Sith Apprentice

Sheets for the Bronze Class: Tier 3 enemies will be kept here.
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Sith Apprentice

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Post by Tony »

Name
Sith Apprentice

Reward:
3 xp (1st run)
Sith Badge (+2 to Intimidation checks) (2nd run)
Sith Apprentice Card: Intimidate: The Apprentice attempts to use its Force and physical prowess to force a character into submitting to it. (Roll against opponetns magic defense. Success give +20 intimidation.(speech craft) - 200 mp(Extreme Challenge)

Description: A young man, about 19 years old, with a dark, scarred complexion stands in front of you, about 5'10", 165 lbs, wearing a ripped cape behind his back with tatters torn in it, and a black tunic and pants with silver trim, as well as tall black boots stands in front of you. He holds a single scarlet lightsaber in his right hand, in a reverse grip with the blade pointed behind him. He growls menacingly, obviously filled with nothing but rage and hate.

A Sith apprentice was an individual, on occasion a child, that began serious training under a Sith Master, usually chosen by the Master themselves after the potential apprentice displayed an impressive act of loyalty or cruelty. In some cases, the individual pledged themselves to the teachings of the Sith Master, thereby becoming the apprentice. In other situations, the Master sought out the student, being guided by the will of the dark side of the Force. Sith apprentices were analogous to Jedi Padawans, and the relationship between Sith Master and apprentice was the analogue to Jedi Knight and Padawan. A Sith apprentice's time as the student ended either with their death, or when the apprentice kills his master, then they took an apprentice of their own, thereby ascending themselves to the rank of Sith Master.


Weapon of Choice:
Lightsaber

HP: 12,500
MP: 1000
Physical Soak: 3000
Mental Soak: 1500

Initiative: 1d150
Dodge Roll: 1d140+65 block, 1d120+55 dodge.

Attack Behavior:

Phase 1 (Subjugate) (1d2):
1) Intimidate: The Apprentice attempts to use its Force and physical prowess to force a character into submitting to it. (1d140+65 vs. Magic Defense; if successful, the battle ends in a failure. If failure, move into Phase 2)
2) Mind Control: The Apprentice uses a powerful surge of Force in an attempt to warp a character's mind to its own will. (If a character has less than 100 Willpower, battle ends in a failure. If more, move into Phase 2.)

Phase 2 (Combat) (1d4):
1, 2: Sith Saber Shien: The Sith spins his lightsaber forward on his hand before swinging it wildly at an opponent. (1d130+62, 1d4 hits, 1200 unsoakable damage apiece)
3: Sith Saber Blast: The Sith spins his lightsaber with a flourish before baseball batting an enemy with it, a curving arc of Force energy actually hitting the enemy rather than the saber. (1d140+66, one target, Knockdown, 2400 damage)
4: Force Lightning: The Sith extends his free hand, summoning bolts of surreal electricity to its fingertips before launching them in an array at one enemy. (1d130+63, 1d3 hits, 2400 magic damage apiece)

** SPECIAL **
The Sith are tricky opponents, as their lightsabers are able to reflect energy projectiles and destroy normal projectiles in the air. With the Force as their weapon, the Sith use their lightsabers in a variety of defensive techniques.

If the Sith is attacked with an energy projectile weapon, it will roll to block the attack. If the Sith successfully deflects the attack, the Sith's defense roll is considered to be the 'attack' roll for the blast rell, and the original attacker must roll dodge to beat that roll. However, if it is a normal projectile (bullet, arrow, etc), the Sith will simply destroy the projectile with the lightsaber and not reflect it back to its origin.

Sith cannot block Machine Guns, Assault Weapons, or Shotguns.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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