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Saga Edition RPG Omnibus
Revision as of 22:09, 3 August 2024 by Tenor1411 (talk | contribs)

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.

Medium Human Soldier 4 NPC

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