Specialties: Prophecies, Portents, Ancient Knowledges
Crime: Pursuit of Forbidden Knowledge & challenging the Sith Dogma
Sith Lord Chalish is a former Sith Sorcerer of the Priest caste, a Kissai, from the Hundred Year Darkness Era of Korriban . He is currently prisoner of particular cursed item made out of his own skull. The skull itself is bound by the highest level of Sith Sorcery Curses.
As a Spirit Mentor, Chalish is a respectable guide and companion that Lazenca can rely upon for help.
GOALS
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Lightsaber Lore
COLORS
The colors of a lightsaber are determined by the kyber crystal or whichever core is used to fuel it. Each lightsaber color has a unique meaning that may correspond with its wielder's temperment, though some colors can be imposed or created artificially.
Justice and the desire to protect others from danger.
Interest in the study of the Force and its esoteric ways.
Riding the line of the Force and indulging in both sides of it.
Use of the Dark Side and deep passions.
Those who are secretive and elusive in their nature.
Ambition to discover and to explore that which is not known.
Strong conscience and those with the desire to talk rather than fight.
Possessing an iron will and fury in battle that is unmatched.
Compassion and the obsession with one's attachments.
An analytical and logical mind with a strong grip of reality.
A mind deep in the enigmatic and spiritual parts of the Force.
The ambition and desire to delve into the Dark Side and seek out lost knowledge.
Vibrant in personality and seeking to bring joy to others.
Manipulative nature takes pleasure in the control of others.
Strong desire to be the best in one's field above all others, no matter the field and no matter the cost. It can be any surrounding color.
HILTS & BUILDS
Lightsabers are the primary tool of the Sith and the Jedi. These weapons are unique enough and powerful enough to make them near unbeatable in convetional combat. A standard lightsaber has no special advantages or disadvantages. A non-standard lightsaber is a matter of changing the body and build or hilt of the weapon.
How Lightsabers Works Lightsabers deal Aggravated damage at a rate of 5 + Strength damage. This damage cannot be soaked by most conventional armors. The only methods of soaking lightsaber damage:
Beskar armor
Crucitern
Cortosis armor
Force enhanced armor
Personal shields
All of these methods are considered quite rare in the galaxy and thus aren't often run into save Cruicitern by other Force Sensitives.
Blast Deflection Lightsabers are well known for their ability to block most standard blaster rounds. When attacked with a blaster, the wielder of a lightsaber may take a reaction to block such a blast with Dexterity + Melee difficulty 6. If successful then blast is deflected, if 3 successes or more are gained on this roll then the blast may be directed back at any target in front of the lightsaber wielder.
Note: slug throwers are unable to be redirected.
Non-Force Sensitives Anyone, including Non-Force Sensitives can in theory utilize lightsabers. However, without the natural low level precognition held by Force Sensitives, the gyroscopic effect of the plasma blade makes them unwieldy. This detail increases the difficulties to wield a lightsaber by +3 for Non-Force Sensitives to a maximum of difficulty 10.
System All Melee Reactions against the wielder are at +1 difficulty due to the offset blade. If the wielder does not possess training to use this kind of blade, the difficulty to wield is at +1 difficulty.
Rate: 1
Damage: Strength + 5 Aggravated
Concealment: Pocket
Range: Self
Minimum Strength Requirement: 1
Price: N/a
System These blades grant a -1 difficulty to defensive based Reactions. Additionally, if the wielder fails a roll, their hand is ill placed and is burned by the cross guard dealing 1 Aggravated dice of damage. If the roll is a botch, then the wielder must roll to avoid losing a finger and takes 2 Aggravated dice of damage.
Rate: 1
Damage: Strength + 5 Aggravated
Concealment: Pocket
Range: Self
Minimum Strength Requirement: 1
Price: N/a
System The Shoto blade does less damage and has less range than a normal lightsaber but can attack twice in a turn.
Rate: 2
Damage: Strength Aggravated
Concealment: Pocket
Range: Self
Minimum Strength Requirement: 1
Price: N/a
System Due to the double blades of the Saberstaff, the saber has a Rate of 2. Due to the risk inherent in wielding a two bladed object, the wielder is at a +1 difficulty for attacks.
Rate: 2
Damage: Strength + 5 Aggravated
Concealment: Jacket
Range: Self
Minimum Strength Requirement: 1
Price: N/a
System Two-Handed. Due to the shorter blade length, the light pike does reduced damage but does have the advantage of a longer range than a normal lightsaber. If attempting to use it one handed, it increases the roll difficulty by +2.
Rate: 11
Damage: Strength + 2 Aggravated
Concealment: Trench
Range: 10 ft
Minimum Strength Requirement: 2
Price: N/a
System All rolls to defend against the light whip are at +3 difficulty. Without specialized training anyone attempting to wield a light whip is at a difficulty 10, not a difficulty 8 as standard for attack rolls.
Rate: 1
Damage: Strength + 5 Aggravated
Concealment: Pocket
Range: Self
Minimum Strength Requirement: 1
Price: N/a
System Two Handed. Due to the immense size of these lightsabers, they do much greater damage at the cost of requiring tremendous strength to wield. If attempting to use it one handed it increases the roll difficulty by +2.
Rate: 1
Damage: Strength + 7 Aggravated
Concealment: Jacket
Range: Self
Minimum Strength Requirement: 4
Price: N/a
CRYSTALS
There are many different crystals that can power a lightsaber and offer different advantages for the wielder. All mods replacing the standard kyber crystal must be placed as the Emitter on the lightsaber.
Effect Allows the caster to expend 1 force point to arc a bolt of lightning off the blade of the lightsaber dealing 5 aggravated damage and causing the target to roll stamina dif 7 to not be stunned.
Effect When in a lightsaber wielders of this lightsaber may expend 1 force point to send a bolt of flame from the blade dealing 3 aggravated damage. Additionally whenever an enemy parries the wielder's blade they must roll stamina dif 7 and if they fail they are blinded for a turn due to the bright fiery flash.
Effect When in a lightsaber the wielder may expend a WP point to attempt to deactivate the another lightsaber when striking its blade with a contested willpower dif 7 roll.
Effect When in a lightsaber the wielder may expend a force point to cause 2 shadowy tendrils to emerge from the lightsaber blade like the arms of ahriman with a range of five feet. These arms are under the wielder's control and may be used to attack or grapple opponents.
Effect When the wielder lands a strike they may expend a WP point to absorb the damage dealt to the enemy to heal themselves for 1 level of damage per bashing and lethal or 2 per aggravated.