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Powers of the Krath Feed On the Dark Side Level 1This power allows a Krath to feed on the fear, hatred or other negative emotions of others to make himself more powerful. It does not matter to the Dark Side why the others are filled with dark emotion; the feelings alone suffice, when this power is activated the Krath gains one temporary level. The Krath must immediately begin to prep for their next Force power, or all benefits are lost. Should the Krath do anything other than draw upon the Force to activate a new power, all benefits are lost (E.G. You can't dodge blows and gain benefit from this power at the same time) Once the new Force power has been successfully activated, or the Krath was interrupted during the process, the temporary level is lost. Death Sense Level 2 This power allows the Krath to sense the impending death of a character. The prediction is within six rounds, the prediction can be is extended to 5 minutes in non-combat situations. Sense Scribing Level 2 This power is used to first detect, then uncover Krath Force scribing. This requires two rounds no matter what level. Once uncovered, the user may read the scribing plainly. Life Bond Level 2 A Krath character may choose the life bond power to permanently form a mental link with one other individual, normally an apprentice (although sometimes a mate, siblings, parent and child, or even very close friends choose to life bond). Detailed information can be learned by activating the power. If both characters have the life bond power use this as opposed to any other power for the effects listed below. (Both characters must still activate life bond to achieve the benefits listed below). The following benefits are only in effect when the characters are actively using the life bond power. As an added benefit, the two characters can have premonitions about each other: for example, if one character is severely injured, his other life bond partner will sense that something bad has happened. This aspect of the life bond power is modified by proximity only, as outlined below. Sensing premonitions is automatic if within 1,000 kilometers of each other. If on the same planet but more than 1,000 kilometers from each other, a linked individual must activate the sense power to sense premonitions. If not on the same planet but in the same star system, danger sense must be activated to sense premonitions. If not in the same star system but within 3 days travel, Life Sense must be activated to sense premonitions. Life bonded characters may not share skills, attributes, force levels or die when the other does. However, since they do have such a close bond, the actions of one can affect the other. If a life-bonded character commits an evil action, the Krath partner receives the effects of the power (IE falling to the Dark Sider even deeper), even though these actions were not the Krath�s fault. Obviously, life bonding is an exceeding serious commitment, and not to be taken lightly. Both characters must agree to the life bond for the power to work and a character may only life bond with one other individual. Life bonding takes one month to complete (as the Krath becomes accustomed to the background Force presence of the life bond partner). During that time, the Krath�s Level is reduced by one. The life bond power may not be activated until the bond is completely formed. Death is the only means of severing the life bond. If one member of a life-bonded couple is killed, the surviving partner enters a near-catatonic state of shock of 2 weeks. After re-awakening, the partner grieves and readjusts to solitary existence; his force level is reduced by one level for the same amount of time it took to forge the life bond. Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2 months for a second bond, 3 months for a third bond, and so forth. Pyrokinesis Level 3 With this ability, the Krath can manipulate atoms to create intense heat within an object, and even start fires. The size, intensity, and rate of burn depends on strength of the Krath either nothing happens, it burns out of control, or ignites where the Krath didn't want it. A lesser usage of the power could be used to generate small amounts of light and heat, instead a roaring fire. In this case, just the air molecules are manipulated for source material, The difficulty then ranges from size: Electronic Communication Level 3 This power allows the Krath to communicate mentally with electronic systems, as if using receptive and projective telepathy. The Krath can read the surface processes of an electronic system. The Krath "hears" what the machine is processing, but cannot probe for deeper information. The Krath can sift through the system memories up to 24 hours old. A Krath cannot sift through memories in the same round that contact is made - this process takes a full round. The Krath can also project his thoughts into the computer system. The Krath can only send short commands and requests of the system, to gather information and accomplish tasks; the Krath cannot reprogram the system in any way. If the Krath does not have clearance to the system, the Krath may try to bypass the security on the system. (Tech GM�s authorization required to bypass.) Postcognition Level 4 Postcognition allows a Krath to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the target object. The Krath must declare (to a Force GM) how far in the past is being reviewed prior to using postcognition. If successful, the Krath can determine who has handled or touched the object and what events have transpired around it. The Krath may "search" for specific incidents or simply review past events, somewhat like a hologram. Force Weapon Level 4 This power utilizes pure Force energy to create a weapon powered by the Force. This can be used for any blaster or lightsaber (and similar energy weapons). The Krath uses his Control to energize the weapon, and a blade or blaster bolt of pure Force is created. The Krath uses Alter for damage. The weapons used for this acts identically to their real varieties in all respects. Each weapon must be specially created such as a lightsaber, but a Dark Krath can make a real weapon into the same structure. Use of this power does not harm any internal weapon components. Instinctive Astrogation Control- Level 5 Instinctive astrogation control is far more difficult than the standard sense-based instinctive astrogation power because instead of trying to "feel" the correct solutions to the hyperspace equations, the Krath calculates them in his head. This is quite possible, and is often done as a training exercise, but the figures generated are rarely used because it is so easy even for a Krath to make a mistake. The difficulty is modified by how hard the task is with a nav computer. This is a largely unknown application of the control power that allows Krath to plot astrogation paths, instead of using the better known sense-based instinctive astrogation power. Instinctive astrogation control is little more than a curiosity, studied only by a few theoretical Krath, attempting to proving that the high-order equations could be solved or, under certain special case situations, approximated, using standard Krath techniques. Scribing Level 5 This power allows the user to make a mark or inscription undetectable by mundane or artificial senses. Only a Krath trained to sense these marks can detect and uncover the scribing. Usually used to leave a trail for another Krath to follow, Scribing is persistent and may continue even if the surface scribed on is defaced or partially destroyed (gamemaster's discretion). Hyperspace Tracking Level 6 Any object that goes through hyperspace leaves a trace that the Krath can sense. The Krath uses his sense skill to "feel" through hyperspace to track an object's path. If the Krath succeeds at tracking the course, he needs only generate an astrogation calculation to plot a safe path to follow the object. If the Krath fails to use the power Instinctive Astrogation Control, he is unable to track the object. If the object includes a Force-sensitive being, the difficulty for this power is reduced one level. (Unless force masking) *The Krath must know which vessel he is tracking, and be able to pinpoint the exact ships hyperspacial entry vector, either through sensor readings or the force. It's impossible to track a ship beyond 7 days. If multiple ships enter at the exact same location at the exact same moment and than it's a 50/50 GM decision on which ship is followed. Immerse Level 7 This power allows the user to vanish from the perceptions of others. Successful use leaves the user undetectable by any known means. The user may move about without being seen, heard or otherwise sensed by organic or artificial means. It is not a mind trick - the user causes the Force to well up and hide the user. Mental Translocation Level 8 When using this power, the Krath's mind can leave his/her/its body and travel away from it in any direction and through any physical obstacle. The physical universe cannot harm the Krath's mind (unless hypnotic/brainwashing or mind-affecting stimuli are perceived). The Krath uses the Force to perceive the surroundings, essentially duplicating the function of normal sensory organs. However, due to the complexity of this power, the Krath can only use two "non-interactive'' senses to perceive the environment (Krath's choice; e.g. vision and audition). The sense of touch, or any sense that would require "interaction'' with the environment cannot be used. Attempts to use "interactive'' senses results in only one sense being available. If this too is an interactive sense, the Krath is totally blind and cannot return to the body (the Krath has no senses). The user's body dehydrates and hungers at twice the normal rate. You must declare the distance you wish to travel before the activation of this power. Failing to do so results in the mind-body connection being broken, and the Krath being unable to inhabit his former body. (It is believed that the Emperor used a modification of this power to break his mind free from his body at the moment of his death on the 2nd Death Star. Should the Krath�s physical body be killed, or the connection to it severed the Krath�s mind deteriorates rapidly unless a new host can be taken. The user�s loses one Level for every 24 hours he is without a physical body, if his temporary/permanent force level drops below the required level to activate the power Transfer Life, the mind of the Krath enters the Realm of Krath were the Krath God resides. The only method of detecting the presence of the incorporeal Krath is by using Life Detection. Obviously, detection of the Krath in this manner is nearly always accidental. This skill cannot be used to inhabit bodies other than the original host. Also, while using Mental Translocation, the body is very susceptible to the Force power Transfer Life (treat as "recently dead body''). Corruption of the Light Level 9 Through the power of the Dark Side of the Force one can grant strength onto others and change the essence with which they can harness the Force, their power then becomes an extension of the users own power. The target of the empowerment raises the recipients� level by one, up to the maximum of Level five. Through touching, the user sends waves of darkness and dread through the target leaving a lasting unbreakable impression in their mind. When sensing the Force the recipient immediately is overcome with anger, hate and rage. The user is unable to shake these feelings as they have been imparted with the DarkSide. The user suffers a temporarily loss of one level for a week. The benefit the recipient received can be removed at the wish of the caster at any time or upon his death. It will grant the Force user an increase of one level, however the Force user will be unable to increase permanent levels there after. This power lasts until the Force User who granted the gift dies or removes the gift from the recipient. This power will not work on a Force User whose permanent level is greater than 4 they are to strong with the force to be corrupted unwillingly. *Note you must have 3 complete preps and be touching the person for the duration of the casting time, including the preps. * Imprison Level 10 Imprison is one of the most terrible powers a Krath can use on another living creature. Through many thousands of years of research, the Krath have uncovered different dimensions. Some have come about accidentally, like the spatial vortexes caused by a failed Warp Matter experiment, while others have come about through active research. Some have even come about by dealing with Dark Krath and defending against Force Storms and such. The end result is that a Krath Masters can open up a gateway into the unknown and forever imprison a victim in this new dimension. It seems that there exists a "pocket universe" somewhere beyond hyperspace where this power leads. In ancient times, it was thought that no one could ever return from this prison. However, recently, a long imprisoned Dark Jedi Master, the Highlord escaped and made his way back to our galaxy. He did this only through many hundreds of years of planning, but was defeated by the Jedi Knight, Garret Sample. Besides special events, the victim is considered, for all in tense and purposes, to be wiped from the face of the galaxy. This power requires uninterrupted concentration that can only be attained by being in the state of Mental Translocation. The Vortex lasts only for a few mili-seconds. This is a line-of-sight power and requires the target to remain perfectly still during the prepping. Modifiers (if person is unwilling to be imprisoned) *The once trapped person will re-emerge via a strange Vortex at a random location of a Gamemasters choosing. While inside the Vortex the character is unable to interact with any of the current dimension. (The entire GE) ![]() |