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- Jedi Help: Dathomir Witch Tradition
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- Ages ago, the Jedi Council banished a Jedi Knight to the harsh
- planet Dathomir. The wild world was to be her sanctuary, the
- place where she could search her soul away from the Republic and
- once again find the path of the light side.
- The punishment worked, and she did her pennance. However, she
- never left the world of Dathomir....
- Not forgotten by the Jedi, but certainly by the Republic, the
- banished Jedi soon found that the harsh world was the new prison
- planet for the harshest of criminals. The Republic and other less
- legitimate governments began stranding their criminal populations
- on Dathomir to face the rigors of both flora and fauna on their
- own.
- The most fearsome of the threats were the massive rancors, great
- carnivorous creatures of the jungle. With her Jedi skills, the
- fallen knight was able to befriend the creatures, and used her
- influence to spare the lives of many of the new citizens of the
- backwater planet.
- And in doing so she became their leader ... for without her, they
- would surly die to the wilds.
- Years passed, and the lost Jedi took a husband, and bore children.
- Oddly, or perhaps by design, she bore only daughters. And as is
- common, the Force was strong in her children. They were raised to
- be Jedi by their mother. They grew up, took husbands, and bore
- their own daughters and trained them in the Force.
- As centuries passed, the knowledge of the Force was passed from
- mother to daughter, for the rituals taught them by the first Jedi
- mother were really methods of using the Force to ensure a daughter
- was conceived. Their society evolved into a matriarchy, for
- though centuries passed, Dathomir became no less wild, and the
- power of the Force to tame the beasts of the jungle was still
- needed to survive.
- The witches of Dathomir exist today, having survived the tests of
- time in their primitive society. This is not to say that they
- have not been exposed to technology or outside cultures, but they
- have remained largely unaffected by them, since their world holds
- little of value to offworlders apart from its savage beauty.
- Where they have shown a marked change is in their wielding of the
- Force. Over the centuries, the teachings of mother to daughter
- lost much of the discipline of the Jedi. To compensate for the
- focus which is instilled upon Jedi apprentices by their masters,
- the witches of Dathomir substituted chants, gestures and even
- reagents to aid their concentration and focus when wielding the
- Force.
- The Dathomir Witches have the following bonuses to their skills:
- +2 accelerated healing -2 lightsaber combat
- -2 alter technology -1 mindblock
- +2 animal affinity -1 misdirect
- More: 0-59(80) : [q,b,<cr>]
- -1 enrage -1 reduce injury
- -20 force deflection -1 release force
- +2 freeze winds +1 resist poison
- +2 greater force shield -1 resist stun
- +1 hand to hand combat -1 sense force
- +2 launch item -1 telekinesis
- +1 lesser force shield
- The Dathomir Witches have the following unique skills:
- None
- The Dathomir Witches have the following restrictions:
- May not wear plate heavy body armors.
- Suffer 10% chance of the Force not heeding their call if silenced.
- Must be on the Dark Side
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- See also: path, traditions
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- > info 11
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- Jedi Help: Krath Tradition
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- At the dawn of the second Sith war, students of the the ancient
- Sith Lord, Freedon Nadd took their incomplete knowledge of the
- Sith's ways and formed the cult of the Krath.
- The dark magics which Nadd's spirit taught his students proved to
- to be too much for them. It warped their minds, twisting them
- into callous husks of their former selves who were only interested
- in toying with the lives of others for their own amusement. They
- turned their mastery of the Dark Side to petty cruelties, often
- with lethal results.
- The main difference between the Krath and the Sith from which they
- were spawned is their incomplete training in the use of the Force.
- While the Sith are considered sorcerers, wielding the Force in
- massive displays of destructive power, the Krath are generally
- considered illusionists. The Krath's mastery of the Force centers
- on their ability to alter the thoughts of others and impose their
- will upon their subjects.
- The Krath have the following bonuses to their skills:
- -1 absorb energy -1 greater force shield
- -1 accelerated healing +1 injure-kill
- -2 alter technology -1 inspire
- +1 animal affinity -1 launch item
- -1 channel energy -1 lesser force shield
- +2 clear mind -2 lightsaber combat
- +1 cloud mind +2 mindblock
- +2 confusion +1 misdirect
- -1 dissipate energy -1 reduce injury
- +1 disturbing aura -1 release force
- -1 enhance metabolism -1 resist poison
- +1 enrage +1 soul siphon
- +1 force -1 telekinesis
- -20 force deflection +1 telekinetic kill
- +1 force lightning +1 telepathy
- The Krath have the following unique skills:
- Dark suggestion (moderate)
- The Krath have the following restrictions:
- Cannot be of Good or higher alignment.
- Must be on the Dark Side.
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- See also: path, traditions
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- > info 12
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- Jedi Help: Sith Tradition
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- The Sith were an ancient race of primitive beings on the far rim
- of the galaxy. After the first great Jedi war, the Dark Jedi
- flead from the cleansing forces of the Jedi to the far sector of
- space where the Sith lived....
- ....and conquered them.
- Throughout the centuries, the Force teachings of the Dark Jedi and
- the primitive tribal magic of the Sith mingled, just as the blood
- of the Dark Jedi mingled with that of the Sith they had conquered.
- The result was a different means of using the Force, even darker
- than that which the fallen Jedi had brought with them. The sheer
- ferocity and ruthlessness of the Sith altered their perception or
- the Force forever, bringing them great strength in casting the most
- destructive of spells, but only through their anger, hate and
- jealousy. The touch of the light side is lost to the Sith forever.
- The Sith have the following bonuses to their skills:
- -1 accelerated healing -1 hibernation trance
- -1 alter technology +1 inflict pain
- +2 clear mind +2 injure-kill
- -1 dodge -1 lightsaber combat
- -20 force deflection -1 reduce injury
- +2 force lightning -2 release force
- +1 freeze winds +2 soul siphon
- -2 hand to hand combat +2 telekinetic kill
- The Sith have the following unique skills:
- Call the Dark Side (moderate)
- The Sith have the following restrictions:
- Cannot be of Good or higher alignment.
- Must be on the Dark Side.
- Note: Call the Dark Side is disabled!
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- See also: path, traditions
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