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Jensaarai Force User - Jensaarai Shadow Investigator Master Path's

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Jensaarai Force User - Jensaarai Shadow Investigator Master Path's Empty Jensaarai Force User - Jensaarai Shadow Investigator Master Path's

Post by Guest Tue May 29, 2012 1:10 am

Saari-kar Immortal:

The original Saari-kar immortal's were a hardened group of killers answering to the Saari-kaar himself. These assassins were Force Sensitives who were rigorously trained to kill without question deriving from Palpatines Hands. The Emperor kept the Hands’ existence a secret from all, even each other. When the Emperor returned from death he found that most of his Hands were dead, missing or no longer loyal to him. Needing new Hands quickly, the Emperor drafted numerous of his Inquisitors into the role. Though the Emperor met final death, many of his new Hands survived. Some of the Inquisitors of the modern era joined the Jensaarai and now have easy access to the training necessary to become a Saari-kar Immortal.

Deliverence: The sole purpose of a Immortal is to slay those the powerful want dead. When a Immortal begins his Path at level fifteen, he gains the Deliverance ability. This grants a Immortal double damage against a target that a superior has ordered them to kill. This must be as part of a formal assignment, the Immortal cannot gain this bonus from, for example, an order to kill in the midst of battle. This damage bonus stacks with all others.

Stealth Tactics: Stealth and lethal precision are vital to a Immortal's role. Whenever a Immortal attacks an opponent who is caught unawares he does one and a half times damage. This ability is gained at level sixteen and stacks with all other damage bonuses.

Unholy Deliverence: At level seventeen, bonus damage against a Immortal’s target is increased to triple.

Additional Resource Access: Often times, Immortals must stay out in the field indefinitely, waiting for the right moment. Such operations require a great deal of cash to make sure things run smoothly. At level eighteen, a Immortal gets a second use per Mission of the Resource Access ability.

Inhumane Deliverance: At level nineteen, a Immortal's target bonus increases to quadruple.

Judgement: At level twenty, a Immortal’s damage bonus from sneak tactics increases to double.

Lvl Special Abilities
15 Deliverence
16 Sneak Tactics
17 Unholy Deliverence
18 Additional Resource Access
19 Inhumane Deliverence
20 Judgement

Proficiency Points:
C: 15, 16, 17, 18, 20
S: 16, 18, 20
P: 15, 16, 17, 18, 19
F: 15, 17, 19

Jensaarai Serpent:

When the Emperor arose from the dead and began Operation Shadow Hand, his quest to regain dominion over the Galaxy, he found himself short-handed. Though the Imperial Remnant was quick to rally to his banner, Palpatine discovered that most of his Force Sensitive partisans were gone. The Prophets of the Dark Side had been destroyed and his Dark Adepts were scattered to the winds. Likewise needing a fresh crop of lieutenants to staff his resurgent empire, the Emperor chose seven exceptionally talented Dark Siders to serve as his inner circle. These Dark Side Elite, as they were known, were second only to the Emperor in their authority and one of them would have no doubt been made Palpatine’s new Apprentice had he succeeded. Though the Dark Side Elite did not survive Palpatine’s final death, many recorded the teachings Palpatine had passed on to them. These records have made their way into the hands of the Imperial Inquisitors some of which have defected to the Jensaarai to share their secrets to them in exchange for protection from their former comrades in arms.

Sith Secrets: While in his first incarnation Emperor Palpatine never passed on true Sith learning to his Dark Adepts. Such strict adherence to the Rule of Two was not practical during his second incarnation, however, and he taught the exceptional few many Sith arts. This ability, gained at level fifteen, allows the Serpent to purchase Ranks in Sorcery and Sith Alchemy Schools as though he were a Sith Acolyte.

Lightsaber Secrets: The Lightsaber is as much a symbol of the Dark Side Elite as it ever was of the Sith or Jedi. The Serpent's make constant use of these weapons, seeing them as the ultimate sign of the their skill and the Saari-kar's favor. At level sixteen an Jensaarai Serpent gains two Combat Proficiency points that may be spent on either Lightsabers or Lightsaber Forms and he additionally gains the Lightsaber Form Focus Perk in whatever Form he likes.

Chosen One: Since their inception the Jensaarai Serpent's the Saari-kar has commanded the loyalty of others. In the days of Palpatine’s second reign he commanded legions from the bridges of Super Star Destroyers but modern Serpent's must content themselves with more modest forces. Starting at level seventeen, an Serpent begins to attract a number of pro-Jensaarai followers. These followers may not be Force Sensitive and an Serpent is limited to maximum number of followers equal to his level plus his Presence Stat. If the Serpent chooses to have less than maximum followers then his followers increase in ability in inverse proportion to the number of followers.

Give Me My Tribute: While all Jensaarai Serpent's would love to possess the massive ships the Emperor put at the disposal of their forerunners to store all the armor they make, however simple reality forces them to be more practical. At level eighteen, the Serpent's may gain control of a ship. This ship does not follow the normal rules for ships, instead it must have a minimum crew no higher than the Serpent’s number of followers. He may have this ship in addition to his normal ship. This ship is subject to moderator approval.

Fortified Retreat: A natural step in the Jensaarai Serpent’s quest for power is the establishment of a stronghold. This stronghold, gained at level nineteen, is large enough to dock the Serpent’s ship, house his followers and contain several base installations (medlabs, security command, armories, etc.). The size, location and nature of the stronghold are subject to moderator approval.

God's Fist: As the Serpent reaches the pinnacle of his power, he begins to imitate the structure of the Saari-kar leading his followers. Choosing one of them for instruction in the Force, he elevates this follower to be his fist. A fist may use Apprentice Powers untrained but has no ranks in any Force Powers. The fist has eleven Force uses per Mission.

Lvl Special Abilities
15 Sith Secrets
16 Lightsaber Secrets
17 Chosen One
18 Give Me My Tribute
19 Fortified Retreat
20 God's Fist

Proficiency Points:
C: 15, 16, 17, 18, 19
S: 16, 18
P: 15, 17, 19
F: 15, 16, 17, 18, 19, 20


Jensaarai Light Guard:
When the Saari-kar first took power he assembled an elite division of his Royal Guards and trained them to hunt down Force Users. These Light Guards soon proved deadly in their effectiveness and earned fearsome reputations. The Light Guards killed a great many Jedi and Sith before disappearing. That was until recently when they returned with the new Saari-kar.

Guardsman Training: All Light Guards draw on a core set of techniques that define their Path. These combat methodologies form the basis of their later development. At level fifteen a Shadow Guard receives two Ranks in the Force Pike Exotic Weapon, the ability to use Lightpikes, complete Ranks in Armor Proficiency and the highest Martial Arts Perk for which they meet the prerequisites. Should the Shadow Guard already possess all of these then he instead receives three Combat Proficiency points instead.

Save The Saari-kar: Force Sensitive Royal Guards, including the Light Guards, were taught techniques to keep the Saari-kar alive should he be seriously injured. Though never actually used, historically speaking, these techniques could keep a failing life from flicking out before medical assistance could arrive. At level sixteen, a Light Guard learns this power. As long as the Light Guard does nothing other than channel the Force into the dying being, the target of this power cannot die. Doing *anything* other than breathing, shifting one’s position or saying a few brief words breaks the concentration that allows this power to function.

Covert Surge: Part of a Light Guard’s strategy inevitably involves stealth. At level seventeen they learn to use that stealth to deadly effect. If the Light Guard strikes an opponent unawares then he does one and a half times damage. This stacks with other damage bonuses.

Forceless Zone: The primary purpose of the Light Guard was to hunt down Jedi and Sith so they developed special techniques to deprive their targets of their best defense. This ability, gained at level eighteen, allows the Light Guard to create a dead zone in which Force Powers do not function. To do so the Light Guard sacrifices all of his remaining Force Uses (he may rest later for at least eight hours to regain them, as normal). The dead zone then comes into being for a number of turns equal to the Force Uses sacrificed and covers an equal number of square feet. All within are denied the Force, not just the Light Guard’s foes.

Mobile Armor: Perhaps the most identifiable aspect of the Light Guards is their armor and, at level nineteen, they learn to utilize it to its fullest effect. Any armor worn by the Light Guard is considered a Rank higher than it is. This means Powered Armor worn by the Light Guard essentially functions as Rank five armor. Furthermore, regardless of its composition, the Light Guard knows how to roll with Lightsaber hits so that his armor functions normally against them. A Light Guard must be wearing armor to gain these effects.

Force The Pain: The greatest of the Light Guards know techniques that make all Force Sensitives around them experience indescribable anguish. Many Jedi and Sith Masters fell to this terrible power during the Great Jedi Purge when visiting the Jensaarai. At level twenty, any Force Sensitives under the effects of the Light Guards dead zone take damage every turn. Only the Light Guard and non-Force Sensitives are immune to its effects, it does not distinguish between ally and enemy.

Lvl Special Abilities
15 Guardsman Training
16 Save The Saari-kar
17 Covert Surge
18 Forceless Zone
19 Mobile Armor
20 Force The Pain

Proficiency Points:
C: 15, 16, 17, 18, 19, 20
S: 16, 18
P: 15, 16, 17, 20
F: 15, 17, 18, 19

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