Sith Non-Force User - Operative Master Path's

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Sith Non-Force User - Operative Master Path's

Post by Guest on Tue May 29, 2012 1:22 am

Imperial Shadow Agent:

For one not versed in Sith Imperial Lore the term Shadow Agent no doubt brings to mind images of unscrupulous, greedy people who are morally void. Those who think this have never met a Imperial Shadow Agent. Shadow Agents are deeply spiritual, almost religious, about their craft. The myths of the Shadow Agents place their origins in the Galatic Empire, but more conservative people believe the path to have originated in the Clone Wars. Regardless of their historic roots, the Shadow Agents are feared agents amongst the Sith. Though they do not focus on the stealthier aspects of the agent’s trade their knowledge of combat makes them truly deadly hunters. In addition, the intense fanaticism common amongst Shadow Agents ensures that they are the most implacable foes one will ever have the misfortune of facing.

Oath of Silence: : All Shadow Agents undertake preparation before hunting down a target; this preparation fills them with a deep and overwhelming lust for intelligence gathering. When a Shadow Agent deals damage to the subject of his preparation the damage is doubled. This damage stacks with his Directive special ability (see the Operative section). The Shadow Agent gains this ability at level fifeteen.

I Will Not Speak: Neither fearsome threat nor silky seduction can persuade the Shadow Agent to betray his fellows or masters. Starting at level sixteen the Shadow Agent becomes immune to all attempts (even through the Force) to cause them to betray their fellow Agents and Sith. The exception to this is if the Shadow Agent is manipulated into thinking his actions are in fact benefiting other Agents or the Sith Empire.

Loyal To The End: The Shadow Agent’s fanaticism is such that he will cross even the boundary between life and death to complete his mission. Starting at level seventeen should the Shadow Agent be incapcitated from damage by enemies while pursuing his target, and his target is present when the Agent receives the damage, then the Agent is entitled to make one offensive action against his target before expiring. This ability stacks with Oath of Silence/

Oath of Stealth: At level eighteen the Shadow Agent's Oath Of Silence damage is increased to three times normal instead of two times normal.

Dark Silence: At level nineteen the Shadow Agent’s hate for his targets reaches such a great height that for every attack he makes against them he gains an additional attack which must be directed at the same target. The Dark Silence ability stacks with Direcive, Oath of Stealth and Loyal To The End.

Bestow Oath: At level twenty the Shadow Agent becomes so fanatical that he can impart some of his fervor to his allies. By conducting a special preparation the Shadow Agent can temporarily give a non-Shadow Agent the Oath of Silence ability, this ability is imparted until the target of the Oath is dead.
Lvl Special Abilities
15 Oath of Silence
16 I Will Not Speak
17 Loyal To The End
18 Oath of Stealth
19 Dark Silence
20 Bestow Oath

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

Imperial Sith Agent:

An Imperial Sith Agent is an occupation held by operatives of the Sith Empire.
These field agents serve as spies, assassins and saboteurs for the Sith's fearsome Imperial Intelligence and often work with the Inquisitor's of the Officio Assassinorum (Office of Assassins) another Imperial organisation responsible for the recruitment, training, and deployment of elite sith assassins and inquisitors.
Assassin's, Saboteurs, the Empire’s Secret Weapons.
The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords.
Imperial Intelligence cultivates a notoriously vast and efficient network of informants, enabling the Agent to navigate the galaxy’s political landscape with effortless suave. Naturally, the Agent’s allegiance to the Empire is without question, but great latitude exists for those so closely attuned to the Empire’s secret agendas—Agents often harbor their own mysterious motivations as well. Having pierced countless layers of intrigue, these spies know of conspiracies within conspiracies. Even close contacts find it hard to predict what an Imperial Agent will do until it’s done.
Relying on range, surprise, and an arsenal of state-of-the-art gadgets and weaponry, the Imperial Agent enters battle with a confident strategy. Though striking from a distance or from the shadows plays to the Agent’s strengths, a well-equipped operative is more than capable of evading his enemies when necessary or moving in close to quietly slide a blade between an opponent’s ribs. Whether on a solo mission or working in conjunction with a strike team, this operative keeps a finger on the right button for almost any situation.

Stealth Steps: It is at level fifteen that a Imperial Agent first learns the technique that defines their craft, stealth. The Imperial Agent may use ''Stealth Steps'' to use the shadows and darkness to move unseen to another dark spot up to 10 feet times their total character level away. They may not linger in the shadows, emerging immediately after using the 'Stealth Steps' technique and they may not perform any action after except defend themselves until their next turn.

Intelligence Gathering: At level sixteen the Imperial Agent may delay their emergence from the darkness up to a minute per total character level. Direct light touching the darkness that a Imperial Agent is hiding in will force him out of the shadows.

Stealth Walk: As time goes on, the Imperial Agent becomes more and more comfortable in the shadows until he learns to 'Stealth Walk'. While using Intelligence Gathering ability, the Imperial Agent may move through any shadows or darkness undetected connected to his Stealth Steps exit point. The Imperial Agent exits at the point he is located when he chooses to exit (or is forced to exit by light or time restriction) not his originally chosen exit point. While using this ability the shadows moved through flicker slightly at the Imperial Agent's passing, giving this ability its name. This ability is gained at level seventeen.

Still Here: At level eighteen the Shadow Master may perform a single, non-combat action after using Stealth Steps.

Silence The Enemy: At level nineteen the Imperial Agent may make a single attack after Stealth Steps, Directive ability stacks with this attack.

Take Him Out: At level twenty the Imperial Agent may use a single Tactical Power after Stealth Steps; he may not attack and use a Tactical Power after using Stealth Steps.

Lvl Special Abilities
15 Stealth Steps
16 Intelligence Gathering
17 Stealth Walk
18 Still Here
19 Silence The Enemy
20 Take Him Out

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


Imperial Cipher Agent:

The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Whether working undercover or carrying out assignments in broad daylight, the Cipher races along the razor’s edge of disaster, using carefully orchestrated tactics that leave little room for error—the smallest slip-up can be catastrophic. Each successful mission, however, shifts the galactic landscape in the Empire’s favor, and the Agent plays a supremely critical role in securing Imperial domination.

His All Mine: A Imperial Cipher Agent is the master of the sniper rifle and other ranged weaponary. The Cipher Agent may now purchase a fourth rank in the Combat Form, Long Range Combat. This ability is gained at level fifteen.

Weightless Armor: Using their techniques and knowing armor needs to be light for their line of work a Cipher Agent and as such harnesses their skills even in creating their armor usually using only light weight materials. At level sixteen a Cipher Agent learns to create Weightless Armor. This armor is considered heavy but requires no armor proficiency as it is weightless. The Shadow Armor lasts for a number of turns equal to the Cipher Agent's character level.

Computer Virus: After the more brute matters of combat have been addressed the Cipher Agent learns more subtle arts. At level seventeen the Cipher Agent may use the techniques to create a makeshift skeleton key within the darkness and vicinity of their hiding spot that may open any lock and slice any computer.

Multiple Shots: At level eighteen the Cipher Agent learns to use a sniper rifle even more effectively, improving their accuracy and so gains the ability to shoot five more shots from their sniper rifle as opposed to a normal sniper rifle. These shots from the Cipher Agent may attack or damage objects up to twenty feet away. These shots last for a number of turns equal to the number of levels possessed (i.e. only levels 15-20 count). Sudden combat reactions from the enemy stop these shots before they hit them.

Can't See Me: At level nineteen a Cipher Agent gains the ability to hide in any darkness by a wall. It can be of any shape the Cipher Agent desires but cannot exceed a total are coverage of the Cipher Agent's level in square feet. The Cipher Agent is exposed to nothing but sudden bursts of bright light.

Shadows Are My Ally: This ability is the culmination of the Cipher Agent's techniques. This ability, gained at level twenty, sends out pulse via a device that knocks all, friend or foe, in a twenty foot radius around the Cipher Agent off their feet.

Lvl Special Abilities
15 His All Mine
16 Weightless Armor
17 Computer Virus
18 Multiple Shots
19 Can't See Me
20 Shadows Are My Ally
Proficiency Points:
C: 15, 17, 19, 20
S: 15, 16, 18, 19, 20
P: 15, 16, 18, 19
F: 15, 17, 20

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