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{{imageless}}Shadowcrafting was a school of Force powers unique to Clan Arcona of the Dark Jedi Brotherhood. These mystical arts were derived from the study of the [[Abyssal Tome]], a sacred artifact held by the Clan. The Tome provided knowledge of, and some say acts as a gateway ''to'', the realms of shadows and pure Dark Side energies.
{{imageless}}Shadowcrafting was a school of Force powers unique to Clan Arcona of the Dark Jedi Brotherhood. These mystical arts were derived from the study of the [[Abyssal Tome]], a sacred artifact held by the Clan. The Tome provided knowledge of, and some say acts as a gateway ''to'', the realms of shadows and pure Dark Side energies.



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Shadowcrafting was a school of Force powers unique to Clan Arcona of the Dark Jedi Brotherhood. These mystical arts were derived from the study of the Abyssal Tome, a sacred artifact held by the Clan. The Tome provided knowledge of, and some say acts as a gateway to, the realms of shadows and pure Dark Side energies.

The Force school was phased out in favor of canon Clan Force Powers.==Shadowcrafting Summary==


Shadowcrafting

Levels 1-3 (PRT-JH)


Level 4 (DJK)


Level 5-8 (EQ1-EQ4)


Level 9 (DA-DJP)


Level 10 (Consul of DA+/GM)


After gaining the first 3 levels of Shadowcrafting, and upon reaching the rank of Dark Jedi Knight, the Jedi must select an area of focus: either one's Outer Darkness, or their Inner Darkness. Once selected, their Path may not be changed.

Note: For all levels of Shadowcrafting, save for Dark Sight, the individual’s shadow must be present, regardless if it is actively used in a particular power. Thus, if one were in complete darkness, your shadow would not be cast by a light source, and thus you could not use the majority of skills herein listed.

Basic Skills: (Levels 1-3) Control over one’s shadow, and heightened perception in darkness.

Path of the Outer Darkness: (Levels 4-9) The control of shadow and darkness in interacting with the physical world.

Path of the Inner Darkness: (Levels 4-9) The control of shadow and darkness as abstracts along the mental/psychic plane.

Shadow Mastery: (Level 10) The pinnacle of Shadowcrafting.


ShadowCrafting Basics

Level 1: Slave Silhouette

This basic area of study grants the user limited control over that shadow most familiar to him: his own. With a concentrated effort, the user may manipulate any shadow cast by his own body, stretching it or shaping it as he pleases within his line of sight. This ability to mold one’s shadow has no affect on anything in the physical world, and the shadow cannot leave the flat surface upon which they are cast, nor can it separate away from its owner. The user is the shadow’s tether. However, the user may stretch his shadow wherever he pleases, even if such movements defy a source of light, and where the shadow would normally appear. It is possible to manipulate your shadow to “climb” up a target victim but, save for perhaps some psychological trauma at being unnaturally “attacked” by shadow, they are in no way held or affected physically by it.


Level 2: Shadow Construct

At this step in their studies a student can, with effort, “lift” their own shadow off the two-dimensional plane, and into three-dimensional space. A user’s shadow may now be raised up into a misshapen blob, or with practice crafted into a precise construct; perhaps a copy of its owner, an animal, or an object. There are limitations, however: the construct can be no larger in size than the person creating it. The construct has no physical presence; people or objects will pass through it as though it were a hologram. Additionally, the control is only maintained so long as the construct remains within the user’s line of sight. A construct created while in direct sunlight can only be maintained for 10 minutes.


Level 3: Dark Sight

The user can now see clearly through any darkness summoned through his own shadow. Additionally, the user now has 50% improved night vision to see in regular, natural darkness.


The Outer Darkness

Level 4: Cloak of Shadow

The user may now wrap his body in his own shadow, creating a form-fitting shell of darkness. Once conjured, the cloak will maintain itself without the user needing to dedicate concentration to its maintenance. In areas of low light, or at nighttime, the user becomes effectively invisible to normal vision. The cloak cannot be conjured while the user is in direct sunlight. Note that the Cloak provides no protection from physical attack, and while in use the user casts no shadow (since it is now wrapped around him).


Level 5: The Dark Forge

A student may conjure simple objects from the “stuff” of his own shadow. With concentration, one may “dip” their hand into their own shadow, and pull from it a single-piece object. The object may not be longer than the user is tall, nor thicker than the user’s own arm. A hammer, a short club, and even a knife or sword are all possible creations with this skill. Only one such crafted object may exist at any one time. A small amount of sustained concentration is required for the user to maintain this object. If that concentration is broken, or the object passes out of the user’s line of sight, the object fades away, and will have to be remade. If the object is crafted while in direct sunlight, it will only retain its cohesion while in the user’s physical grasp. If released, the object instantly disappears. Otherwise, crafted objects maintain their cohesion for approximately a half an hour, before they appear to “melt” and rejoin the user’s shadow. The reason for this time limitation is yet to be determined.


Level 6: Oubliette

Further advancing their studies into the shadows, Jedi can now take the ability to raise shadows further. With this skill, a user can create from their shadow an area approximately 10’x10’ of complete darkness. In essence, the user creates a cloud which cannot be penetrated by natural light. This cloud causes a strong sense of vertigo to anyone caught within in. Sounds are muffled, movement becomes cumbersome, and sense of direction and balance is blurred. None of these things affect the user: he may move and see through the Oubliette as if it were not there. The cloud, once conjured, cannot be moved, and only one Oubliette may be made from one’s shadow at a time. An Oubliette may be conjured in direct sunlight, but can only be maintained if the user does nothing else but concentrate on keeping the cloud stable. Otherwise, the Oubliette will immediately disappear if the user is distracted.


Level 7: Touch of Darkness

At this level of study, Jedi may now instill their shadow with the ability to interact with the physical world. A tentacle created from Shadow Construct may push open a door, or hold a dagger. A user’s shadow may only lift and manipulate objects with an amount of strength equal to what the user naturally possesses. For example, if the user’s lifting ability tops out at 100 lbs., a shadow may not lift or move anything significantly heavier than that. This limitation applies completely to the user’s shadow: if he were to create two shadow-arms, they could each only lift approximately 50 lbs.; if there were four arms, a maximum of 25 lbs. each. Be aware: the more appendages one creates, the more the user’s concentration has to be split to effectively control these multiple sources of activity. If used to attack directly, the shadows may cause blunt force trauma equivalent to a physical strike made with the user’s own bare hand. This power also allows the user, at his choosing, to add the quality of “sharpness” to his solidified shadows. Thus, a shadow tentacle may be given a razor’s edge to cut, or be honed to a sharp point to stab. The damage caused is comparable to a standard blade or stabbing weapon. Strikes may only be made with an amount of force equal to that of the user’s own physical limitations. These tangible shadows can exist in direct, full sunlight, but only if the user does nothing else but concentrate on their maintenance.

Keep in mind that though these shadows may now interact with the physical environment, they still retain many limitations of “regular” shadows: for example, if one were to cover a target’s head with a band of shadow, they will be blinded, and restrained, but they could still breathe through it. The shadows have a physical presence, but are still intangible in many respects.

It should be noted that as a user’s shadow now has a physical presence, it can also be physically opposed. A shadow arm may be fought off, or a hold broken, the same as if it was the user himself doing it. If a shadow is cut at, or burned (say with a lightsaber) the shadow itself is not “damaged,” but the sensation of the opposition is felt by the user, and the pain can be very real, though slightly muted.


Level 8: Dark Matter

With this advanced skill, a user may now summon clouds of smothering darkness, or conjure constructs of solid darkness. This ability refines one’s semi-tangible shadows and allows the user to make them as light as air, or as solid as steel. One might summon an Oubliette around a victim, and with a small nudge of the Force solidify that cloud as hard as stone, trapping and crushing the victim. The user can then merely dismiss the shadow, as if there had been nothing there at all. This ability can be applied to almost all previous Shadowcrafting abilities. Making one’s Cloak of Shadow semi-solid, a user may now have an instant suit of armor that conforms perfectly to his body. However, armor such as this is not indestructible. Anything enhanced with Dark Matter can still be damaged or destroyed. Only a single shadow conjuration may be granted the benefits of Dark Matter, and the power may only be used once in an hour’s time. Solidified shadows can exist in direct sunlight, but will quickly appear to “melt” away, and lose their solidity, much like a block of ice in summer sunshine.


Level 9: Become the Shadow

The pinnacle of the outer darkness, a user may now become the very thing he controls: shadow. The user must concentrate continuously for three minutes. At that time, the user’s physical form collapses into a “blob” of shadow. In this form the user is essentially intangible, and weightless. He may slide under doors, climb walls, hide in small containers, etc. In this form, the user may also make short hops between shadows within a limited area. A user may merge with a shadow in one spot, and emerge from any other shadow within 20 feet of the first shadow. This ability is not obstructed by physical barriers. The user retains all his normal senses in this form, but has no power of speech. Most importantly: while in this form the user cannot touch the Force, save through the arts of Shadowcrafting. Becoming non-coporeal temporarily cuts the user off from the enormity of the Force. This form may be maintained indefinitely in low light or at nighttime. However, the form can only be maintained in bright light, or direct sunlight, for a maximum of 10 minutes.


The Inner Darkness

Level 4: Sense of Shadows

With this initial skill of the Inner Darkness, a student may now extend through his shadows on of his 5 normal senses, and gain information previously inaccessible to him. One might extend their shadow under a door and through it, see what’s inside, or hear what is going on. Only one sense may be extended through your shadow at a time. Additionally, while you imbue your shadow with this sense, your same, normal sense is effectively cut off. Thus, if you were to extend your sense of touch into your shadow, you would only sense what your shadow “feels,” while you would not even register a cold gust of wind against your body’s skin

Along with this extension of one’s senses to their shadows, a new benefit is gained: your shadow may now be manipulated outside your line of sight. Thus, one could stretch their shadow around a corner, or under a door as mentioned. The user is still required to remain in the general area, however, as their physical being is still the shadow’s tether.


Level 5: Shades of the Past

This useful investigate and research ability allows the user to extend his senses through time, and grasp a glimpse of the darkness of places and objects. If holding an artifact, or present in a particular area, with concentration a Dark Jedi may glean a mental snapshot or general impression of the place or object’s past. An image of a recent murder inflicted with a particular knife, or a scene of some dark mass within a certain cave may all be viewed. This power hones in on the dark vibrations people and events leave behind, and turns hem into knowledge that can be understood.


Level 6: The Shaded Mind

With this skill a user may now further enhance his powers of the inner darkness, drawing forth a victim’s deepest and darkest thoughts to assault them. A user must first physically touch a target’s skin for at least 5 seconds. During this time, the user must do nothing but concentrate. If the 5 seconds elapses without interruption in contact or concentration, the user conjures forth in the victim’s mind images and hallucinations of their deepest, darkest fears and desires. The user also grasps a mental impression of the target’s inner darkness this way, enabling him to understand the victim’s shadowed self. This condition afflicts the victim for approximately 5 minutes, and in that time it becomes difficult for them to think or function clearly, as their senses are assaulted.


Level 7: Dark Soul

With a better understanding of their darkness within, a user may now bring that darkness to the surface. When this power is enacted, the user’s shadow will appear to shrink and be absorbed into the user’s body. It is then that one’s Dark Soul will burst forth, but the form that this takes could be anything. Shadow may spill out of the user’s mouth, or perhaps bleed from the user’s pores. The shape this blackness ultimately takes depends upon the user. The Dark Soul of a megalomaniac may conjure about him a form of a dark King. Perhaps a Jedi with murder in his heart will take on the outward form of a deadly predator. Anything is possible. Regardless, in this form a Jedi exudes a sense of stark fear into any who witness the transformation, or see the resulting form. Additionally, while in this form, a Jedi’s strength is increased by 50%, and any physical attack made on a target where the target’s skin is touched instantly delivers the effects of The Shaded Mind. While the user’s body does not, itself, alter with this power, the released form can help to “carry” the user along with it. Thus, a Dark Soul of a flying attacker can actually fly while in this form. But any fringe benefits to one’s unique form are short-lived: one’s Dark Soul can only be unleashed for a total of 5 minutes, before the exertion tires the user. The power may only be enacted 1 time during any given 24 hour period. Once a user’s Dark Soul form is defined, it remains that way always (save in the rare instance that the user suffers some traumatic, personality-altering event).


Level 8: The Black Chamber

The ability hones and focuses a Dark Jedi’s knowledge of the inner darkness, and extends its influence to others. A user must remain stationary when both conjuring and using this power. When enacted, the user’s own shadow (which must be present beforehand) rises up and surrounds the user in a cocoon of darkness. While in this focusing chamber, all sounds and visual distractions are blocked out, as to not disturb the Jedi’s concentration. The Jedi must concentrate on the darkness within for 2 full minutes, at which time everyone, friend, foe or otherwise, within the Jedi’s line of sight will gain the uncontrollable urge to carry out their darkest desire. One’s “darkest desire” depends on the individual’s code of ethics and morality. Essentially, the victims of this power will focus on a singular goal that they will attempt to carry out, even if it is technically impossible: the very last thing they would ever do, but the one thing they would most want to do. The user has no control over what actions the victims will take; he can only unleash their unique, personal darkness. Affected victims will relentlessly seek to complete their goal for one hour, after which time the knowledge of what they did, or tried to do, may affect them psychologically for the rest of their lives.

Note: The Black Chamber is as intangible as any shadow. It provides no protection from attack, it merely blocks out visual and audible distractions from the user.


Level 9: Extinguish the Light

The mastery of the inner Darkness may now be made to combat its most hated enemy: another’s inner Light. Upon achieving this level of skill, a user may dispel an enemy Force user’s ability to use the Force unless they do so through the Dark Side. The first recorded use of this power dealt with The Dark Side Spirit of Freedon Nadd, and his corruption of the then Jedi Knight Exar Kun. The use of this ability is unnoticeable by the victim, unless there are aware of very ancient Sith history. The user must confront his intended victim, and their eyes must lock gaze for at least a continuous 10 seconds. In that time the user extends his darkest self into the victim, smothering their connection to the Lightside of the Force. The effect lasts for one day, and a user may only enact this power once in a 48 hour cycle. Additionally, while the user’s inner darkness is occupied with smothering a target’s connection to the Force, the user cannot make use of any other Shadowcrafting power until the effects of Extinguish fade a day later.

The aftermath of one of the Light being forced to rely on the Dark Side, and not knowing why they must do so, could last a lifetime.


Shadow Mastery

Level 10: Darkest Night

Once one has mastered Shadowcrafting, they may now extend their dark power across vast areas, causing damage both physical and mental to those caught in its wake. With this powerful skill, a master may blanket an area of approximately 50 square km with a palpable darkness conjured from his own shadow. The user acts as the epicenter for this eruption of darkness, and must concentrate uninterrupted for 2 hours in order for the power to work. Once released, the cloud of darkness will visually seem to erupt as though it were a silent tidal wave of purest black, covering everything within sight.

The darkness caused by this power is total: NO light can either penetrate or exist within the field of effect. Those caught within the Darkest Night experience a plethora of effects: blindness, fear, and vertigo initially. Collateral death and destruction resulting just from the lack of light alone is inevitable. But additionally, the victims minds, deprived of visual information, succumb to the influence of the user's inner shadow, and they begin to hallucinate visions of those things within themselves they fear and dread the most.

Once conjured, the Darkest Night will persist for 4 hours, at which time it will dissipate, like a slowly lifting fog. The permanent effects upon a populace from this power are unknown, as the only recorded use of this power resulted in an ancient city's population going mad, and some portions disappearing altogether. Only the user, who is the only one who can see and travel safely through the Darkest Night, would know for sure what happens within.


Arcona
Units ArconaGaleres (Soulfire Strike TeamSukhur's Legion) • Qel-Droma (Oblivion BrigadeShadow Gate)
Leadership Zandro Savric Erinos ArconaeWuntila Zratian EntarTimeros Caesus Entar ArconaeCelahir ErinosSashar Erinos ArconaeAndrelious J. InahjMarick Del'AbbotDralin ForteaLegorii Kryotek EntarTalos Erinos
Possessions Dajorra System • • Dajorra Defense ForceArcona Expeditionary ForceDajorra Intelligence Agency
Misc Di Tenebrous ArconaeNaruba InvestmentsShadesworn
Light is limited; Darkness is infinite.