Alchemy
Sense Difficulty: Varies, see description
Alter Difficulty: Varies, see description
Warning: Use of this power will give the user a Dark Side Point.
Required Powers: Sith sorcery
Effect: By using this power, the Sith magician uses a specialized alchemicical apparatus and the Dark Side of the Force to imbue items and creatures with unnatural powers and alterations. To use this skill, a variety of matierals are needed as well as the basic equipment to use them. The apparatus costs 10,000 credits and consumed materials for each use of the power cost 500 credits. A specialized apparatus, capable of working on one species or type of item (e.g. Sith Swords) can be had for 100,000 credits and grants a +1D bonus to all checks, but can only be used on that species or item.
A wide variety of possible uses is listed in the table below.
Table 5.11: Alchemy
Sense Difficulty | Alter Difficulty | Effect | Notes | |
Easy | Moderate | Add claws (STR+1D damage) or fangs (STR+2 damage) | ||
Easy | Moderate | Add horns (goring attack @ -1D penalty, STR+1D+2+speed bonus damage) | Also gets other attacks | |
Difficult | Difficult | Grant IR vision or UV vision | No darkness penalties with heat or UV source | |
Very Difficult | Difficult | -1D penalty to resist commands | Not loyalty, so resist anyone's commands | |
Moderate | Difficult | Add +2 to move | Maximum speed twice normal minimum or 1.5 max, whichever is greater | |
Easy | Difficult | Give +1D natural armor versus physical attacks | Sense difficulty rises to Difficult to also grant bonus to energy | |
Moderate | Heroic | Give mild regeneration | Roll CON or repair every round towards 4x damage to reduce damage. Does not work if dead. | |
Heroic | Heroic+10 | Give strong regeneration | Roll CON or repair every round towards 2x damage to reduce damage. Must kill 2x normal or decapitate. | |
Difficult | Very Difficult | Increase size by 40% | Usually gives STR, CON +1D, DEX -1D | |
Moderate | Very Difficult | +1D STR, -1D DEX, KNO, and PER | ||
Moderate | Very Difficult | +1D STR, -1D KNO, MEC, TEC | ||
Moderate | Very Difficult | +1D DEX, -1D STR, CON, PER | ||
Moderate | Very Difficult | +1D DEX, -1D CON, KNO, PER | ||
Moderate | Very Difficult | +1D CON, -1D DEX, KNO, PER | ||
Moderate | Very Difficult | +1D CON, -1D DEX, KNO, WIL | ||
Moderate | Very Difficult | +1D KNO or TEC, -1D STR or CON | ||
Moderate | Very Difficult | +1D PER or WIL, -1D STR or CON | ||
Moderate | Very Difficult | +1D PER or WIL, -1D KNO or TEC | ||
Difficult | Very Difficult | One dose of Sith poison | See below for description, for every five higher in the alter check 1 additional dose is made. Finally, the character must spend one Force Point and gains an additional Dark Side Point. | |
Heroic | Heroic | One Sith Sword | Requires 5k credits in materials |
There are many additional modifications that one may do with this skill, this is just a sampling of difficulties and approximate benefits/drawbacks one may have. When modifying living creatures, there will always be some sort of drawback if one trait is emphasized. A final penalty is that any creature undergoing modification suffers 5D damage each time this power is used on them.
Sith poison is a savage toxin enhanced by the Dark Side of the Force. It is most effective against Force users. Either injested or injected, it gradually weakens a Force user's resistance to the Dark Side. When first encountered, the victim must make a Willpower check with a difficulty of 20. If this is failed, the character loses 1D pips from their Willpower score to a minimum of 1D. From then on, whenever they use a Force Point, they must make another Willpower check at a difficulty of 20. If this is failed, they call on the Dark Side instead, gaining a Dark Side Point because they are overcome with anger.
To overcome this, the character must succeed in five Willpower checks or use the Force power Detoxify Poison or have the varient used on him. The poison is a Very Difficult task to remove. Only one check may be made after each Willpower check.