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Revision as of 21:06, 2 January 2009
Krath Force Powers
Drain Knowledge
Dark Lore
Perquisites:
The ability of the Krath to disturb the understanding of a target individual. This often manifests itself in a rant of gibberish that can confuse an opponent; displays have often seen the best opponents drop their saber as if never knowing how to use it; or crash fighters or vehicles into easily avoidable obstacles. While an impressive feat, this instant power of short duration leaves the Krath confused in their own right, almost disoriented. The resulting effect of Dark Lore on the Krath has a duration twice that of what was inflicted.
Drain Knowledge
Perquisites:
- Mastery (DA - DP)
- Force power: Dark Lore, 5 points
The siphoning of specific memories or facts related to a single subject from another's mind, either for information or deceit. Many users also possess the ability to erase the memories they've drained from the user.
Brainwash
Perquisites:
- Grand Mastery (GM only)
- Force power: Drain Knowledge, 5 points
A Grand Master may use his understanding of the Force to erase all mental attributes in a less powerful being. He is free to rebuild that being to his own designs. This is one of the most feared of all Dark Side powers.
Alchemy
Mechu-Deru
Prerequisites:
One of the many ancient Krath forms of Force magic, this power allows the user to infuse a mechanical object with Dark Side energy.
Alchemy
Prerequisites:
- Mastery (DA - DP)
- Force power: Mechu-Deru, 5 points
Through the use of ancient Krath equipment, arcane formulae and knowledge in the proper environment, a Dark Jedi can alter the molecular composition of inanimate, and sometimes animate, objects. Inexperienced Dark Jedi risk horrific disaster if they dabble in this dark art.
Sorcery
Prerequisites:
- Grand Mastery (GM only)
- Force power: Alchemy, 5 points
By channeling the spirits of deceased Dark Lords, a Dark Jedi can supplement their own power. However, the user does so at the risk of becoming the puppet of the spirit summoned. The use of this ability requires intense concentration and thus no other activity may take place during the process. Only periodic use of this power is possible as its casting is incredibly taxing to the Krath requiring long intervals of recuperation.
Hatred
Inflict Hatred
Prerequisites:
A Krath may lay hands on his victim and inflict excruciating pain and suffering without causing actual physical harm.
Bolt of Hatred
Prerequisites:
- Mastery (DA - DP)
- Force power: Inflict Hatred, 5 points
This ability allows a Krath practitioner to create a radiant sphere of pure hatred that can be thrown at any target in their direct line of site. The bolt manifests in spectacular shades of amethyst and white. The pure malice behind this attack overwhelms the target.
Chain of Hatred
Prerequisites:
- Grand Mastery (GM only)
- Force power: Bolt of Hatred, 5 points
Chain of Hatred can be used to transfer the Grand Master's unfathomable malice in a chain reaction to multiple targets in his proximity.
Impart Knowledge
Impart Memory
Prerequisites:
Direct infusion of a specific memory from one's mind into the mind of another individual, without the ability to alter the target's own memories or perception.
Impart Knowledge
Prerequisites:
- Mastery (DA - DP)
- Force power: Impart Memory, 5 points
The offering of knowledge into the mind of a target individual that either amplifies the target's own understanding or imparts understanding if none was present.
Augment Holocron
Prerequisites:
- Grand Mastery (GM only)
- Force power: Impart Knowledge, 5 points
This power allows the Grand Master the ability to create new holocrons and add to existing holocrons.