Author Topic: Darth Cerrabus (Kurbei Mithian)  (Read 794 times)

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Darth Cerrabus (Kurbei Mithian)
« on: 01/04/11 11:59:11 »
Bio for Darth Cerrabus

Surname:
Kurbei
Given Name: Mithian
Known Aliases: Darth Cerrabus
Occupation: Sith Master
Legal Status: Single
Criminal record: Wanted on Nar Shadaa for the murder of Celorus Haulq leader of the Hand. Various other warrants for arrest across various systems.
Race: Zabrak
Gender: Male
Age:32
Place of Birth: Unsure of his planet of origin. Place of Residence: Spent alot of time on a primarily uninhabited planet. Various terrains, some desert, some jungle. Kurbei simply survives there until he hears from his lord. Former Place(s) of Residence: Spent a brief amount of time on Nar Shadaa, but not enough to really classify as a having been an inhabitant for anything over a month or so.
Affiliation: Sith
Skills and Powers:
Neutral Skills Apprentice Powers

Basic Healing (Self)
Description: A basic healing ability that allows one to heal themselves from injures such as mending bones and flesh as well as treating internal injuries.

Basic Telekinesis

Included Subskills: Force Pull, Force Push, Force Throw
Description: Ability to lift small objects (no greater than half of the carrying capacity of the user) and move them, hovering the item in any direction. This ability also includes the ability to apply telekinetic energy in bursts to “push” and “pull” objects such as levers.

Enhance Ability
Description: Basic ability of a Force user to increase their strength, dexterity, vitality, stamina, and speed through control and manipulation of the Force

Enhance Senses
Description: Ability of Force sensitives, enabling the user to enhance their natural senses (touch, hearing, sight, smell, taste, and any additional senses depending on the species) beyond their normal capabilities.

Force Sense
Description: Basic ability for all Force sensitives, enabling the user to feel another being’s presence, see the future, sense impending danger, feel traumatic events through ripples in the Force, and enables the Jedi to “see” without relying on their physical senses.

Force Choke
Prerequisites: Basic Telekinesis
Description: Ability to use a Force user’s telekinetic abilities to immobilize an opponent and, by targeting the neck, choke them. With prolonged focus it could lead to death by permanently closing the trachea or snapping the neck, though under shorter durations it could be used to induce unconsciousness.

Force Jump / Force Leap
Prerequisites: Enhance Ability
Description: Force power that augments the user’s natural leaping ability, enabling leaps and jumps (vertically or horizontally) several times the height of the user.

Force Speed
Prerequisites: Enhance Ability
Description: Core Force power that allowed the user to maintain sprinting speeds for a brief time, or to run for extended distances, with no visible signs of fatigue.

Dark Side Apprentice Powers
Force Rage
Description: Dark side Force ability that taps into the innermost fears, pain, and hatreds of the user and converts these emotions into an intense anger that can be channeled to enhance the speed, strength, stamina, constitution, ferocity, and/or increase the dark energies of the user for a short period of time.

Aura of pain I
Description: This power allows a Force User to create a wound on his/her self or use a fresh battle injury to transfer the pain over a sixteen foot radius to all individuals within the area of effect. The pain that the victim/victims feel is one and one half times what the caster feels. This power can be sustained for ten minutes.
Added by: Volfe Von Kreig

Kinetite
Description: Ability to create a sphere of restrained kinetic energy which could be thrown at an enemy. These discharges could range in strength, with the most powerful possessing the potential to flatten ferrocrete bunkers.


Neutral Knight Powers
Body Adjustment
Description: User is able to use the Force adjust internal temperature, metabolic rate, skin durability/toughness, and other bodily functions to enhance survival in hostile environments.

Combustion
Description: Force ability that allowed users to make an object explode by sheer force of will. It was rarely used on a person, and the effects on inanimate objects and persons was devastating.

Enhanced Force Sense
Prerequisites: Basic Force Sense
Included Subskills: Force Sight
Description: Through intensive attunement to the Force, this ability enables the individual to greatly enhance their Force Sense ability. The user can sense upcoming weather patterns to a high degree of sensitivity, sense danger sooner than the average Force user, and have incredibly accurate Force visions that enable them to foresee the destiny of individuals, star systems, and the very galaxy itself.

Enhanced Telekinesis
Prerequisites: Basic Telekinesis
Included Subskills: Force Whirlwind, Force Wave
Description: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A Jedi with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift starfighter-sized objects.

Protection Bubble
SubSkills: Force Barrier
Description: With this ability, the user could create a defensive sphere around their body. It is described as a shimmering blue globe of energy. It could protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums and even inflict certain amounts of damage upon contact with the enemy. Protection bubbles can also be used offensively. Should the user surround the attacker in a Protection bubble, it is possible the attacker will become a victim of their own attack, having been trapped within its destructive radius. Due to the extreme concentration of needed to sustain the bubble however, the user would have to be momentarily immobile in order to enact the bubble, and sometimes, completely stationary in order to sustain it.

Force Camouflage/Force Cloak
Description: Rare Force ability that enabled the user to bend light around their body like a cloaking device, enabling them to hide from the sight of most other beings. However, this ability has no effect on droids or any species capable of seeing in the IR spectrum.

Force Deflect
Description: Force power used by Jedi and Sith, particularly those without a lightsaber, to create a wall of Force energy, typically isolated around one or both hands, to deflect blaster bolts and Force Powers such as Force lightning.

Force Grip
Prerequisites: Force Choke
Description: An advanced level of Force Choke used to levitate and strangle multiple of the target's internal organs. The primary purpose of this skill to telekinetically immobilize or control a target's movement; choking the target to death is secondary and as with Force Choke can be induced by continued concentration.

Force Spark
Description: A Force power that allowed the user to create an energy spark that would track and damage the nearest enemy. The shock could be thrown at an opponent to stun and injure them, or could be set loose to track an opponent until it dissipates. The shock would not last more than five seconds or so before disappearing into a tiny burst of heat

Shatterpoint
Description:  Force ability to sense “fractures” or “faults” in the Force; points where the fate of the galaxy or of the user can be influenced or altered by actions. When applied in physical terms, this skill could be used to find the cracks and fault lines of objects, enabling them to channel the energy of the Force into these flaws and crack and weaken objects.

Dark Side Knight Powers
Sith Alchemy
Prerequisites: Sith Training
Description: Sith ability that enables the user to enhance the strength of weapons and armor or create unique poisons and substances.

Aura of Anguish
Prerequisite: Aura of Pain
Description: A higher level of Aura of Pain, with the exception that the wound can be a little older, (about twenty minutes) the radius has increased to twenty four feet, the victim/victims feel roughly feels twice the pain the user feels. This power can be sustained for twenty minutes.
Added by: Volfe Von Kreig

Force Drain
Description: Ability of Dark Jedi and Sith to drain vitality off a living being and add it to their own by severing the connections between life of the target and the Force, and feeding upon the death it causes.

Neutral Master Powers
Force Absorb
Prerequisites: Force Deflect
Description: Force ability that enables the user to absorb harmful energy such as blaster bolts and Force lightning. This energy must then either be dissipated in some manner; otherwise it becomes harmful to the User, causing injury and, in more severe cases, death. Can also be used to power one's own abilities, or regain one's strength. It was said to be a rare ability among Force Practitioners.

Force Weapon
Description: A Force ability that allowed the user to imbue an unpowered weapon with the Force for a period of time. By channeling energy into the weapon, it allowed the wielder to strike and do more damage than the weapon's simple appearance would suggest. As a useful side effect, a Force-imbued weapon could be used to block lightsabers without damaging the weapon

Mastered Telekinesis
Prerequisites: Enhanced Telekinesis
Included Subskills: Force Repulse
Description: Telekinetic abilities far beyond the average Jedi or Sith, enabling complex feats such as pulling a capital ship down to the surface of a planet, levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly. It also permits use of telekinetic abilities without the use of hands or other limbs.

Dark Side Master Powers
Force Power Name: Aura of suffering
Prerequisite: Aura of Pain
Description: The highest level of the aura of pain. The user can use a wound that's up to a hour old, the radius is increased to thirty-two feet. The pain that the victim/victims feel is three times what the Force User feels. This power can be sustained for forty minutes.
Added by: Volfe Von Kreig

Force Lightning
Prerequisites: Organic Limbs, Force Spark
Description: A purely energy-based attack used by practitioners of the dark side, especially the Sith. The attack channels Force energy down the user's limbs, hurling arcing bolts of electricity from the wielder's fingertips or palms (either through one or both hands). Powerful discharges are capable of branching out into dozens of smaller forks; thus, skilled practitioners can target several foes at once.

Mastered Sith Alchemy
Prerequisites: Sith Alchemy
Description: Sith ability that allows one to enhance sentient species (Humans/Aliens), making them more dangerous and easier to control by the Sith Lord. Having this ability shows the character has mastered the art entirely

 


Appearance
Height:
6 foot 2 inches
Weight: 235 pounds
Eye Colour: Red with Yellow lining.
Hair: None
Other Features: Horns and a red and black body tattoo pattern to add to visual intimidation factor. Perfect for when he is hunting his prey.
Clothing: Black and red armor that follows the same scheme that Darth Revan used to use. 








Personality:
Kurbei to this point as developed imensly from the scared boy he once was. Cold, calculating, analytical, tactile, creative thinker, bold. Kurbei has all the tools at his disposal to be the Sith he was destined to be. With a cunning sense of planning and preparation, a sense of finese and style in his fighting, and the sheer brute force required in reserve when he needs to bull dog an opponant.


Known Relatives: Father: doesn't remember Mother: doesn't remember

History:
Darth Cerrabus is reclusive, enigmatic, even among the Sith. He is cold, seething, and brilliant, and of all the members of the High Command is the least prone to rage, to laugh, to show any signs of the passions that fuel the Dark Side. Whatever passion Cerrabus has, whatever fuels him, only he knows. His humanity has long since been purged. With no record of his birth or actual connection to the sith he is himself a subject of much curiousity. However, like himself, information on his past and his background are close kept secrets to only himself.

Since his ascension to the High Command, Cerrabus has remained removed from the power struggles of his peers, instead concentrating his influence on the Imperial Inquisition. Although other Sith may control their own spy networks, it is Cerrabus who oversees the Inquisition and it's resources. While his other Inquisitors are sith as well, his servants never Sith; instead, his favored agents are ordinary citizens uplifted to greatness, terrified of their lord, but possessed of an almost religious zealotry.

There can be no doubt that Cerrabus is playing a long game, and other Sith observe him wearily. Until he makes a move, however, there's little that can be done.
« Last Edit: 01/31/11 08:56:35 by Kurbei Cerrabus »

Offline Shery deWinter

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Darth Cerrabus (Kurbei Mithian)
« Reply #1 on: 01/04/11 16:09:13 »
Added to the index

Offline Shery deWinter

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Darth Cerrabus (Kurbei Mithian)
« Reply #2 on: 01/04/11 16:10:00 »
eep eep!

You wrote that you're a sith apprentice but listed master powers Which is it?

Offline Rylan Kordel

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Darth Cerrabus (Kurbei Mithian)
« Reply #3 on: 01/04/11 17:34:30 »
I noticed that too... I figure he has them written down as those are what he plans to learn >.>

Offline Akamori Shinjo

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Darth Cerrabus (Kurbei Mithian)
« Reply #4 on: 01/05/11 04:45:54 »
He was approved as master but the only copy of the old bio I could find was the terribly butchered apprentice version. I was going to update it after I'd gotten some more sleep.  

That and find replace in Open Office is horrible -.-

Offline Akamori Shinjo

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Darth Cerrabus (Kurbei Mithian)
« Reply #5 on: 01/05/11 04:49:19 »
Sorry, I hadn't realized it was going to cause such a fuss. Like I said when I submitted the transfers. The egghead who ran the forum they were on last just mangled the site and the best I could dig up on this character was a horridly old and outdated copy of the bio.

Offline Shery deWinter

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Darth Cerrabus (Kurbei Mithian)
« Reply #6 on: 01/05/11 04:50:47 »
No worries I was just a bit O_O because I knew he was approved but then saw the "apprentice" bit.

Anyhoo's, take your time

Offline Darth Cerrabus

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Darth Cerrabus (Kurbei Mithian)
« Reply #7 on: 11/05/11 18:42:25 »
Bio for Darth Cerrabus

Surname:
Kurbei
Given Name: Mithian
Known Aliases: Darth Cerrabus
Occupation: Sith Master
Legal Status: Single, Owner of Tarka Fa Industries 
Criminal record: Wanted on Nar Shadaa for the murder of Celorus Haulq leader of the Hand. Various other warrants for arrest across various systems.
Race: Zabrak
Gender: Male
Age:45
Place of Birth: Unsure of his planet of origin.
Place of Residence: Spent alot of time on a primarily uninhabited planet. Various terrains, some desert, some jungle. Kurbei simply survives there until he hears from his lord. Has been tracked traveling to Korriban frequently. 
Former Place(s) of Residence: Spent a brief amount of time on Nar Shadaa, but not enough to really classify as a having been an inhabitant for anything over a month or so.

Alignment:
 Neutral Evil / Dark Side of the Force
Faction Affiliation: The Sith Imperium
Faction Rank:
Force Rank: Lord/Master


Role: Melee Combat Heavy
Feats and Talents

Personal Skills:
  • Elite Force Training
  • Elite Lightsaber Combat Training
  • Extensive Academic Knowledge
  • Force Sensitive
  • Gifted Military Tactician and Theorist
  • Keen ability to sense pain and rifts in the force and people via Shatterpoint
Known Languages:
  • Ancient Sith
  • Binary (Understands)
  • Bocce  
  • Galactic Basic Standard
  • Huttese
  • Ancient Echani 
  • Mando'a
  • Shyriiwook (Understands)
Lightsaber Skills

Single-Bladed Combat Styles

Practiced:
  • Form I: Shii-Cho (Proficient)
  • Form III: Soresu - (Mastered)
  • Form V: Djem So - (Mastered)
  • Form VII: Juyo - (Mastered)
Theoretical:  
  • Form II: Makashi
  • Form IV: Ataru
  • Form VI: Niman
Dual-Wielding Combat Styles
Practiced:
  • Jar'kai - (Proficient)
Saberstaff Combat Styles
Practiced:
  • Form V: Djem So - (Mastered)
  • Form VII: Juyo
Personal Form: Santoryu (Three Blades)
Practiced:

[li]Form III: Soresu - (Mastered) [/li]

Other Combat Skills:
Miscellaneous Lightsaber Styles
Practiced:
  • Dun Möch - (Mastered)
  • Sokan - (Mastered)
  • Trakata - (Mastered)
Martial Arts Styles
Practiced:
  • Teras Kasi - (Mastered)


 


Appearance
Height:
6 foot 2 inches
Weight: 235 pounds
Eye Colour: Red with Yellow lining.
Hair: None
Other Features: Horns and a red and black body tattoo pattern to add to visual intimidation factor. Perfect for when he is hunting his prey.


Shown wearing his Alchemized sith armor without his mask.










Personality:
Kurbei to this point as developed imensly from the scared boy he once was. Cold, calculating, analytical, tactile, creative thinker, bold. Kurbei has all the tools at his disposal to be the Sith he was destined to be. With a cunning sense of planning and preparation, a sense of finese and style in his fighting, and the sheer brute force required in reserve when he needs to bull dog an opponant. He's a curious invidual as well. While he has a pretty explicit set of skills in the martial realm he often passes time by studying and reading. While his forte is and always has been combat of just about every nature, he fancies himself something of a historian and a scholar. Forced to be educated rather young by his master Darth Hexus, Cerrabus takes advantage of every opportunity to learn something new. Puzzles facinate him and will hold his attention for as long as it takes to solve them. Coupled with an innate ability to sense pain and anguish in the force via his natural proclivity to Shatterpoint he finds himself seeking out people and acting as a healing emissary. Setting them on the path he feels they need to be.


Known Relatives: Father: doesn't remember Mother: doesn't remember

History:
Kurbei was born a free child but circumstances in his life forced him into servitude at a young age. Sold as a slave to the sith, it was discovered he was force sensitive and he was pulled from the labor force for testing. When it was discovered that his hunger for victory was as strong as his need to survive at any cost it was determined he was viable for testing. But his chance for success was underestimated and he was placed under Darth Hexus, a reclusive sith hermit who spent his time minding a criminal underworld business, and practicing Alchemy on anything that crossed his path. When Kurbei was given to him as an apprentice he subjugated Cerrabus to a full body coating of Sith Tattoo's. Then, he began Kurbei's training. For every failure he would scratch a wound into Kurbei along the borders of his markings. Eventually by the time Kurbei finished his training all his tattoo's had been outlined by a raised scar. Before he was old enough to serve in a military Hexus deposited Kurbei on Dagobah. Trapped on an isolated, dangerous and evil planet on his own for a whole year it was the greatest fight of his life. Eventually Hexus returned and found Kurbei there waiting for him.

After his triumphant survival and return to the Sith, Kurbei was enlisted into the Sith army. He was made to learn everything about being a soldier he could. This was largely done so Hexus could practice his studies in peace free of his meddlesome apprentice. It was beneficial for Cerrabus however because he was able to learn combat. To see it first hand, and taste its many emotions. Fear, Anger, and Hatred. When he returned to Hexus again, more powerful, he was finally taken on as a rightful apprentice. Having proved his worth by surviving this long, Hexus trained Kurbei in the force, the Darkside and how to forge his own path. As part of his test, Kurbei was sent to slay a Hutt on Nar Shadaa. As extra incentive Hexus revealed this Hutt to be the one who murdered his family and sold him into slavery, and that killing him would seal Kurbei's seat in the Sith. The task was taken on eagerly and Kurbei approached it eagerly. But tactfully. He studied the Hutt, his guards and the area for a month. Analyzed patterns and developed a plan of attack. He used a gang fight in front of the Hutt's HQ to pen him inside his compound. Then cut the power grid to the local sector. Using the distractions to his advantage Kurbei slipped in guised as one of the guards and pounced for his strike. When he made his first kill of another sentient being, he did so with blood on his face and a smile. The aftermath left him a little haunted though, seeing the blood on his face revolted him. He vowed from then on to cover his face and never allow it to be defiled by anothers blood. On his return he don'd a set of armor. From then on he has never been seen in public or even private for that matter without it nearby if not on.

From then on Hexus taught Kurbei everything he knew, which unfortunately exhausted his usefulness to Cerrabus. Subsequently he was killed at night when a food allergy took his strength and Cerrabus attacked. As the life drained from him, Hexus smiled proudly at his pupil. The apprentice had become the master at last in true sith fashion. Afterwards Cerrabus assumed control of Tarka Fe Industries and allowed it to be run and operated as it had been. He used the revenue to fund his efforts in the sith to establish his position. Purchasing artifacts, a ship, droids, everything he would need. Then, when he had all the tools, he studied and bid his time. Having been out of the sith spotlight for sometime he emerged as the Sith Remnent was on the verge of a civil war. He intervened enough to stabilize it and then returned to his plotting. However once again he returns, now with them strong as ever. Finally prepared to make his moves. Already actions are in motion, pitting him right where he wants to be. His plans were derailed however by the unfortuante dismantlement of the Sith Imperium by Emporer Starkiller who broke down the Outer rim emplacements by 50% and recalled the rest. In the wake of the ensueing confusion Cerrabus managed to rally both the defunct Empire In Exiles and what pieces he could quickly gather of the Sith Remnant.

Allying himself with Darth Immortus and the territories he'd collected, the two pooled their combined resources together to form The Galactic Empire. Named so in honor of the very first Empire to emerge under Darth Sidious some 200+ years ago. As they solidified their power base Cerrabus quickly began to set into motion a series of plans to gather strength for the sith and make them a formidable shock force for the Empire should it so need as he bid his time until he would day be able to either assume control of the Empire or break the sith off and make his own power base. For now he continues with his work ensuring the Empire's will is done.

« Last Edit: 04/08/12 19:48:34 by Darth Cerrabus »

Offline Darth Cerrabus

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Darth Cerrabus (Kurbei Mithian)
« Reply #8 on: 11/11/11 10:31:47 »
Lightsabers:
Cerrabus has a vast assortment of lightsabers built. Each one a unique personification of someone Cerrabus has met in his life. He built one after his masters death, after meeting the Dark Lady, After meeting the Dark Lord, as well as a few others. Each is designed according to impressions, thoughts and feelings he feels when he meets the individual in question. He currently has a collection of 6, 2 of which he uses on any given basis. Since he's a warrior he gravitates towards combat and thus has little connection to a single lightsaber design. As such he often crafts them frequently and gives credence him often referencing himself as a "weaponsmith" due to crafting so many sabers.


Artifact:
Yoke of Seeming - This rare and extremely old sith artifact was able to make one appear as anyone or anything, although it burned the flesh while doing it. The most notable usage of it is that it allows him to cloud others perceptions of him and present an image of himself however he desires.

Armor:
Cerrabus currently employs the use of 2 different sets of armor, though he has several handmade. His most preferred of them being a light and heavy sets for obvious reasons. The light set consists of small plate armor, a mask and robe. Used with durable materials and alchemically enhanced to allow the darkside flow easier and to instill fear and terror into those with weaker wills. He often wears this set of armor on a regular basis. He prefers this set of armor when he's not in combat. He wears a mask that conceals his face and a black half sleeved robe with red trim over his armor. His appearance in this armor set is very Revan like. Given Cerrabus' tendancy to study ancient sith histories very closely that should come as no surprise to anyone who knows him well enough. He has a variety of armor sets though that he often draws upon for certain instances.

Cerrabus in heavy battle armor after dealing a deathblow to a jedi.


Ceremonial Heavy Armor



Ship :
An unearthed and refurbished Sith Fury personal transport, and attack ship dating back to the Great Galactic War. Once it was excavated from Korriban by Cerrabus personally he had it refit for modern operations. The hull was improved where possible, it's powerplant and engines were updated as well as the inclusion of an ECM package, proton torpedos, a larger missile magazine, and stronger blaster cannons. To Cerrabus the vessel was more than a find, it was an hierloom of the Empire of old entrusted to him to lead the future just as it once had Sith of the past.
 


Powers
Apprentice Level Powers

Basic Telekinesis
Description: This ability allows a user to manipulate the Force with ones mind and apply this manipulation in several useful ways. A user is still relatively new to this ability cannot lift more than half their weight.
Sub-skills:

Force Choke – The ability to telekinetically close off the windpipe of a victim, simulating strangulation.
Force Pull – The ability to pull an object to the user.
Force Push – The ability to push an object away from the user within the direction they point.
Force Throw – The ability to pick up and throw objects with some accuracy.
Telekinetic Strike – The ability to “throw” a burst of energy simulating a punch.

Enhance Ability
Description: Basic ability of a Force user to increase their strength, dexterity, vitality, stamina, and speed through control and manipulation of the Force
Sub-skills:

Breath Control – The ability to hold ones breath longer than usual when breathing is impossible.
Force Jump – The ability to leap great distances. (Vertically and Horizontally)
Force Speed – The ability to run faster than physically possible


Enhance Senses
Description: A basic ability for the Force User to enhance their physical senses to super human levels, this includes your sense of sight, smell, taste, hearing and touch.

Force Sense
Description: Basic ability for all Force users, enabling the user to feel another being's presence, see the future, sense impending danger, feel traumatic events through ripples in the Force, and enables the Jedi to “see” without relying on their physical senses.
Sub-skills:


· Farsight – The ability to look into the past, present and future and gain vague impressions. (Permission is needed to gain impressions of enemy plans)
· Force Comprehension – The ability to increase ones learning ability by speeding up neural processes.
· Force Empathy – The ability to feel another's emotions through the Force.

Darkside Apprentice Powers

Force Rage
Description: A Dark side Force ability that allows a user to tap into the innermost fears, pain, or hatred that the user converts into an intense anger that can be channeled to enhance the speed, strength, stamina, constitution, ferocity, and/or increase the dark energies of the user for a short period of time. With the use of the power the one using it enters an almost feral and irrational state and loses the ability to think clearly or create/use strategy or tactics.

Kinetite
Description: The ability to create a sphere of restrained kinetic energy which could be thrown at an enemy. These discharges could range in strength, with the most powerful possessing the potential to flatten ferrocrete bunkers. The attack can be easily deflected away if the target has time to react and alter the attacks course.

Knight Level Powers

Enhanced Force Sense
Prerequisites: Force Sense
Description: Through intensive attunement to the Force, this ability enables the individual to greatly enhance their Force Sense ability. The user can sense upcoming weather patterns to a high degree of sensitivity, sense danger sooner than the average Force user, and have incredibly accurate Force visions that enable them to foresee the destiny of individuals, star systems, and the very galaxy itself.
Sub-skills:
  • Battle Precognition – The ability to predict your opponents movements in combat.
  • Comprehend Speech – The ability to comprehend a foreign language and understand what's being said without knowing the language.
  • Force Sight – The ability to see using the Force, allowing one to see through illusions, detect a person's alignment and even seen on the molecular level.
Enhanced Telekinesis
Prerequisites: Basic Telekinesis

Description: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A user with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift up to stationary starfighter-sized objects.
Sub-skills:

  • Force Grip – The ability to grab and lift an opponent into the air.
  • Force Whirlwind – The ability to create a small funnel with the Force used to disable an opponent.
  • Levitation – The ability to lift one's self off the ground in a vertical motion
  • Rend – [Dark Side] – The ability to pull a victim in two different directions.
  • Throw Lightsaber – The ability to throw ones lightsaber at an opponent and call it back to ones hand.
  • Saber Barrier – The ability to create a telekinetic barrier while spinning the blade in a circle.

Force Barrier
Description: With this ability, the user could create defensive barriers for use in combat. It could protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums and even inflict certain amounts of damage upon contact with the enemy.
Sub-Skills:

  • Force Deflect – The ability to create a smaller barrier to deflect energy attacks away from the user.
  • Protection Bubble – The ability to create an enclosed bubble around the user that can be used offensively or defensively.

Force Spark
Prerequisites: Organic Limbs
Description: A Force power that allowed the user to create an energy spark that would track and damage the nearest enemy. The shock could be thrown at an opponent to stun and injure them, or could be set loose to track an opponent until it dissipates. The shock would not last more than five seconds or so before disappearing into a tiny burst of heat.

Shatterpoint
Prerequisites: Enhance Force Sense
Description: Force ability to sense “fractures” or “faults” in the Force; points where the fate of the galaxy or of the user can be influenced or altered by actions. When applied in physical terms, this skill could be used to find the cracks and fault lines of objects, enabling them to channel the energy of the Force into these flaws and crack and weaken objects.

Darkside Knight Powers

Sith Alchemy
Prerequisites: Sith Training
Description: Sith ability that enables the user to enhance the strength of weapons and armor or create unique poisons and substances. A Sith trained in Mechu-deru can imbue droids with the Dark Side and use the Force and allow them to reprogram droids.
Sub-Skills:

  • Create Armor – The ability to infuse armor with the Dark Side, increasing its durability.
  • Create Weapon – The ability to infuse a weapon with the Dark Side, increasing durability and sharpness.
  • Mechu-deru – The ability to infuse a droid or computer system with the Dark Side and reprogram them.

Sith Sorcery
Prerequisites: Sith Training

Description: Sith Sorcery are a number of mystical skills, training, and rituals developed first by the Sith species, and later adopted by the Dark Jedi Exiles who would become the first Lords of the Sith species that complimented their use of conventional dark side-aligned Force powers.

Spells Known:
Animate Animals
Prerequisites: Enhanced Force Sense, Sith Sorcery
Description: This Sith Spell is a very basic one. Although not very powerful, it can be very useful. Once the caster has located the bones of animals, he may raise them as skeletons from the ground. The animated obey simple verbal commands of the caster, regardless of the language used. This spell works only on naturally occurring animals of no higher than semi intelligence (dogs, cats, banthas are fine. Dragons are not), and lasts until the last of them is destroyed in combat. They skeletons are destroyed once their skull has been dispatched from the rest of their spine.

Taught by Nessarose deWinter here ->  [url=http://http://swdescension.com/roleplaying/index.php?topic=3879/Nabooan-Sunrise-Nessa]http://swdescension.com/roleplay...79/Nabooan-Sunrise-Nessa[/i][/url]

Master Level Powers


Mastered Telekinesis
Prerequisites: Enhanced Telekinesis

Description: Telekinetic abilities far beyond the average Jedi or Sith, enabling complex feats such as pulling a capital ship down to the surface of a planet or performing precise feats like surgery.
Sub-skills:

  • Force Crush – [Dark Side] - The ability to crush and object or person by wrapping it in telekinetic energy.
  • Force Repulse – The ability to create a ball of kinetic energy around the user and expand it outward, this attack can vaporize enemies and other materials if used with enough power.
  • Force Flight – The ability to levitate ones body and control the direction they move in.
  • Force Wave – The ability to throw multiple objects or enemies away from the user.

Tutaminis
Prerequisites: Enhanced Force Sense

Description: Tutaminis is an umbrella term used for powers that allow a user to either negate or absorb energy, be it from a blaster or other energy based Force attacks. Aspects of this ability are considered a non-harmful Force Drain.
Sub-skills:

  • Channel – The ability to channel absorbed energy from an enemy attack into another Force ability.
  • Force Absorb – The ability to absorb energy from a harmful attack to replenish vitality or spent Force energy. (This power is considered a means of healing)
  • Negate Energy – The ability to negate or dissipate an energy attack from either a blaster or Force power.

Darkside Master Powers

Force Lightning
Prerequisites: Organic Limbs, Force Spark
Description: A purely energy-based attack used by practitioners of the dark side, especially the Sith. The attack channels Force energy down the user's limbs, hurling arcing bolts of electricity from the wielder's fingertips or palms (either through one or both hands). Powerful discharges are capable of branching out into dozens of smaller forks; thus, skilled practitioners can target several foes at once.

Mastered Sith Alchemy
Prerequisites: Sith Alchemy
Description: Sith ability that allows one to enhance sentient species (Humans/Aliens) and beasts, making them more dangerous and easier to control by the Sith Lord. Having this ability shows the character has mastered the art entirely. Those with practice in Mechu-deru could learn the art of Mechu-deru Vitae which allows the user to create bio-weapons and create Technobeasts; sentient beings transformed into mindless droid hybrids.
Sub-skills:

  • Alter/Create Sithspawn – The ability to transmute a beast or person's natural abilities and make them more vicious and easier to control.
  • Mechu-deru Vitae – The ability to create a Technovirus that sodomizes a being and slowly turns them into a droid hybrid version of themselves with no higher brain functions.








« Last Edit: 04/08/12 19:58:57 by Darth Cerrabus »