Jedi Non-Force User - Operative Master Path's

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Jedi Non-Force User - Operative Master Path's

Post by Guest on Tue May 29, 2012 1:39 am

Republic Light Agent:

For one not versed in Jedi Lore the term Light Agent no doubt brings to mind images of merciful, selfless people who are morally void. Those who think this have never met a Republic Light Agent. Light Agents are deeply spiritual, almost religious, about their craft. The myths of the Light Agents place their origins in the Republic, but more conservative people believe the path to have originated in the Clone Wars. Regardless of their historic roots, the Light Agents are feared agents amongst the Jedi. 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 Light Agents ensures that they are the most implacable foes one will ever have the misfortune of facing.

Let Thy Will Be Done: : All Light Agents undertake preparation before hunting down a target; this preparation fills them with a deep and overwhelming lust for intelligence gathering. When a Light 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 Light Agent gains this ability at level fifteen.

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

Such Loyalty: The Light 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 Light Agent be incapacitated 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 Let Thy Will Be Done/I Do Only What I Must ability.

I Do Only What I Must: At level eighteen the Light Agent's Let Thy Will Be Done damage is increased to three times normal instead of two times normal.

Dark Hinderence: At level nineteen the Light 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 Hinderence ability stacks with Directive, Let Thy Will Be Done and Such Loyalty abilities.

Bestow Oath: At level twenty the Light Agent becomes so fanatical that he can impart some of his fervor to his allies. By conducting a special preparation the Light Agent can temporarily give a non-LightAgent the Let Thy Will Be Done ability, this ability is imparted until the target of the Oath is dead.
Lvl Special Abilities
15 Let Thy Will Be Done
16 I Will Not Betray
17 Such Loyalty
18 I Do What I Must
19 Dark Hinderence
20 Bestow Oath

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



Republic Special Agent:

During the Cold War, several agents with the Coruscant Security Force assisted the Republic in tracking down the missing plans to the Planet Prison and its designer, Doctor Tarnis.
Agent was a rank in the Republic Strategic Information Service. Above agents were Special Agents. The Republic Treasury used the rank for members of the Republic Treasury Audit Division. In the Imperial Security Bureau notable holders of the rank included Cladus Glynn, Breezer Nos-Carron, Dagnian Sark, and Elena Shelvay.
The rank of agent was also held within the New Republic. Trask Lucan was one of the New Republic agents.

Stealth and Subversion: It is at level fifteen that a Special Agent first learns the technique that defines their craft, stealth. The Special Agent may use ''Stealth and Subversion''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 and Subversion'' technique and they may not perform any action after except defend themselves until their next turn.

Intelligence Gathering: At level sixteen the Special 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.

Covert Steps: As time goes on, the Special Agent becomes more and more comfortable in the shadows until he learns to use 'Covert Steps'. While using Intelligence Gathering ability, the SIS Agent may move through any shadows or darkness undetected connected to his Stealth and Subversion exit point. The Special 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 Special Agent's passing, giving this ability its name. This ability is gained at level seventeen.

Wait For It: At level eighteen the Special Agent may perform a single, non-combat action after using Stealth and Subversion.

And That's One: At level nineteen the Special Agent may make a single attack after Stealth and Subversion, Directive ability stacks with this attack.

Night, Night: At level twenty the Special Agent may use a single Tactical Power after Stealth and Subversion; he may not attack and use a Tactical Power after using Stealth and Subversion.

Lvl Special Abilities
15 Stealth and Subversion
16 Intelligence Gathering
17 Covert Steps
18 Still Here
19 And That's One
20 Night, Night

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


Republic Black Agent:

The most elite operative within Republic Intelligence is the Special Black Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Jedi have to offer. Whether working undercover or carrying out assignments in broad daylight, the Special Agent 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 Republic's favor, and the Agent plays a supremely critical role in securing the Republic it's freedom.

Sleep My Beauty: A Republic Special Black Agent is the master of the sniper rifle and other ranged weaponary. The Special Agent may now purchase a fourth rank in the Combat Form, Long Range Combat. This ability is gained at level fifteen.

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

Computer Tech: After the more brute matters of combat have been addressed the Special Black Agent learns more subtle arts. At level seventeen the Special 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 Incapacitation: At level eighteen the Special Black 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 Special 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.

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

Shadows Are Key: This ability is the culmination of the Special Black 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 Special Agent off their feet.

Lvl Special Abilities
15 Sleep My Beauty
16 Skintight Suit
17 Computer Tech
18 Multiple Incapacitation
19 Invisible Warrior
20 Shadows Are Key

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

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