Star Wars D20 RPG - The Dark Side Sourcebook

Page 27

Control: An Emperor's Hand gains the bonus feat Control at 3rd level and gains access to Control-based class skills. Sneak Attack: The character can sneak attack like a 5thlevel scoundrel (see page 46 of the Star Wars Roleplaying Game). Sense: An Emperor's Hand gains the bonus feat Sense at 5th level and gains access to Sense-based class skills. Deadly Strike: At 9th level, the Emperor's Hand gains the ability to execute a deadly strike with any weapon he wields. Making a deadly strike requires a full-round action. (The Hand can take a 2-meter step, but cannot attempt any other action or movement.) The Emperor's Hand uses his normal base attack bonus (including all relevant modifiers), with an additional +4 competence bonus on the attack. The threat range for a critical hit is doubled, and the attack also deals maximum possible damage (regard-less of whether it is a normal or a critical hit).

Dark Force Witch

(within reason) and are his to do with as he pleases. He may keep them, use them, give them away, or sell them as he sees fit. Authority: Once he has established his skill and loyalty to the Emperor, the Emperor's Hand is granted special privileges within the Imperial bureaucracy to facilitate completing his missions. This allows the Emperor's Hand to add his Intimidate skill rank to Diplomacy checks when dealing with Imperial officers or personnel. Target Bonus: Beginning at 2nd level, the Emperor's Hand gets a +I attack bonus against a chosen victim, usually a target chosen by the Emperor himself. The hero gets the same bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against or when tracking this specific target. The bonus goes up by 1 at every even-numbered level (4th, 6th, 8th, and 10th). The target bonus normally applies only to a single individual. The player of the hero must announce the target before the game session begins. (Generally, this target should be someone the Emperor's Hand has taken a contract to track down.) Alternatively, the Hand may select a small group as his target (a number of individuals up to his level in size), or a large group or species (such as the Rebellion, or VVookiees). In such cases, the bonus is onehalf or one-third normal, respectively (round fractions down). Whatever the choice, it must be approved by the Gamemaster.

On all-but-forgotten primitive worlds, where the strong survive by preying upon the weak, those gifted with the Force are the strongest of all. Isolated from the formalized training of the Jedi and the Sith, Force-users on these worlds have developed traditions all their owntraditions that depend upon the dark side. Of all the primitive cultures of dark side Force-users, the Nightsisters of Dathomir are among the most infamous. Priding themselves on their cruelty and barbarism, these dark Force witches and others like them can become remarkably powerful. Fortunately for the rest of the galaxy, their low level of technology prevents most of them from escaping their homeworlds and spreading their evil elsewhere. To become a dark Force witch, a character must immerse herself not only in the dark side of the Force, but in the traditions and rituals of her primitive culture. If the character can survive those savage customs long enough, she might glean the knowledge necessary to join the ranks of the dark Force witches. The GM should devise some suitably barbaric ritual that the prospective witch must pass, bearing in mind that the consequence of failure should be severe, and the consequence of success should at the very least include gaining one more Dark Side Point. Under no circumstances should the GM allow a character to "join" the sect if she has never actually encountered a witch. The path of the dark Force witch is fraught with brutality. She is encouraged to dominate her environment, imposing her will on everything weaker while constantly testing the power and resolve of everything stronger. A witch advances in prestige by


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