Jensaarai Non-Force User - Operative Master Path's

Go down

Jensaarai Non-Force User - Operative Master Path's

Post by Guest on Tue May 29, 2012 1:45 am

Jensaarai Pravus Agent:

For one not versed in Jensaarai Lore the term agent no doubt brings to mind images of neutral, neither dark nor light morally bankrupt people. Those who think this have never met a Pravus Agent. Pravus Agents are deeply spiritual, almost religious, about their craft. The myths of the Pravus Agents place their origins in the Clone Wars. Regardless of their historic roots, the Pravus Agents are some of the most feared agents amongst the Jensaarai. 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 Pravus Agents ensures that they are the most implacable foes one will ever have the misfortune of facing.

Sacred Calling: All Pravus Agents undertake a special preparation before hunting down a target; this preparation fills them with a deep and overwhelming lust for their prey’s blood. When a Pravus Agent deals damage to the subject of his oath the damage is doubled. This damage stacks with his Covert Op special ability (see the Operative section). The Pravus Agent gains this ability at level fifteen.

Balanced Loyalty: Neither fearsome threat nor silky seduction can persuade the Pravus Agent to betray his fellows or masters. Starting at level sixteen the Pravus Agent becomes immune to all attempts (even through the Force) to cause them to betray their fellow Jensaarai. The exception to this is if the Pravus Agent is manipulated into thinking his actions are in fact benefiting other Jensaarai Agents.

To Loyalty Does Reward Come: The Pravus 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 Pravus 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 Sacred Calling/True Calling.

True Calling: At level eighteen the Pravus Agent’s Sacred Calling damage is increased to three times normal instead of two times normal.

Intervention: At level nineteen the Pravus 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 Intervention ability stacks with Covert Op, True Calling and To Loyalty Does Reward Come.

Bestow Oath: At level twenty the Pravus Agent becomes so fanatical that he can impart some of his fervor to his allies. By conducting a special ritual the Pravus Agent can temporarily give a non-Pravus Agent the Sacred Calling ability, this ability is imparted until the target of the oath is dead.

Lvl Special Abilities
15 Sacred Calling
16 Balanced Loyalty
17 To Loyalty Does Reward Come
18 True Calling
19 Intervention
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


Jensaarai Defender 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. Despite this many agents defected to the Jensaarai preferring to serve neither one side or the other instead preferring to maintain the balance.

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

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

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

Too Late For Goodbyes: At level eighteen the Defender Agent may perform a single, non-combat action after using Stealth Invasion.

We Are One: At level nineteen the Defender Agent may make a single attack after Stealth Invasion, Directive ability stacks with this attack.

Not Your Night: At level twenty the Defender Agent may use a single Tactical Power after Stealth Invasion; he may not attack and use a Tactical Power after using Stealth Invasion.

Lvl Special Abilities
15 Stealth Invasion
16 Intelligence Galore
17 Silent Night
18 Too Late For Goodbyes
19 We Are One
20 Not Your Night

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

Jensaarai Scarab Agent:

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

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

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

Computer Genius: After the more brute matters of combat have been addressed the Scarab Agent learns more subtle arts. At level seventeen the Scarab 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.

Sleep Now: At level eighteen the Scarab 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 Scarab 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.

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

I Have a Present for You: This ability is the culmination of the Scarab 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 Scarab Agent off their feet.

Lvl Special Abilities
15 Sleep My Precious
16 Suit Up
17 Computer Genius
18 Sleep Now
19 My Name Is Snake
20 I Have A Present For You

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

Guest
Guest


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum