Post by Manah on Jan 21, 2016 17:06:55 GMT -5
DARTH MORTIS
Dark Lord of the Sith
Mortis underneath his armor
Mortis with his armor on (Pic by Mephistel!)
Dark Lord of the Sith
Mortis underneath his armor
Mortis with his armor on (Pic by Mephistel!)
QUOTE: "The splendor of our ancient history has withered away as the fabled, grand and powerful Sith Empire has slowly fallen into decay... But believe me, it isn't over. Jedi are blinding themselves in their blissful ignorance. The Republic is still just as foolish and as corrupted as ever. None shall stand in my way... in our way. We... will forge a stronger, eternal, new Sith Empire... the 'Sith Imperium'. We will expand it, and strengthen it, and conquer all who stand in our way. We... are forever. And there is nothing you could do to stop us."
Former Name: Falcena Mesarthim
Age: 28
Other aliases: Lord Mortis, The Scourge of Naaren'Garr
Occupation: Dark Lord of the Sith, Co-Ruler of the Sith Imperium
Height: 5'11"/6'3" (Armor)
Weight: 195 lbs/235 lbs (Armor)
Eye color: Yellow
Hair color: Black
Species: Human (Dark Side Force User)
Darth Mortis / Sith Armor
ABILITIES
Int: 8
Str: 5 / 6
Agl: 4
Spd: 4
Dur: 5 / 6
HEALTH: 5 / 6 P.L: 3
ENERGY: 28(i) / 31(i) P.L: 9
REGEN: 16 / 17 P.L: 6
SKILLS: 6 (Regenerates 3 per panel)
ACTIONS
Sith: 9
(Str.bonus and 2 Wpn.modifiers)
-Efficient
-Skill Point System, Usable with Lightsabers/Swords
-As Ninja/MoKF
-Martial Arts
-Lightsabers
-Blaster Pistols
-Dual Wield
-Inhuman Power
-Stealth
-Fighting multiple/large opponents
-Using powers in combat
-Concentration
-Options: Catch projectiles, Balance, Blind fighting, Multiple opponents
Acrobatics: 6
(Agl.bonus)
Use the Force/Sith Sorcery: 9
(Int.bonus)
-Efficient
-Telekinesis (with Wpn.modifier); Force Whirlwind (Same, but Area effect 3)
-Force Lightning/Storm [Dark Side power] (As Force Blast; 2x damage, Area attack or Area effect up to half AN rounded up, Range: 3)
-Force Blast [Dark Side power] (2x damage, AP, Normal and Stun damage, 3x damage VS Good/Light beings, Can affect Phase shifted/Intangible creatures. Range 4)
-Force Destruction [Dark Side power] (2x damage, AP, Area attack, Automatically causes collateral damage. Range 4)
-Force Grip/Choke [Dark Side power] (As Force Blast; Attack VS Durability and Mental Defense, deals either Normal damage or Stun damage, also stun victim for 1 panel)
-Fear [Dark Side power](as the Action)
-Drain Lifeforce [Dark Side power] (As Improved Drain Energy, or Force Blast; Normal damage, Heals Mortis of 1w per 2w stones of damage inflicted, minimum of 1w. Alternately, as one of Exar Kun's most terrible powers, she has the ability to use it as a Range 10 Area effect, affecting the entire planet.)
-Force Rage [Dark Side power] (As Metamorphosis at AN; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay to maintain.)
-Force Jump (Use this action as Acrobatics to jump higher and farther than Mortis normally could)
-Force Flight (Allows Flight at up to 1/2 AN, rounded up.)
-Mesmerism (with Illusions, Drain Knowledge [as Read memories, but can read even the innermost thoughts of the target], Subtle Commands, Beast Trick [Project thoughts/Control others, only on animals], Telepathic communications, Create links with others, Mental Bolts, Induce Madness, Empathy, Empathic Projection, Astral Projection, Psychometry, Farseeing [As Clairvoyance; Can only see in the Future or the Present])
-Dark Side Healing [Dark Side power] (As Magical Healing; also, when used onto others, acts as Attack VS Intelligence to increase negative emotions.)
-Necromancy [Dark Side power] (Allows user to summon Dark Side constructs, raise the dead into zombies/skeletons animated by Dark Side energy, or summon actual Dark Side spirits, although the latter is pretty dangerous.)
-Empowerment (May combine up to AN with another Force User's Use the Force action's effects.)
-Force Sense (May use this power to 'perceive' one's environment through the Force. May spend additional stones to overcome normal restrictions such as darkness, distance, etc, as per Enhanced Vision at Stones played.)
-Supernova [Dark Side power] (An incredibly dangerous power, allowing to rip out the core of a star and make it explode, causing a supernova that will then destroy an entire Solar system. As Force Blast, 2x damage, Attack VS Durability, Ignores Hardness of objects; Area effect of Range 13 area (entire solar system).)
-Transfer Essence [Dark Side power] (As a Mental Attack VS Durability+Intelligence+Mental Defense; success means the victim's soul and mind are kicked out and the body is possessed by the user, with her own body disintegrating in the attempt... allowing for 'eternal life'. The possessed body will regain its new owner's physical powers and abilities at a rate of 1 AN per day up to his former levels, if stronger than the new base body.)
-Accumulate Energy (for Major effect; stunned for 1 panel afterwards)
-Breath Control (Can survive without breathing for extended periods of time; simply pays for Duration on the D&R chart, up to AN. After which, the user must breathe normally for 10 minutes before using again.)
-Feel The Force (Adds this action's AN to Energy Regeneration per panel)
Sith Alchemy: 8
(Int.bonus)
-Usable as Technology/Imbuement/Genetic Engineering, specifically to create various Dark Side-powered or enhanced devices or weapons, or to twist the nature of living creatures with Dark Side energy and toxins. Imbuements can be made permanent by sacrficing 1 Power Level white Health stone per alteration, which can't be recovered for 1 day per stone.
-Create Toxin/Poison (The poisons' types can be many and varied, with various infection methods: by ingestion, mere contact (the usual), by injection or contact with bodily fluids, etc. It can also be of liquid or gaseous form. In effect, the created poison can have Effect stones of up to AN, and work as an Attack VS Durability; with free advantages of up to half this Action's AN rounded up. The user may pay for more advantages. NOTE: Even though the attack is an Attack VS Durability, it still must come in contact with the victim to work (usually via a Close or Ranged Combat attack with a poisoned weapon or body part, a direct Poison Blast (see below), breathing a poisoned cloud (created with the Area effect option), or hitting the user when their body is covered in poison. As for the effects, it is usually continuous damage (a +2 option; must be taken off the 'free advantages' as stated above), dealing 1 stone of damage/stone getting through defense (Durability, that is), for 1 panel/stone of damage, but a myriad of other effects are possible.)
-The Mask (A strong effect of concealment, allowing the user to alter the shape and features of a given person through Sith Alchemy, altering their appearances. Few limits exist to this effect, allowing to reshape a person, diminish their size by up to half their initial one, increase it to one and a half the original, alter genders, hide the true species beneath the traits of another, alter apparent age, voice, etc. Can alter one factor per AN; requires 1 minute per factor.
Black ops: 6
(Int.bonus)
-Efficient
-Stealth
-Search room/area
-Surveillance
-Escape artist
-Interrogation
-Assassination
Technology/Vehicle Operations/Inventing: 7
(Int.bonus)
General Knowledge: 7
(Int.bonus)
-Efficient
-The Sith Imperium
-Sith Secrets
-The Force
-The Dark Side
-Philosophy
-The Human Mind
-Tactical lore
Perform: 5
(Agl.bonus)
-Organ
-Calligraphy
-Painting
-Drawing
-Poetry
Iron Will: 6
-Heal Self
Psychiatry: 5
(Int.bonus)
-Efficient
-Intimidation
-Inspire confusion/doubt
-Sense fears
-Disrupt concentration
-Dun Möch
Statecraft: 8
-Bearing
-Noble
-Authority
-Arrogant
-Intimidate
-Sarcasm/Dark Humor
-Grand Speeches
-Dark Lord of the Sith
MODIFIERS
Power Level: 3
-Power Level Regeneration
-Tireless 2
Extended Life
-A powerful Sith Lord, Darth Mortis' body would live for about twice the length of a normal human with ease. On top of it, his use of the Dark Power 'Transfer Essence' when he dies or when his body grows weak from age makes him basically ageless.
Rage: 3
-Increases Strength up to MN when fighting or when the character becomes angry
-Strength is increased by +1 every panel
-All the stored extra Strength disappears when the character becomes calm, which might require some work
Rapid Regeneration
Energy Battery 4
Deep Reserves 6
Strong in the Force +4
Reflexive Dodge +4
Toughness +3
Mental Defense +7
Force Defense +9
Fast-Draw +3
-Lightsabers
Targeting +2
Lightsaber Forms
-Each panel, Darth Mortis can choose one of the three following Lightsaber combat forms to better adapt his fighting style to a given situation.
-Form II: Makashi (Way of the Ysalamari): Grants a +1 bonus to offense and defense against a single opponent, and +2 Defense VS Disarm attempts. Lose the bonus to offense and defense against multiple opponents.
-Form IV: Ataru (Way of the Hawk-Bat): Grants a +2 bonus to Lightsaber attacks, and +1 to Acrobatics uses. The +2 bonus to Lightsaber attacks drops to +1 when faced with multiple opponents.
-Form VII: Juyo / Vaapad (Way of the Vornskr): Grants +3 to attacks with Lightsabers, +1 to Use the Force offensive uses, but -1 to Defense and -2 to Force Defense when in use.
Precognitive Flashes
Translation
-Mortis speaks several alien languages aside from Basic, and can learn other languages in a matter of hours. Regardless of that, of course, he can still communicate using the Force.
Limited Self-Contained Lifeform
-Mortis unconsciously uses the Force around her to survive with less air, food, water or sleep than most people require. He may go without food for up to a month, without water for two weeks, without air for half an hour and needs only 2 hours of sleep per day to be fully functional.)
Dark Side Spirit
-An extremely powerful, sometimes temporary, state achieved by a Dark Side User immersing themselves into the Dark Side itself. Typically achieved by dying, willingly leaving one's body behind, or failing a Transfer Essence power use. To activate, the user sacrifices 1 Use the Force AN, which will only be recovered after one full day, and uses up an action, gaining the benefits mentioned below, permanent until undone somehow, starting on the following panel...
- Invulnerable to Physical and Energy attacks. A Dark Sider in a Dark Side spirit form is more of a construct of pure Dark Side Energy rather than a normal living being, and cannot be harmed through normal means such as weapons and most naturally occurring effects. Force Attacks, especially Light Side powers, can still affect her, however, if they beat her bolstered defenses.
- +1 to all Physical Abilities
- The user gains a +3 modifier to all Use the Force Dark Side powers effects.
- Force Defense increases by one 1/3 its normal value, rounded up
- Flight at Use the Force AN
- Self-Contained Lifeform
-A Dark Side Spirit usually appears as a dark silhouette of their body which seems to absorb all Light and Force power within its inescapable darkness.
Sith Master
-If Mortis spends time training a Force-sensitive individual in the ways of the Sith and the Force, the apprentice will eventually learn enough to become a Sith apprentice in his own right. To do this, the Sith Lord must spend at least 10 panels teaching the basics to the Apprentice (and the Apprentice must be genuinely trying to learn, of course), at the end of which the Apprentice will gain the following (Everything else must be bought with LoEs in time.):
- The "Sith" Action at AN 1 (as Ninja)
- The "Use the Force" Action at AN 1, with options "Telekinesis", "Force Jump" and "Feel the Force" (see Use the Force action)
- At GM's discretion, the Apprentice may get the modifier "Strong in the Force" if he/she has a particularly high potential in the Force. The higher this modifier can be is +5, which is exceptional, but even a person with +1 in this modifier is considered as unusually skilled in the Force.
- As an Apprentice gains power in the Force and the Dark Side (at least AN 4 in both the Sith action and Use the Force, or AN 6 in either one), he/she'll eventually gain the following 2 points challenge: Darksider (-2; though he/she is powerful in the Force and the Dark Side, the apprentice's affinity with the Dark Side makes him/her less skilled at using the Light Side. Because of this, he/she receives a -2 sit.mod for every use of Light Force powers and Telepathy [Repair Minds] from her Use the Force action.)
Resources: 15
-*Shared with Immora
-Represents the Sith Imperium and everything they have access to
-From being the Dark Lords of the Sith Imperium. Details of the modifier can be found here.
- Corporate Leader (More accurately described as 'literally masters of the third biggest army in the Galaxy', which obviously involves business and dealings with countless worlds.)
- Loyal Aide (A powerful female Chiss Sith Lord who is their most loyal supporter amongst loyal supporters, Lady Imari is usually left in charge of the Arbiter when Darth Mortis and Darth Immora have to leave the ship for whatever reason. She is very effective at her job and takes her duties very seriously.)
- Powerful Enforcer (While not the brightest and smartest in their army, the Sith Marauder known as Khaos is a powerful, skilled and deadly warrior who has personally slaughtered multiple Jedi knights and rival Sith from the Empire in battle. He is, no doubt, the best fighter in the Imperium after Mortis and Immora themselves, and this as well as his loyalty makes him one of their best assets on the battlefield or as a personal agent when diplomacy simply isn't the best course of action. Khaos is a weapon, a blade living only to fight and serve his Masters.)
- Combat Team (3x) (Regardless of how many 'normal' soldiers, operatives, workers and civilians working under their flag, Mortis and Immora have dozens of talented and promising Sith Lords, Sith Apprentices, and Dark Jedi within their ranks, often in various positions of power, but willing to answer their leaders' call to arms if necessary.)
- Unique Technology (Darth Mortis has been alive for a long time now, and is one of the Galaxy's foremost experts on both technology and Sith Alchemy, giving him and his forces access to technologies and fearsome experiments no one else has seen in the Galaxy so far. He frequently works on additional personal projects which he then either keeps for himself or provides his army with for mass production.)
- Respected Status (While his might as a Dark Lord of the Sith is usually what people remember about Mortis, his value as a philosopher, a man who has 'conquered death' and his knowledge of the human mind have made a strong imprint on the Galaxy. Those knowledgeable on the matter would value a discussion with him if only for what he could potentially teach them.)
- Position of Authority (Mortis and Immora in addition to being the leaders of what is baiscally an entire new 'government', and entire new Political body in the form of the Sith Imperium, are also in charge of the Imperium's vast army, and act as Supreme Commanders to their armed forces.)
- Influential Connections The Imperium is in contact with multiple high-ranked individuals from both the Republic and the Sith Empire, who understand/belive in/respect their philosophy and understanding that their respective ruling bodies are corrupted, and are willing to provide information, indirect support and direct people sharing those views to Mortis and Immora's forces.)
- Network of Informants (As any self-respecting large force, the Imperium has a large network of spies, investigators and informants all across the Galaxy, actively working to provide the intelligence they need to prevent threats and keep growing and evolving further.)
- Private Army (4x) (The troops under their command are basically immeasuravble in numbers, and are both well-trained and well-equipped professional soldiers, backed up by multiple specialists. Mortis and Immora can easily call upon squads of troops to assist them in addition to their more elite forces.)
Wealth: 15*
-*Shared with Darth Immora
-Gains $320,000,000,000 per month/issue
-Currently has $960,000,000,000
CHALLENGES
-Darksider (-2; though Mortis is powerful in the Force and the Dark Side, his affinity with the Dark Side makes him less skilled at using the Light Side. Because of this, he receives a -2 sit.mod for every use of Light Force powers and Telepathy [Repair Minds] from his Use the Force action.)
-Corrupted Looks (-2; due to the corrupting effects of the Dark Side on his body, Darth Mortis has a greyish, somewhat hardened skin, black as night hair and yellow eyes. There is a certain aura of menace surrounding his body which tends to cower lesser beings in his presence.)
-Psychological (-2; confusing psyche. Due to changing bodies multiple times, Mortis has had a tendency to display certain habits, or mannerisms, of people whose bodies he has used for himself. The changes so far have been minor, but at GM's discretion, his personality might suffer changes when taking a new body for himself.)
-Psychological (-3; strong sense of Justice. Darth Mortis is an unusual Sith Lord in the sense that he is just as likely to protect and help the innocent, as he is to torture, murder brutally and crush all hopes and dreams of the guilty. He has suffered at the hands of injustice, and considers inaction and failure to punish evil and protect good a major offense. In a sense, he is more heroic than many Jedi - due to their philosophy of inaction as opposed to observation - but he is not a good man. Still, he strives to be fair and honorable, but is merciless towards the guilty.)
-Psychological (-2; strong rage and anger. Mortis has suffered a lot, and his emotional response to what he despises the most is pure rage. He is wise and experienced, so he does not grow angry easily... but when he is, he REALLY is.)
-Psychological (-3; severe ambition. As he was weak and helpless when he was a young man, Mortis never wants to feel that way again. However, his desire for power has long exceeded what he actually needs, and now he craves more for power's sake. He wishes to build a new Empire that will rule over the Galaxy, and bring his vision of a perfect, lawful world where crime is extremely rare and where people are safe and free to grow and evolve without fear... which is fine, but it doesn't change the fact he basically wishes to rule over the Galaxy.)
-Antisocial tendencies (-2; severe violence. When Mortis does deal with a criminal or an enemy, he will inflict upon them as much pain as he thinks they deserve, which is usually a lot. In his eyes, a criminal destroys the life of many in his career; and upon getting punished, they should feel the pain of all those whose lives they ruined. He enjoys bringing pain and suffering as a 'divine retribution' to the individuals he punishes.)
-Extreme vanity (-1; it is difficult for one to wield such unbelievable power and not grow prideful. Mortis is no exception, but he does try to remain humble in his arrogance, encouraging others to rise to greatness, as he did with Immora.)
-C.T.S.U.F.U (-2; unlike most Darksiders, Mortis is actually fairly heroic, and will gladly go out of his way to help innocent people in trouble. He will, however, deal with evil in a very violent and merciless way.)
-Hatred (-3; towards criminals of course, but also individuals who could have helped, who could have done something, but didn't. Mortis views inaction as an equally horrible crime as the crime itself.)
-Obsession (-3; build a new Empire, just and strong, where order and safety are absolute, and where criminals pay dearly for their actions.)
-Dependent (-2; Darth Immora, whom he views as a little sister-like person, and as his equal. If anyone was to hurt her, there is nothing he wouldn't do to make the one responsible pay, and that, horribly so.)
-Haunted past (-2; while it happened a long while ago, the loss of his family and his own suffering and weakness still darken his thoughts.)
-Deadly enemies (-7; the Republic, and part of the former Sith Empire. Mortis has gained a lot of allies from the former Sith Empire, but there are others who hate his very existence. Also, the Republic does not distinguishes 'his' Sith from the others, and fails to see him as anything other than a threat to 'their' peace and freedom. Naturally, criminal empires such as the Hutt do not see eye to eye with him either, due to their clashing views towards crime.)
EQUIPMENT
-Darth Mortis' Sith Robes, boots and Light Sith Armor (+2 defense, +1 to Str and Dur, Withstands Lightsaber blows, Also deals a 6 stones attack VS Wpn.modifier when struck with a lightsaber, causing the blade to deactivate if any stone passes through, and forcing the user to ignite it again. The mask is equipped with special lenses granting Enhanced Vision 5 (Darkvision, Infrared) and a voice-altering system. Nanomachines inside the suit adapt to the wearer's body to be comfortable despite not having always the same body. Together with the mask, this grants the wearer the ability to look and sound like a 30 years old male, even when not. Made of Cortosis-Weave, this Sith armor is almost always worn by the powerful Sith Lord known as Darth Mortis, its internal systems making it almost impossible to distinguish his true nature.)
-2x Red Sith Lightsabers (Darth Mortis' personal Lightsabers which he has built himself. As the lightsabers of one of the most fearsome Darksiders to have ever existed, they are imbued with much Dark Side energy and either provide a +1 bonus to Use the Force (Dark Side powers) effects or to Wpn.modifiers - but not both. Otherwise, they are weapons of exceptional quality, acting as +5, AP, 2x damage weapons.)
-2x Blaster Pistols (+3, 2x damage, Limited AP, Can deal Normal or Stun damage (Stun mode only works at 20 yards and less of range), Range 4. Can fire 100 shots per each Power pack.)
-3 Thermal Detonators per mission (+5, AP, 2x damage, area of 4; the Thermal Detonators are similar to a grenade except that it can be set to explode up to 10 seconds after the Detonator is armed. It causes devastating concussive and heat damage.)
-6 additional Power Packs per mission
-Comlink (Range 10+, standard pocket military-grade communicator.)
-Datapad (Advanced computer granting +2 to all Technology/Computer actions when using it. Also used to access data regarding his fleet.)
______________________________________________________________
STORY: Falcena Mesarthim used to be a kind, young man from Coruscant with dreams and hopes, thinking of changing the world and leaving it a better place than he entered it... however, Fate would have it otherwise. Mistreated for his physical weakness and fragile constitution, he found little support from the authorities who had bigger problems to deal with, what with the Sith Empire being on the rise. Angered, he wanted to train and become stronger to face his problems himself, but again, his body failed him, and he was severely beaten by the bullies who had been tormenting him.
Disgusted by his own weakness, he returned home to his loving family, his parents, and his little sister who had alwas admired him... only to find his parents dead, horribly mutilated, by the hands of a local criminal gang to whom they couldn't pay the 'protection' fee. His sister was barely alive when he found her, and he held her dying body in his arms as she could only whisper his name before she died.
Days later, after 'a mysterious arsonist' had erased his past, the murderers of his family were found dead as well, their bodies a horrible mess. Falcena only realized what he had done after the deed, finally coming down from a blind, pure rage which had driven him nearly to insanity as he mercilessly butchered the killers with a vibro-blade he stole from the first one he strangled. Troubled by his actions, he encountered - seemingly by chance - a shadowy man in black robes, who spoke to him in a calming, understanding tone, who told him he knew what he was feeling, and that his actions weren't evil, as opposed to a purely natural reaction in the hands of despair, fear and injustice. It hadn't been his fault, but that of the incompetent government of the Republic and its inability to protect its citizens.
"But what other choice do we have?" he had asked.
"...Oh, believe me... there are others."
The man called himself Darth Sin, and soon enough, the young man called him 'Master'.
Falcena trained under Darth Sin, learning to control and master the rage, and his hatred of injustice, reinforcing his innate connection to the Dark Side, and his rare potential in the Force. His frail body was still a problem, and the training very nearly killed him. Eventually, his Master encouraged him to travel to Korriban to learn the dark secrets hidden there... eventually leading to the young man's discovery of Dark Side secrets of Sith Alchemy, and forbidden secrets hidden in the Valley of the Sith Lords... Including a power allowing him to transfer his Vital Essence into another person's body, essentially 'killing' them and taking their place in their still living body, healing it with the Dark Side.
He did so soon enough, acquiring a stronger, healthy body from one of his rivals and becoming much stronger as he trained even harder in the Force, and in combat. He soon enough revealed himself a master of Lightsaber combat, and eventually rose to the rank of Sith Lord. He took the name Darth Mortis as his name, He Who Has Mastered Death.
However, despite his near-immortality, newfound powers and formidable might in battle, he grew unsatisfied with the current Sith Empire. While the Republic was corrupted, unjust and weak, the Sith Empire showed little more compassion and mostly killed and destroyed anything that opposed them, not mentioning the major infighting happening left and right in their ranks. Darth Mortis began searching for allies, other like-minded Sith and troops who shared his viewpoint and viewed the current Empire as just as flawed as the Republic was, only differently. And he found many.
Gathering his allies and supporters, Mortis soon enough organized a rebellion against their fellow Sith, and both through a stronger unity, formidable tactical skill, and his own frightening powers, they achieved victory and left the corrupted Empire behind for good. Mortis' goal was simple... he would gather a massive, powerful fleet of like-minded individuals, and one day form his own Empire... the Sith Imperium. A strong, united and everlasting Empire where justice would be enforced and criminals, murderers and other such scum would be punished for their actions.
His fleet grew as the years passed, gathering more forces under his leadership. Decades passed, and his forces became an army. He had gone through several bodies in the meantime as well, and had become as powerful as ever, recognized by his forces as the Dark Lord of the Sith, Grand Master of the new Sith Imperium.
However, for all his might and power, he was alone. His lost family had left a gaping hole in his heart, and he had never once felt complete. Never, that is, until he met the Twi'lek girl who would later become known as Darth Immora. So small, yet so strong-minded... such an iron will, and an attitude to go with it... yet an immeasurable potential in the Force. She had suffered as much as he had at the hands of injustice, and he felt a kinship with her.
He welcomed her on his personal flagship, the Arbiter, and trained her personally in the arts of lightsaber combat and the use of the Force. She grew incredibly quickly... a sponge of knowledge and of power. For multiple reasons, she felt like a little sister to him... and for the first time in a long time, he felt satisfied. While her physical might and lightsaber prowess were less strong than his, her power in the Force was undeniable. He still had much to teach her, but she could already hold her own against him in their sparring sessions.
All of those reasons, and more, are why he named her to his forces as his equal, his fellow Dark Lord of the Sith. 'His' Imperium would be ruled over by two, not one, and she was his apprentice no longer. They were equals, and he would not accept any less respect for her than they had for him. She was named Darth Immora, and together, they kept flying towards the Stars, gathering forces, righting their perceived wrongs, and forming the third biggest power in the Galaxy...
...for now.
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.