
The Sith Code |
The majority of the powers proper to the Dark Side have, unfortunately, been lost to time. Some of them are still used nowerdays, but others may seem impossible and unreal to you... Mechanical - Body - Enerjy - Illusion - Mind - Protetion - Alchemy |
Some Sith abilities can not be categorized, or fit into two or more different disciplines. Therefore, the powers fall into the general category. Bolt of hatred - A sphere of darkside energy formed by the very rage of the darkside hurled towards your oppenent with increable accuracy propeled by the will of the darkside. Dark side web - An entrapment web that drains the Force-User within of their strength leaving them virtually incapable of doing anything. Aura of uneasiness - A cold chill feeling surrounds the very presence of the Force-User. Simple semi-intelligent and mindless being will avoid the Sith altogether. Sentient beings feel very uneasy in their presence. Drain Life Essence - This power allows a Jedi to draw life energy from those around him and to channel the negative effects of the dark side into those victims. All living things are a part of and contribute to the Force: even those with no awarenes of the Force are affected by and are a part of it. This power draws the life energy from beings, allowing a Jedi to use that energy to further his/her own end. The victim loses one Force level per round. Once they reach 0-level, they lose their Force abilities for one day the first round, one week for the second round, one month for the third round, and past the fourth round the victim would be cut off of the Force forever / death. Grant powers - Though the power of the Dark Side of the Force, the Sith is able to "grant" the use of certain powers that the Force-User would otherwise be unable to use Drain life energy - This power allows a Sith to draw power from nearby nonsentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of this power depends on a ready supply of nearby insects, small rodents, birds, and so on to draw energy from. This power may not be used to draw power from sentient beings. |
Mechanical
Create construct - Creates a sentient mechanical construction. Electronic manipulation - Electronic Manipulation: A Jedi can affect the circutry within anything electric. Deactivate sabres, ruin blaster charges, tug wiring away from dangerous droids, even severe a capital ships from their cores. |
Body : This Sith discipline deals with everything from simple healing techniques to the creation of Sithspawn - hideous monsters bred from naturally evolved creatures. Some Sith cultures have labeled these sorcerers as necromancers, but this designation places the discipline into the area of superstitious alchemy.
Instantenous healing - Though the Darkside of the Force, the Dark Lords of the Sith were able to heal Exar Kun's shattered body in moments, though the pain was extreme he recovered fully, in body at least. Body strengthening - The dark Side can give you many boons, often extracted at a terrible price. Once such boon was the way the Dark Side could make the body stronger, faster, more able. Emplace rune - Upon touching the said individual the Sith has the ability to alterthe very body of the being, placing onto it the mark of the Sith. It is a lasting memory of the Sith. Preserve life - Through the power of the Force, the user is able to concentrate their life energies to keep themselves alive even when they recieve injuries that should have killed them E.G. Having your head chopped off, the head could survive by using this power. |
Energy: Certain Force abilities invoke energy from the user's surroundings and direct it at a target for some purpose (usually bodily harm for the target). These energies include lightning, fire, gravity, and other naturally occurring forces.
Fireball : no information left. Effect gravity : no information left. Cause solar flare - Causes the stars surface to grow unstable and to shoot out a giant flare of heat and radiation into space. B>Force wind - This power allows the user to manipulate and channel air currents to form powerful and destructive tornadoes that can lift people into the air and fling them about. The cyclone does damage to all within its range. |
Illusions: Many Sith magicians favored the aspect of the Dark Side that allowed them to fool their victims with a twisted exhibition of the power of mind over the body. The target experiences effects that seem all too real, but the visions only exist in the dreamscape of the mind. The Sith lord who practices this dark art can cast sinister illusions that drive the victim to insane conclusions about their surroundings. The victim will invariably make a bad decision and cause his own death!
Monstrous terror - Creates illusions to terrorify people. Completely believable. Illusionary armies - Though trickery and illusion any one fleet/army can appear to be twice the size as normal. If allies are present when you use the power, then all ally ships "double" also. Fleets arriving after the power is used gain no benifit. while the phantasm armies inflict no damage, the opposition will not be able to distinquish between what is real or not. Effects last only while the user remains completely undistrubed, should you be in a ship when it is hit this would cause all effects to immediately end. This power cannot be used "in combat" (pre combat only), also you can have no other powers up (except for rage) while using this power. Spell of illusions - Creates minor illusions (approx. humanoid in size) that are totally believable to the untrained and trained eyes. |
Mind: Powers in this discipline prey on the minds of the victim, altering the thoughts and memories without the individual's awareness. These infernal powers allow Sith devotees to beguile and dominate their targets, forcing them to take actions they would not normally take under usual circumstances.
Paralysis - All victims remain fixed in place, unable to defend themselves by any means. The Sith using this power is unable to move, or make any other action lest the power will end. Memory wipe - Reaching deep within the mind of the subject the Sith is able to rip out information from their victims, leaving no trace behind of what they once knew. Over a period of time the Sith could learn everything they knew leaving them nothing but a quivering wreak. Waves of darkness - Fills the area with a dark wave of dread and oppression, with it's grasp everyone finds it hard to act due to confusing feelings and oppression. Stopped when creator dies or stops the power. |
Protection: Force-users are always seeking ways to protect themselves from the effects of other Force-Users, as well as other forms of attack. Interest in this discipline always seems to rise during times of revolt. Every time the Jedi begin to pose a serious threat to Sith devotees, interest in these protective powers seems to increase.
Create Force shield - that will block all the force powers used against the sith. Create bonded Sith armour: no information left |
Alchemy: Very little is known about the disipline of alchemy, Exar Kun learnt of the disipline in the temples of Yavin 4 which he used to create a monsterous beast of one his Massassi slaves. Later, when the Jedi fleet approached Yavin 4, using ancient Sith alchemy Kun drained the life-force from thousands of Massassi sacrifices and used it to entomb his spirit in the temple so that he could survive beyond death.
Create Sith Poison - The poison works on the body, intensifing minor annoyance into anger and anger to rage. Unless removed from the system, with constant stimulus to events that anger the victim, they will eventually be seduced to the Dark Side. Create Sithspawn - Transforming an ordinaty being into a monsterous creation of the darkside. Creating Alter beings : no information. Creating sith swords : no information. Immortality - The ultimate of the darkside, making one's body nothing more than a vehicle a container for the spirt. An immortal Force User does not age and is completely resistant to toxins, suffication, loss of blood... any of the phsyical effects that would kill an ordinary person. However, the immortal can still be killed. Should their head be removed, the head will live on... should their entire body be destroyed then they take on a spirit form. Resurrection - The art of giving flesh back to the dead. The Sith resurrection power, this power can only be used once on each person. |
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