Post by Manah on Jun 29, 2016 9:31:33 GMT -5
DARTH SIDON
Dark Lord of the Sith, Chapter Master of The Doom Ravens
Lord Commander Brandar Anselmo Kraver, the man behind the armor
Dark Lord of the Sith, Chapter Master of The Doom Ravens
Lord Commander Brandar Anselmo Kraver, the man behind the armor
QUOTE: "The Imperium of Man is wrong. Not all xenos and mutants are foes and traitors to mankind, and the fanaticism demanded from all of mankind is beyond madness. Someone has to stop the Emperor... somehow.
One day... I will be that someone. I will free my world from his tyranny, from his false guidance. The world deserves peace, and the Imperium will never grant it for as long as it exists. The Dark Side will guide me... will guide us."
Former Name: Brandar Anselmo Kraver
Age: 672 (Looks in his late thirties)
Other aliases: Lord Sidon, The New Emperor
Occupation: Warlord, Chapter Master of the rogue Space Marines Chapter 'Doom Ravens', Dark Lord of the Sith, Jinchuriki of Gyūki , the 8-Tailed Beast
Height: 7'6"
Weight: 795 lbs
Eye color: Yellow
Hair color: Black
Species: Genetically-enhanced Human (Space Marine, Dark Side Force User, Devil Fruit user, Jinchuriki)
ABILITIES
Int: 8
Str: 6
Agl: 5
Spd: 4
Dur: 6
HEALTH: 6 P.L: 5
ENERGY: 39 P.L: 15
REGEN: 26 P.L: 9
SKILLS: 6 (Regenerates 3 per panel)
ACTIONS
Sith: 10
(Str.bonus and 2 Wpn.modifiers)
-Efficient
-Skill Point System, Usable with Lightsabers/Swords
-As Ninja/MoKF
-Martial Arts
-Lightsabers/Chainswords
-Blasters/Bolters
-Inhuman Power
-P.A/M.S Fighting
-Stealth
-Fighting multiple/large opponents
-Using powers in combat
-Concentration
-Space Marine Training
-Options: Catch projectiles, Balance, Blind fighting, Multiple opponents
Acrobatics: 8
(Agl.bonus)
-Efficient
Fuwa Fuwa no Mi: 10
(Int.bonus)
-As Telekinesis; May lift a weight of 2x stones played even beyond AN, May also affect liquids/landscape/sand/snow and whatnot, Must touch levitated objects once first; More precise manipulation is also possible, such as breaking a levitated object apart and manipulating its pieces for various purposes.
-Can be maintained at no effort from the user, allowing even massive objects to remain in the air for as long as the user pleases, regardless of Range
-Usable as Flight at 2/3 AN, rounded up
-Area effect up to AN in terms of how much landscape, water and the like at once the user can move around
-Cannot levitate living beings except oneself
-If user forcibly loses consciousness, all objects under this power which are still in the air will resume being affected by gravity and fall
Psyker: 7
(Int.bonus)
-Banishment (Banish Daemons back to their plane of Origin. Stones vs 2x Dur or Int, Daemon's choice. Daemonology discipline.)
-Chasm (Area attack vs Agl or target sent falling into a hole in the earth. Geokinesis discipline.)
-Electro Shield (As Force Field, but made of lightning. Fulmination discipline.)
-Enfeeble (As Drain Energy. Range 2... Every 2 stones reduces an ability save Int by 1 to a min of 1. Biomancy discipline.)
-Firey Form (As Transform into Fire; turn into an intangible being of fire with a heat level of as many stones as he spends in. Pyromancy discipline.)
-Fury of Mars (Stones vs Dur or Tech Level to destroy machinery. Technomancy discipline.)
-Gate of Infinity (As Teleportation via portals; Portal based options can be bought later using lines or stones. Daemonology discipline.)
-Hammerhand (User and all allies within Area 2 gain +2 to Str; costs 3 stones to activate, 1 stone per panel for Duration. Daemonology discipline.)
-Life Leech (As Drain Energy, Range 2, may use absorbed stones to heal self, or allies within range 1. Biomancy discipline.)
-Machine Curse (As Hex Spheres vs a machine. Technomancy discipline.)
-Prescience (Can grant the modifier to an ally, or allies within a range of 2. Costs 3 stones to activate, 1 stone per person, per panel to maintain. Divination discipline.)
-Reforge (As Magical Healing, but with Machines. Technomancy discipline.)
-Sanctuary (As Forcefield, that harms all demons that manage to get inside it. Daemonology discipline.)
Use the Force/Sith Sorcery: 10
(Int.bonus)
-Efficient
-Telekinesis (with 2 Wpn.modifiers, May affect up to 2x AN/stones played, whichever is lower, in weight); 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 Sidon of 1w per 2w stones of damage inflicted, minimum of 1w. Alternately, he has the ability to use it as a Range 10 Area effect, affecting an entire planet.)
-Pyrokinesis/Combustion (As Mastery of Fire, Create/Manipulate, Force Blast - 2x damage, Sets flammable objects on fire; Also usable as Charge Objects from range 4)
-Force Bubble (As Force Field)
-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 Speed (Pay for effect - up to half AN rounded up - and Duration in panels, to increase Speed and/or Ref.Dodge.)
-Force Jump (Use this action as Acrobatics to jump higher and farther than Sidon normally could)
-Force Flight (Allows Flight at up to 1/2 AN, rounded up.)
-Malacia (Atk VS Int+Force Defense to stun for 1 panel, paralyze for 1 panel/white stone of damage, or even put a victim in a coma, paying for the attack and the Duration on the D&R chart.)
-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], Dominate Mind [As Project thoughts/control others; One target only, Duration of 2 panels and no more])
-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)
-Overstrain (Can add up to AN stones as a Modifier, but can't use the Force for 1 panel/additional stone 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: 9
(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: 7
(Int.bonus)
-Efficient
-Stealth
-Search room/area
-Ambush
-Surveillance
-Infiltration/Exfiltration
-Interrogation
-Propaganda
Technology/Vehicle Operations/Genetic Engineering/Inventing: 8
(Int.bonus)
General Knowledge: 9
(Int.bonus)
-Efficient
-The Imperium of Man
-Adeptus Astartes
-Doom Ravens chapter
-Sith Lore and Culture
-Ancient Sith Lords
-Sith Secrets
-The Force/The Dark Side
-Philosophy
-Tactical lore
Iron Will: 8
-Heal Self
Psychiatry: 5
(Int.bonus)
-Efficient
-Inspire awe/fear
-Bolster morale
-Sense fears
-Disrupt concentration
-Dun Möch
Statecraft: 9
-Handsome
-Bearing
-Honorable
-Leadership
-Politics
-Authority
-Intimidate
-Diplomacy
-Dark Lord of the Sith
MODIFIERS
Power Level: 5
-Power Level Regeneration
-Tireless 2
Acute Sight/Smell/Taste +4
-May assess a wide variety of things by mere smell or taste
Astartes Physiology
-Brandar has been genetically-altered, and has been implanted with gene-seed grown organs to transform him into a Space Marine. It brings about multiple changes, as written elsewhere on the CAD or below.
- Secondary Heart (He has two hearts, including one that can pump steroids and adrenaline in the first for a rush of energy on the battlefield, 1/day. It provides +1 Str, Agl, Spd, Dur, Energy Battery, Deep Reserves, Ref.Dodge and Toughness for a duration of 20 panels/10 minutes when used.)
- Ossmodula (Larger, ceramic-based material-enhanced skeleton with rib cage fused as solidbone plate. Essentially functions as Adamantium Skeleton, but not quite as indestructible. Still very, very tough, though.)
- Catalepsean Node (Acts as Tireless +2, allowing Brandar to act at the best of his capabilities without requiring rest for close to two weeks if necessary; and to be able to enter a near-comatose trance where his mind 'recharge' instead of sleeping, allowing him to be fully aware of his surroundings as though he was awake.)
- Preomnor (Makes Brandar Immune to Poison, and able to eat normally inedible substances.)
- Omophagea (Allows user to gain information, in a tactical or survival sense, by eating an animal indigenous to an alien world.)
- Multi-Lung (Has a third lung which can filter our toxic or poisonous elements from the air, or allows breathing in environments normally too poor in oygen to breathe.)
- Sus-an Membrane (Allows Brandar to enter a catatonic state, bringing metabolism to a standstill to survive grievous injuries until full medical care can be recieved. Can only be woken up by appropriate chemical therapy, or by hypnotic auto-suggestion on Brandar's part. Can remain in this state for up to centuries if necessary.)
- Mucranoid (Can secrete a waxy protein that can seal his skin, allowing him to become Self-Contained Lifeform if necessary for up to Dur AN hours in a row, before needing Dur AN minutes of normal skin state. Also benefit from Cold Defense +5 when in use.)
- Betcher's Gland (At will, can turn his saliva into a corrosive, blinding acid. It acts as a 3 stones effect (Ignores Hardness of objects) to burn through materials, including strong metal alloys, or it can be spat out as a +2 (2x damage, Ignores Hardness of objects, Range 1) ranged attack.)
Extended Life
-A powerful Sith Lord, Darth Sidon' body would live for about twice the length of a normal human with ease... if he were a normal human. As a Space Marine, he could live for about 1000 years before dying of old age, so his potential lifetime may reach about 2000. On top of it, he could use the Dark Power 'Transfer Essence' if he ever dies or when his body grows weak from age.
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
Enhanced Fast Healing
Astartes Endurance +7
-As Energy Battery and Deep Reserves
Strong in the Force +6
P.C.P.T +3
Reflexive Dodge +4
Toughness +4
-No 2x damage
Heat/Radiation/Sonic/Pain Defense +5
Mental Defense +8
Force Defense +10
Immunities
-Fear, Poison, Dizziness, Motion-induced Nausea and White Noise
Fast-Draw +3
-Lightsabers
Targeting +2
Lightsaber Forms
-Each panel, Darth Sidon can choose one of the five following Lightsaber combat forms to better adapt his fighting style to a given situation.
-Form I: Shii-Cho (Way of the Sarlacc): Provides a +2 bonus whenever user tries to disarm an opponent.
-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 VI: Niman (Way of the Rancor): Grants +1 to either offense or defense, and +1 to Use the Force actions while using this Form.
-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.
Enhanced Vision 5 (See in darkness)
Photographic Memory
Precognitive Flashes
Translation
-Sidon speaks several alien languages, 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
-Sidon unconsciously uses the Force around him to survive with less food and water than most people require. He may go without food for up to a month, without water for two weeks.)
Bijuu (Hachibi): 8
-Must pay stones to activate tails, although doing this does not require an actual action.
-Very Tiresome: Must spend 2 stones/tail to be activated, not 1.
-For each tail active, may increase one Physical Ability by +2, or two by +1. Regardless of how many tails are active, may not increase any one Physical Ability by more than 2/3 the Modifier's MN (in this case, 6). NOTE: Increasing Durability by 1 counts as a +2 increase.
-Adds 1 to Chakra per Tail activated
-Adds 1 to either Reflexive Dodge/Toughness at every odd Tail
-Adds 1 to Animal Senses at every even Tail
-Adds 1 to Sense Chakra at every odd Tail
-Adds 1 to Energy Battery at every even Tail
-Adds 1 to Deep Reserves at every odd Tail
-Adds 1 to Power Level at every even Tail
-Adds Inhuman Might (Adds to all Physical/Combat actions) MN 1 at 3 tails, and increase it by 1 for every additional 3 tails
-2x Natural Healing Rate becomes Accelerated Healing Factor with 1 Tail, Enhanced at 4 and Superior (heal 2w/panel) at 7.
-Chakra become Efficient at 4 Tails and more
-Cannot be improved by spending LoEs
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 them, however, if they beat their 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 Sidon 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: 20+
-Represents both the resources and power Brandar had access to as the Chapter Master of the Doom Ravens, but also the now infinite resources at his disposal in the form of the reprogrammed Star Forge he has rebuilt. Details of the modifier can be found here.
- Corporate Leader (x2) (Darth Sidon is both the new Emperor of an entire Sith Empire of thousands of planets, and the Chapter Master of the rogue Space Marines chapter, the Doom Ravens, a force specialized in planetary liberation, which has now expanded to become the most elite force among Sidon's Sith Empire.)
- Loyal Aide (Morgan Armando, the Captain of Sidon's 1st Company, is the Chapter Master's right hand man and his most capable officer. Having sensed in him a certain degree of potential in the Force, Brandar has begun instructing him in the ways of the Sith, making the brown haired man his apprentice. Whenever Sidon himself is absent for whatever reason, the Captain takes over in his absence with much effectiveness.)
- Powerful Enforcer (x2) (Revered brothers Khamfair and Holtz are the Empire's two most frigtheningly powerful Dreadnaughts, used by Sidon when he needs to send a powerful message without necessarily making use of his Force-wielding brothers.)
- Combat Team (x4) (From his ranks, Sidon can usually count on the services of either some of his most powerful Veteran Space Marines of his first Company (equipped with Terminator Armours themselves), or his Dark Side-wielding Sith warriors he has begun training from among his men.)
- Unique Technology (x2) (Sidon not only has access to both the Star Wars universe' technology, but also that of his own home dimension of Warhammer 40k, making him and his forces more advanced than either world. But more importantly, his access to the repaired Star Forge puts him head and shoulders above anyone else in either world in terms of resources... as his are now infinite.)
- Respected Status (Darth Sidon, unlike members of the Imperium of Man and most Sith Lords, is very open-minded about aliens and mutants, and as such is viewed in a very positive light in many such 'communities'.)
- Influential Connections (Sidon has encountered, and positively interacted with, important members of both the Republic and the Jedi order, making them possible (and even likely) allies. The Jedi are, understandably, cautious considering the man's formidable potential in the Force and his command over the Dark Side, but have acknowledged his honorable nature and his willingness to fight multiple evil forces.)
- Network of Informants (Represents all the spies and agents working for his Sith Empire.)
- Private Army (x6) (Sidon can, at pretty much any time, call upon large numbers of troops and soldiers from his Empire and his Space Marines,to perform a multitude of tasks at will.)
Wealth: 20+
-Gains $10,240,000,000,000 per month/issue
-Currently has: $174,080,000,000,000
-Updated on 2017-10-07
-Again, representing both the Doom Ravens, Sidon's Sith Empire, and their allies' wealth, but also the infinite resources of the Star Forge.
Civilization (Sith Empire/Doom Ravens Chapter): 11
-Autocracy (Ruled over by Darth Sidon)
-Energy Era
-Civilization Size (Galaxy-sized; ever since his initial revolt against the Imperium of Man, Sidon has been recruiting world after world to his cause, building an Empire of his own which is beginning to rival the might of the Imperium little by little.)
-Military Might (+3; a heavily militaristic society so far, Sidon fights for a day when people like him won't be necessary anymore.)
-Unique Warfare Unit (Adeptus Astartes, and Sith Warriors.)
-High Loyalty
CHALLENGES
-Looking non-human (-3; Sidon is a very tall, heavily muscular man with a formidable presence, charisma and willpower, suggesting something more than human. He tends to attract attention a lot.)
-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; serious and no-nonsense. Sidon may be a good man, but he is fairly humorless - and also barely understands humor in general - and is usually focused on his duties, rarely taking time off for himself. It's not impossible to get him to have fun for once, but it generally requires effort and convincing.)
-Psychological (-2; moderate pride. Brandar is one of the most powerful Astartes, and Sith Lords, in history, and he knows it. While he tries to remain modest, it is fairly difficult when his own power basically equals, if not exceeds, that of a Primarch.)
-Psychological (-2; honorable. Sith or not, Darth Sidon follows a strict code of honor which he never violates if he can help it.
-Covetous (-2; moderate ambition. Despite his honorable nature and his fairly selfless goals, Sidon is not without his own desires, and wishes for more power, and to reach greater and greater goals. His wish to defeat the Emperor incidentally includes his desire to take his place, although as the head of a kinder, more open-minded Imperium.)
-C.T.S.U.F.U (-3; Sion has taken a stand on his will to help the helpless and fight for people in need, and sometimes this implies going out of his way to do it on a smaller scale.)
-Obsession (-3; to do everything in his power to one day overcome the Imperium of Man, and possibly triumph of evil by uniting mankind under a kinder rule with possible Xenos allies against common foes.)
-Duty (-4; to his men of the Doom Ravens, and his new Sith Empire. For all his personal goals and issues, the man still strongly believes in the unity that brought them so far, and he will never let his men down if he has anything to say about it.)
-Darksider (-2; though Sidon 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.)
-Haunted past (-2; his time as a former loyalist, which is more than half of his life, has left him with a certain burden on his shoulders. Even though he only knew what he had been raised with back then, he regrets not opening his eyes earlier.)
-Deadly enemies (-10; pretty much the entirety of the Imperium of Man for his betrayal of the Emperor, but also Tyrannids, Chaos Space Marines, Necrons, other less-well intentioned Siths, and Jedi who don't realize he may actually be a good guy. Lots of people, in truth.)
-Weakness of Water/Seastone (-2; if a Devil Fruit user is even only partly submerged in water, they temporarily weaken and take a -2 sitmod to all their Devil Fruit-based actions. Moreover, if they are submerged up to the knee, they become immobilized and weak, sinking fast. Essentially, it is the same as being reduced below 1 white stone of Health, but without the wounds. At this point, they better have a good friend willing to give them a hand nearby, or else they may drown. Note: Moving water, such as waves or rain, does not affect a Devil Fruit user, although still water does. Also, a Devil Fruit user similarly loses all powers related to their Devil Fruit temporarily when in contact with Seastone, until they escape its touch.)
EQUIPMENT
-Black 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). Made of Cortosis-Weave, this Sith armor is what Sidon wears when not encased in his far deadlier Terminator Armor.)
-2x Red, Large Lightsabers (+5, 2x damage, AP, Reach of 10' due to their length and Sidon's own size. Sidon's lightsabers are imbued with powerful dark side energy, and provide +1 to Use the Force (Dark Side powers) uses when held. Made of a black metal alloy of higher resistance than most.)
-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.)
RESERVE EQUIPMENT
-Fuwa Fuwa no Mi
-Wooden Jar holding the 8-tailed Beast Gayuki
-Golden Auramite Artificer Armor (Equipped with the following: Mandarin's rings, A space marine scale version of Gusion Rebake Full City's scissors, An Iron Halo, Wrist mounted beam shield (left), Wrist mounted twin-linked plasma-based flamer (Right), Hip mounted railguns (Ala Freedom Gundam), Shoulder mounted mini gattling lasers (Fallout), Jet Boots, Large High-Yield Missle (Mounted on back), Huge Metal Wings serving as either blades, or as shields)
-Twin heavy volkite pistols
-Huge two handed lightsabeer-toothed chainsword
______________________________________________________________
STORY: Brandar Anselmo Kraver used to be one of the most capable, powerful, loyal, honorable and brave Space Marines Chapter Masters in the Imperium of Man, leader of the Doom Ravens, a Chapter specialized in planetary liberation. He served the Imperium loyally for centuries, smiting the foes of the Emperor, punishing heathens and warped alike with the glorious justice that was the birthright of all servants of his ruler. However, something had weakened his devotion, his blind trust of his beliefs. It took decades, but multiple events began weighing upon him. The mildest mutations being punished by death... anyone in disagreement with the Emperor's laws ever so slightly being named heretics... both Brandar and his men were beginning to doubt, and for good reason.
When one of his favored subordinates showed a mild sign of mutation, and he was ordered to 'purge him for the greater good', Brandar listened to the pleas of his men, calling the judgment unfair, and appealing to reason; not all mutations were caused by the Warp, they said. He agreed. Before this apparent betrayal, their former allies turned against them, calling them traitors and Chaos legions' sympathizers, if not downright supporters. The Chapter Master fought viciously to give his forces an opportunity to retreat, and escape... and proved powerful enough to escape with them.
With the Imperium fleet hot on pursuit, the Doom Ravens raised their ships' shields and armed their weapons, willing, as ever, to die for their cause, even if their cause was now very different, and yet... something changed their fate very suddenly. In an unexpected flash of light, the fleeing ships were transported into another world... freeing them from the grasp of the Imperium.
They arrived in orbit of a planet called Korriban (unbeknownst to them at that time), and Brandar decided to investigate it on his own after the sensors revealed it was largely deserted except for local wildlife. His search led him to ancient tombs in the desert, and something guided him to a specific one. Finding his way in, he encountered none other than the spirit of the ancient Sith Lord... Marka Ragnos himself. Ragnos revealed that the Chapter Master's arrival was not a coincidence, that he had witnessed his arrival through the Force. He explained how he man had a fantastic potential for power, and how he wanted to teach him and use him to revive the glorious days of the Sith.
By use of his own knowledge, and Sith Holocrons he had recovered from multiple major Sith Lords (Naga Sadow, Ludo Kressh, Freedon Nadd, Exar Kun, Revan and Malak, among others), Marka Ragnos taught the Chapter Master in the ways of the Force, as he and his men established a temporary base on the planet. Brandar learned quickly, and grew more and more powerful as years passed, assimilating knowledge, power and techniques faster than any Sith before, thanks to his unique qualities as an Astartes, and his enormous potential in the Force.
One day, Ragnos deemed him ready, and named him Darth Sidon, the new Dark Lord of the Sith, giving him the remaining knowledge he needed for the conquest of the Galaxy and the renewal of the Sith's glory... the location of the Star Forge, and how to repair it. The Dark Side spirit reveled in the power of his new student, enthusiastic to see him at work...
...only for the newly christened Darth Sidon to use a massive blast of powerful dark side energy to disrupt the spirit and defeat it, sealing it back into his tomb. Brandar had left a mad conqueror's side once already, and didn't intend to serve another anytime soon. His fantastic willpower allowed him to resist the temptations and fears the Dark Side used on him, and he proved able to use his new powers for good. Ragnos wasn't entirely wrong, he would conquer... as in, unite worlds under a single banner, his... in the hope of one day returning to his world and defeat the Emperor and the Imperium of Man once and for all, and possibly forge a much larger Empire, allied with the Xenos species he suspected to be good regardless of the Imperium's beliefs.
In the century and a half that followed, Darth Sidon had recaptured the Star Forge and rebuilt it. He and his forces had assembled a large army of like-minded troops, equipping them and training them accordingly, and taking more and more worlds into their fold. Soon enough, Lord Sidon's own Sith Empire was born and growing every day, thousands of planets already rallying under his cause. The Republic and the Jedi saw him and his forces as potentially dangerous, yet acceptable allies (in fact, they saw very little wrong with him aside from his use of the Dark Side and the fact that he had access to technology no one else had). The other Sith saw him as a major threat, and he often crossed blades with them, the dislike being mutual.
As for Sidon himself, his power grew more and more, as Ragnos had predicted. Through his own power, Ragnos' teaching and the Holocrons, he achieved a mastery of the Force nearly unheard of by then, and which wouldn't be equaled until the much later coming of one Luke Skywalker in the far, distant future. In addition to Sidon's physical prowess, and Sith alchemy-enhanced Terminator Armor, those powers made him prety much the equal, if not superior, to the Primarchs of his world, possibly a threat to the Emperor himself. He didn't felt ready just yet, however, and he desired to seek more power, and possibly recruit more forces, before he even began searching for a way to travel back to his dimension, to challenge the Imperium with his own, massive armies.
Time would come... and when it would, his fist would shatter the corrupted Imperium, and his forces would take over as the new saviors of mankind.
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.
SIDON'S TERMINATOR ARMOR
Custom, Sith Alchemy-treated Tactical Dreadnought Armour
Custom, Sith Alchemy-treated Tactical Dreadnought Armour
Description: Darth Sidon's custom, powerful suit of Terminator Armour, enhanced by Sith alchemy.
Height: 7'8"
Weight: 325 lbs
Notes: The Doom Raven Chapter Master's black armor has become an icon of Sidon's power as a Sith, and is now widely recognized across the Galaxy. It inspires awe in his allies, and terror in his foes. The Sith Alchemy alterations it went through allow its wearer to manipulate shadows while it is worn.
ABILITIES
S.I: 6
Str: Base +3
Agl: Base -1
Spd: Base +1
Dur: 6
HEALTH: 6
ENERGY: 42
REGEN: 17
ACTIONS
Close Combat: 7
(Str.bonus and Wpn.modifiers)
-Efficient
-Brawling
-Power fist/Chainfist
-Power Sword
-Armsabers
-Inhuman Strength
-Destruction
-Fighting larger/multiple opponents
-Zero-G Fighting
Ranged Combat: 6
(Str.bonus and Wpn.modifier)
-Efficient
-Storm Bolters
-Cyclone Missile Launchers
-Precise shots
-Handling Recoil
-Fighting larger/multiple opponents
-Zero-G Fighting
Sith Shadows: 9
(S.I bonus)
-Efficient
-As Mastery of Shadows
-Create/Manipulate
-Shadow Illusions (As Create Illusions, but made of shadows)
-Shadow Blast (2x damage, Normal and Stun damage; OR Atk VS Agility+Ref.Dodge to blind for 1 panel/red stone of damage)
-Shadow Wings (Allows Flight at half AN rounded up; manifests as large wings of shadowy feathers.)
-Accumulate energy for greater effect
-Power added via Sith Alchemy to the armor
Armsabers: +6
-2x damage, AP, Reach of 10'
-As actual Lightsabers, but built-in and retractable from the suit's gauntlets
-As Mega weapons; Stones are free from GP
-Two of those
Chainfists: +3/+4
-Used as the Power Fist base form, counts as the +3 (3x damage, AP (Ignores 2 Toughness even when No AP, May not split stones for multiple opponents, +1 to Strength for the hand that use it) weapon. If used via the Chainsword part, it works as a +4 (2x damage, AP, Normal and Stun damage) weapon.
-As Mega weapon; Stones are free from GP
-Two of those
Storm Bolters: +6
-Efficient
-2x damage, AP
-Range 5
-Energy Weapons; stones come from own pool
-Two of those; forearm-mounted on each arms
Cyclone Missile Launchers: +6
-2x damage, AP or Area effect
-Range 6
-Rocket launchers, Stones are free from GP
-Two of those
-Holds 6 missiles per load (12 total)
MODIFIERS
Rapid Regeneration
Life Support, Permanent
Microfusion reactor +8
-As Energy Battery and Deep Reserves
-If not connected to Arc Reactor for some reason, relies on solar converters, electrical batteries and on-board generator for a +5 modifier.
Cortosis-weave Coating
-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.
P.C.P.T +3
Reflexive Dodge Base -1
Toughness +7
-No AP
-No 2x damage
Energy Defense +5
Radiation Defense +7
Hacking Defense +8
Targeting +3
Cybernetic Senses +6
Photographic Memory
RESERVE EQUIPMENT
-Power Sword (His trusty power sword, a weapon serving as his badge of office back in his day as Chapter Master, which acts as a +5, 2x damage, AP, Indestructible weapon. It is a beautiful onyx black blade with a beautifully crafted hilt, guard and pommel.)
-Heavy Flamer (A massive rifle-like gun that fires flames of great power. It acts as a +6 weapon, 2x damage, Area attack, Range 3, Sets flammable objects on fire.)
NOTES: This custom made, powerful Terminator armor has been coated with Cortosis weave, and empowered through use of Sith Alchemy, making it a deadly armor against any foe, but even more against other Force users. Its black frame and glowing red eyes has become an icon of the Sith Lord and his power, and its sight usually awes its allies, and terrifies his foes.