Dark Side Adept
This dark side adept represents the hangers-on, sycophants, and ambitious bureaucrats who curried the Emperor’s favor after the disintegration of the Senate. The Emperor intended to train a new breed of noble, one completely subservient to the dark side, to replace the planetary governors who were hoping to have a more direct hand in his control over the galaxy. Many of his subjects were drawn from the fawning Senators and other officials who had long been loyal to Palpatine’s government and continued to serve their Emperor after the demise of the Republic. Each would-be servant recieved rudimentary instruction in the Emperor’s vision of the Force until the corruption in their bodies matched that in their spirits.
Dark Side Adept Encounters
Dark side adepts fill many roles in the galaxy, representing everything from foul warlocks twisted by hatred and fear to carefully cultivated elite warriors who exist only to serve the whim of the Emperor. What unites them is that none of them subscribe to a particular Force tradition.
The typical dark side adept is a minion, a crony in service to a higher and darker Force-user. Many dark side adepts are politicians and bureaucrats whom the Emperor or some other dark side wielder has singled out because of their unique skills. Such individuals are loyal to the Emperor, but rarely to each other, and they are quick to use treachery to advance their standing in the eyes of their master.
Primitive dark side adepts might enj oy the support and protection of their savage people or they might be shunned, cast out and forced to live in isolation. In the case of the former, a dark side adept could emerge as a significant threat, using his Force powers to bend others to his will and spread his wickedness throughout the land. In the case of the latter, though, the dark side adept seeks revenge, turning his fear into a powerful weapon and dominating the minds of dangerous predators and queer creatures to serve as his soldiers.
Dark Side Adept (CL 6)

Threats of the Galaxy, page 32.
Medium nonheroic / noble 5 NPC
Force: 2; Dark Side: 14
Initiative: +4; Senses: Perception +11
Languages: Basic, 3 others
Defenses: Ref 16 (flat-footed 16), Fort 15, Will 19
Hit Points: 26; Damage Threshold: 15
Speed: 6 squares
Melee: knife +4 (1d4+1)
Ranged: hold-out blaster pistol +5 (3d4+2)
Base Attack: +5; Grapple: 5
Special Actions: Dark Presence, Power of the Dark Side, Presence
Force Powers (known) (Use the Force +10): dark rage, mind trick, surge
Abilities: Str 8, Dex 10, Con 10, Int 12, Wis 14, Cha 13
Talents: Dark Presence, Power of the Dark Side, Presence
Feats: Force Sensitivity, Force Training,Linguist, Skill Training (feat)
Skills: Deception +10, Knowledge [galactic lore] +10, Perception +11, Persuasion +10, Use Computer +10, Use the Force +10
Possessions: knife, hold-out blaster pistol
Primitive Dark side Adept
There are many more Force traditions than those upheld by the Jedi or twisted by the Sith. On a primitive world, the indigenous species might learn of the Force in a variety of ways. In some cases, the Force serves as magic, sorcery that’s misunderstood: for others, the Force is the will of the gods. But for a few, the Force is an expedient energy source that allows them to furter their own ambitions.
Primitive dark side adepts are savage Force-users who exploit the Force for their own wicked ends. Such characters could use their powers to take over their tribe and exert their will through terrifying methods, ruling through fear and destruction. Others might support powerful warlords, using their dark magic to augment and enhance their master’s abilities. Regardless of the role, these dark side adepts are dangerous, for they often have no idea what it is they do.
Primitive Dark Side Adept (CL 9)
Threats of the Galaxy, page 32.
Medium scout 4 / Force adept 2 NPC
Force: 6; Dark Side: 15
Initiative: +9; Senses: Perception +11
Languages: Basic, 2 others
Defenses: Ref 21 (flat-footed 21), Fort 23, Will 25; Dodge, Mobility
Hit Points: 76; Damage Threshold: 23
Resist: Evasion
Speed: 6 squares
Melee: force pike +5 (2d8+3)
Ranged: slugthrower rifle +6 (2d8+4)
Base Attack: +6; Grapple: 6
Attack Options: autofire (slugthrower rifle), Channel Agression
Special Actions: Damage Reduction 10, Power of the Dark Side, Shake it Off, Telekinetic Savant
Force Powers (known) (Use the Force +11): farseeing, Force grip, Force slam (2), Force thrust, move object
Force Techniques: Force Power Mastery (move object)
Abilities: Str 9, Dex 11, Con 14, Int 14, Wis 15, Cha 15
Talents: Channel Agression, Damage Reduction 10, Power of the‑ Dark Side, Telekinetic Savant
Feats: Dodge, Force Sensitivity, Force Training (2), Mobility, Shake It Off, Skill Training (Use the Force), Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills: Climb +8, Endurance +11, Initiative +9, Jump +8, Perception +11, Stealth +9, Survival +11 , Swim +8, Use the Force +11
Possessions: force pike, slug thrower rifle with 3 clips, dark robes, fetish
Dark Side Marauder
Though the Jedi are the most powerful Force-users in the galaxy, they are by no means the only ones. Dark side marauders are Force-sensitive individuals consumed with rage, hatred, or an insatiable hunger for personal power.
Dark Side Marauder (CL 4)

Saga Edition Core Rulebook, page 284.
Force: 1; Dark Side: 14
Initiative: +7; Senses: Perception +4
Languages: Basic
Defenses: Ref 19 (flat-footed 19), Fort 19, Will 16
Hit Points: 50; Damage Threshold: 24
Speed: 4 squares
Melee: vibro-ax +7 (2d10+10) or
Melee: vibro-ax +7 (3d10+10) with Mighty Swing
Ranged: hold-out blaster +4 (3d4+2)
Base Attack: +4; Grapple: 7
Attack Options: Mighty Swing
Special Actions: Indomitable
Force Powers (known) (Use the Force +8): dark rage (2), surge
Abilities: Str 16, Dex 10, Con 13, Int 8, Wis 14, Cha 12
Talents: Indomitable, Weapon Specialization (advanced melee)
Feats: Armor Proficiency (light, medium), Force Sensitivity, Force Training, Improved Damage ThresholdH, Mighty Swing, Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills: Endurance +8H, Initiative +7, Use the Force +8
Possessions: battle armor (+8 armor, +2 equipment), vibro-ax, hold-out blaster, comlink, 100 credits
H Human bonus feat or trained skill
Prophet of the Dark Side
It is a common misconception within the greater galactic community that all of the Jedi are wiped out by the infamous Order 66. While this eliminates the bulk of the Jedi Order, the Sith Lord known as Darth Sidious knows that he cannot wipe out the Jedi with a single decisive blow. He plots the extermination of the remaining Jedi by forming a group he calls the Prophets of the Dark Side.
Palpatine uses various agents to seek out disgruntled Force-users tempted by the dark side. He eliminates the ones that could become rivals but spares the handful who demonstrate an aptitude for prophecy or farseeing. He gathers these Force-sensitive fortune tellers, some of them former Jedi, and gives them a new mission. They are to use their gifts to protect the Empire from unknown threats and to help Lord Vader hunt down the remaining Jedi. Palpatine entrusts these seers to two of his closest agents, Jedgar and Kadann.
The Prophets of the Dark Side seek out others like themselves—beings sensitive to the Force who might aid the Emperor’s quest to bring order to the galaxy. Those who cannot be molded into Prophets are trained to become other dark side servants. If they resist the wiles of the Prophets, they are eliminated. In fact, their gift for prophecy snuffs out quite a few bright lights in an otherwise dark time.
Much as Darth Sidious operates for years under the watch of the Jedi, so do the Prophets act within the Empire. Secretive and hidden from view, they have access to the highest levels of Imperial In telligence and consult with Lord Vader himself. Troublesome individuals who appear in their visions are visited by an Emperor’s Hand and dealt with accordingly. Although various Moffs are aware of the existence of the group, most of them dismiss the Prophets as sycophants and bootlicking political advisors of the Emperor.
Prophets of the Dark Side Encounters
The Prophets operate during the reign of Emperor Palpatine, but they cling to the shadows and rarely make their presence known. The are visionaries who settle the fates of individuals. The heroes might oppose the Prophets when they are assigned to eliminate one or more of them, to keep Force-users hidden from Darth Vader and the Emperor.
Prophet of the Dark Side (CL 9)

Jedi Academy Training Manual, page 125.
Force: 4; Dark Side: 16
Initiative: +; Senses: Perception +
Languages: Basic, Bocce, High Galactic, Huttese, 2 others
Defenses: Ref 21 (flat-footed 20), Fort 19, Will 24
Hit Points: 46; Damage Threshold: 19
Speed: 6 squares
Melee: lightsaber +7 (2d8+3)
Ranged: by weapon +7
Base Attack: +6; Grapple: +7
Attack Options: Melee Defense
Special Actions: Motion of the Future
Force Powers (known) (Use the Force +17): farseeing (2), [Force_Storm_(force_power)
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 16, Cha 16
Talents: Force Perception, Motion of the Future, Power of the Dark Side, Swift Power, Visions
Feats: Force Sensitivity, Force Training (2), Linguist, Melee Defense, Skill Focus (Deception, Knowledge [galactic lore], Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, pistols, simple)
Skills: Deception +17, Gather Information +12, Initiative +10, Knowledge [bureaucracy] +11, Knowledge [galactic lore] +16, Perception +17, Persuasion +12, Pilot +10, Use Computer +11, Use the Force +17
Possessions: lightsaber, dark robes