Krath Powers: Difference between revisions

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== Krath Force Powers ==
== Krath Force Powers ==
[[Image:KrathPowers.jpg|350px|right|Krath Powers]]
=== Drain Knowledge ===
=== Drain Knowledge ===
==== Dark Lore ====
==== Dark Lore ====

Revision as of 23:40, 18 December 2009

Krath Force Powers

Krath Powers
Krath Powers

Drain Knowledge

Dark Lore

Perquisites:

  • Third Rite (EQ1 - EQ4)
  • Krath Order or Grand Master

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)
  • Krath Order or Grand Master
  • 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:

  • Third Rite (EQ1 - EQ4)
  • Krath Order or Grand Master

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)
  • Krath Order or Grand Master
  • 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:

  • Third Rite (EQ1 - EQ4)
  • Krath Order or Grand Master

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)
  • Krath Order or Grand Master
  • 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:

  • Third Rite (EQ1 - EQ4)
  • Krath Order or Grand Master

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)
  • Krath Order or Grand Master
  • 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.