, no matter how sensitive their eyes, see out of or in to it, even the Witch herself. This dome lasts for ten seconds times half the Witch’s level.
Force Glide: As the Witches spent more and more time away from the more settled areas ruled by their Light Sided counterparts they developed techniques even more strange and awe-inspiring than Spider Climbing. At eleventh level the Witch gains the ability to Force Glide. To do so she must have a running start and leap off a high place (a cliff, a building, even a balcony). This is not true flight, however, and she cannot go any direction other than strait forward (though she may instead slowly spiral downwards if she wishes) as she glides. In addition, her altitude slowly lowers as she moves forward. Whilst gliding she may do nothing other than concentrate, lest she fall. The Witch cannot carry anything more than a few items and the clothes on her back when gliding.
Spit Poison: After spending time living amongst the deadliest predators a Witch begins to imitate the very beasts that would otherwise seek to slay them. The most notable example of these adaptations is a technique that permits the Witch to spit poison. A Witch may spit a glob of poison at any target within twenty feet. The poison must contact the target’s face in order to take effect and beings wearing visors, helmets, masks or anything else that covers their face are protected against it. Furthermore, this ability only affects humanoids; animals, non-humanoid sentients and droids are immune. A being affected by this poison can do nothing other than spasm and vomit violently for a number of minutes equal to half Witch’s level. Detoxify Poison can cure the effects of this poison. This is gained at level twelve.
Summon Elemental: Witches believe that the Force is not a singular entity but, rather, a collective consciousness of elemental spirits. As the Dark Witches near the pinnacle of their abilities, they learn to conjure a lesser spirit into the material world to serve them. To summon an Elemental, a Witch must perform an hour long ritual, at the rite’s culmination the spirit appears. The Witch must specify whether the Elemental is being summoned by Fire Magic, Water Magic, Air Magic or Earth Magic. At least one Rank is required in a School to summon an Elemental of that type. Fire, Water, Earth and Air Elementals appear as living clusters of the Element they correspond to (a small living tornado for Air, etc.). A Witch may summon one Elemental per Mission, if the Elemental’s physical form is destroyed the Witch may not summon another that Mission. What types of attack do damage to an Elemental are suggested by the substance of its form. The ability to summon an Elemental is gained at level thirteen.
Force Fly: At fourteenth level the Witch moves beyond gliding to true flight. Though she must still concentrate and the weight restrictions remain all other limitations are lifted. She may change direction, maneuver freely, alter and maintain her altitude and can utilize all the other abilities of true flight.
Lvl Special Abilities
5 Primal Servitors
6 Spider Climb
7 Nature Lore
8 Alter Weather
9 Instinctual Knowledge
10 Enshroud
11 Force Glide
12 Spit Poison
13 Summon Elemental
14 Force Fly
Proficiency Points:
C: 6, 10, 11, 14
S: 6, 7, 11, 14
P: 6, 8, 10, 12
F: 5, 6, 9, 13
Generally speaking, the progress of hyperspace travel has been a bad thing for the Dark Side Witches. Their skirmishes with the Jedi of the Old Republic caused many groups of Witches to vanish, the Empire sought to being them to heel and now, with the rise of the Galactic Alliance, they stand on the brink of extinction. It is for the reason that many Witches now flock to the New Sith Brotherhood. Offered a means to survive and strike back at those who have hunted them for so long, they make valuable additions to the Sith cause.
Special Abilities:
Primal Servitors: When a Witch first begins to learn their Path at level five, learning to command all living things that dwell in the wild is an important early step. If the Witch has less than maximum Ranks in either the Beast Control or Plant Surge Force Powers then they receive a free Rank in each. But, beyond this, a Witch's ability with these two Powers transcends that of all other Force Users. Dark Side Witches may use Plant Surge to grant mobility equal to that enjoyed by animals to plants and may use both these Force Powers to amass a small throng of bestial and leafy servants. This functions with essentially the same rules used to govern Sith Spawn (see the Force Magic thread for more). A Witch can have a number of animals under their permanent control equal to half their level plus their Ranks in Beast Control. And, likewise, can have a total number of plants using the same equation but with Plant Surge instead. A Witch can have both beast and plant servitors but the grand total of servitors cannot exceed half the Witches' level plus their Ranks in the more highly Ranked Power. Mixing servitor types does not allow a Witch to exceed their normal individual maximum for either plans or beasts. The Chrysalide examples given in the aforementioned thread can serve as guidelines for a beast or plant's power.
Spider Climb: Surviving in the wilds that Witches favor is hard and the early Witches had to develop techniques to aid in this daunting endeavor. One of these abilities is know as Spider Climbing. At level six the Witch gains the ability to scale any solid surface. When doing so her hands and feet must be bare and she must use both her hands and feet to do so (though she may hang on only by her feet or hands if she is not moving along the surface in question).
Nature Lore: Witches and Warlocks draw their power from the predatory currents of the Living Force and spend much time in the depths of the wilderness. Here they can observe the vicious ebb and flow of nature and also learn more practical skills. At level seven a Witch gains the Track Perk, a Rank in the Survival Skill and a Rank in Knowledge (Herbalism).
Alter Weather: Dark Side Witches are shamans first and foremost and, like any group of shamans, they are often called upon to control nature. At eighth level the Witch gains the ability to change the weather for several miles around her. To do so she must spend an hour meditating and if interrupted she must start over. This ability is not as dramatic as Force Storm and takes an hour or two to take effect fully as the weather patterns alter themselves in response to the Witch’s command.
Instinctual Knowledge: Dark Side Witches spend much time contemplating and emulating the principles at play in the natural world. And, at level nine, such enlightenment bears fruit. This ability grants the Witch a bonus Rank in Handle Animal and one free Rank in any two Knowledge Skills related to nature (biology, herbalism, etc.).
Enshroud: As a Witch becomes more powerful her ability to manipulate the natural world grows in kind. Eventually she learns to manipulate light itself. At level ten a Witch gains the ability to create a dome of pure lightlessness ten feet in diameter. No light may dispel this tenebrous area nor may any, no matter how sensitive their eyes, see out of or in to it, even the Witch herself. This dome lasts for ten seconds times half the Witch’s level.
Force Glide: As the Witches spent more and more time away from the more settled areas ruled by their Light Sided counterparts they developed techniques even more strange and awe-inspiring than Spider Climbing. At eleventh level the Witch gains the ability to Force Glide. To do so she must have a running start and leap off a high place (a cliff, a building, even a balcony). This is not true flight, however, and she cannot go any direction other than strait forward (though she may instead slowly spiral downwards if she wishes) as she glides. In addition, her altitude slowly lowers as she moves forward. Whilst gliding she may do nothing other than concentrate, lest she fall. The Witch cannot carry anything more than a few items and the clothes on her back when gliding.
Spit Poison: After spending time living amongst the deadliest predators a Witch begins to imitate the very beasts that would otherwise seek to slay them. The most notable example of these adaptations is a technique that permits the Witch to spit poison. A Witch may spit a glob of poison at any target within twenty feet. The poison must contact the target’s face in order to take effect and beings wearing visors, helmets, masks or anything else that covers their face are protected against it. Furthermore, this ability only affects humanoids; animals, non-humanoid sentients and droids are immune. A being affected by this poison can do nothing other than spasm and vomit violently for a number of minutes equal to half Witch’s level. Detoxify Poison can cure the effects of this poison. This is gained at level twelve.
Summon Elemental: Witches believe that the Force is not a singular entity but, rather, a collective consciousness of elemental spirits. As the Dark Witches near the pinnacle of their abilities, they learn to conjure a lesser spirit into the material world to serve them. To summon an Elemental, a Witch must perform an hour long ritual, at the rite’s culmination the spirit appears. The Witch must specify whether the Elemental is being summoned by Fire Magic, Water Magic, Air Magic or Earth Magic. At least one Rank is required in a School to summon an Elemental of that type. Fire, Water, Earth and Air Elementals appear as living clusters of the Element they correspond to (a small living tornado for Air, etc.). A Witch may summon one Elemental per Mission, if the Elemental’s physical form is destroyed the Witch may not summon another that Mission. What types of attack do damage to an Elemental are suggested by the substance of its form. The ability to summon an Elemental is gained at level thirteen.
Force Fly: At fourteenth level the Witch moves beyond gliding to true flight. Though she must still concentrate and the weight restrictions remain all other limitations are lifted. She may change direction, maneuver freely, alter and maintain her altitude and can utilize all the other abilities of true flight.
Lvl Special Abilities
5 Primal Servitors
6 Spider Climb
7 Nature Lore
8 Alter Weather
9 Instinctual Knowledge
10 Enshroud
11 Force Glide
12 Spit Poison
13 Summon Elemental
14 Force Fly
Proficiency Points:
C: 6, 10, 11, 14
S: 6, 7, 11, 14
P: 6, 8, 10, 12
F: 5, 6, 9, 13