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THE D'TATH

During the Great Sith War four thousand years ago, the Sith and Krath were both powerful groups fighting against the Jedi Knights of the period. During that conflict, however, several Jedi Knights and Padawan Learners (all human, oddly enough) broke off from the others, for reasons unknown. These eleven "rebels," as they were called by the Council, formed a new group called the D'tath.

The D'tath were completely devoted to their mysterious goals, no matter the cost. With this in mind, the eleven started training themselves in the most comprehensive ways of the Force ever known. The D'tath were known to uproot mountains, shift planets, and even destroy stars to accomplish objectives. Although their recruitment rate was low, the D'tath needed no more than they had already. Through the study and practice of their sect of the Force, the first eleven Adepts reached a state of near-immortality. They were known to live for centuries thanks to their sophisticated yet minimal use of the Force.

By the time Senator Palpatine made his series of power plays and declared himself Emperor, the D'tath had left the galaxy for parts unknown. They left an ultimatum with one of the Sith Lords, Darth Vader, that they shall return "once the cycle of Light and Darkness has been fulfilled."

The prophecy's meaning is a mystery, and has been for over 30 years. Though several have tried to follow the D'tath's path outside of the galaxy, the hyperspace barrier there has defeated all such attempts. Perhaps no one will ever know what happened to the D'tath and their society.

D'tath Adept
D'tath Adept
Type: D'tath Adept
DEX 4D
Bows: powerbow
Brawling parry
Dodge
Lightsaber
(A) Lightsaber: lightstaff
Melee combat
Melee parry
Running
Thrown weapons
KNO 2D+2
Alien species
Languages
Scholar: D'tath principles & combat
Survivalactics: IMS fleet deployment
Willpower
MEC 2D+1
PER 3D
Bargain
Command
Con
Hide
Persuasion
Search
Sneak
STR 3D+2
Brawling
(A) Martial arts: D'tath martial arts
Stamina
Swimming
TEC 2D+1
Special Abilities:
Force Skills: Control 5D, sense 4D+1, alter 4D+1
This character is Force-sensitive.
FP: 2-4
CP: 0-5
Move: 10
Equipment: D'tath combat tunic, lightstaff (5D/7D)


D'tath Weapons

The D'tath lightstaff was based, of course, off of the Jedi lightsaber. It is much harder to use, which makes it extremely deadly in the hands of a D'tath Adept. No other species of Force user has been known to use it successfully except for a very few (most notably, Sith Apprentice Darth Maul during the failed invasion of Naboo). It has a small grip in the center, and blades which extend on both sides to a length of up to 3 meters total. One blade can be shut off, if desired, and the staff can be used as a standard lightsaber, with the standard saber penalties.

Lightstaff
Lightstaff
Model: D'tath lightstaff
Scale: Character
Skill: Lightsaber: lightstaff
Availability: Customized for each D'tath Adept
Difficulty: Heroic+20 if used by anyone except maker; Difficult if used by maker
Damage: 5D (each blade), 7D (double-blade attack)
Cost: NAFS
Game Notes: If a character using a single-blade attack misses the difficulty (not the opponent's parry total) by more than 10 points the character has injured himself doing 5D damage. If the character is using a double-blade attack and misses the difficulty by more than 5 the character has injured himself doing 7D damage. This weapon is Difficult to throw. The thrown difficulty is lowered by one level.


This was originally a ceremonial weapon, with the blade being flat-edged and being used as a bludgeon in case of danger. Over time, however, it evolved to a highly effective combat weapon within the D'tath society. It is a two handed weapon which requires considerable skill to use properly.

Re'takh Blades
Re'takh Blades
Model: D'tath melee weapon
Scale: Character
Skill: Melee combat: Re'takh blades
Availability: Customized for each D'tath Adept
Difficulty: Moderate
Damage: STR+2D
Cost: NAFS
Game Notes: If user fails skill roll by 16, he injures himself according to 2nd Ed. lightsaber damage rules.


Spun by the S'turmi arachnoids on Kalez Prime (a planet outside of this galaxy), their monofilament wire is almost like every other monowire made in the galaxy - except that it can be used more than once. Due to its fragile nature, mass-produced monowire can be used onlyonce, then must be discarded. The organic properties of S'turmi monofilament wire allow it to have much greater strength. The D'tath use the wire to defuse bombs, open locks, or in combat as a garotte or slicing weapon.

S'turmi Monofilament Wire
S'turmi Monofilament Wire
Model: D'tath utility wire/melee weapon
Scale: Character
Skill: DEX OR Melee combat: monofilament wire
Availability: 4, X
Difficulty: Moderate
Damage: Automatically goes through any object (except those specified by GM)
Cost: NAFS
Game Notes: Monofilament wire is designed to slide through organic tissue, bone, wood, metal: anything except highly dense metals. Use with care. Any miss of the difficulty by more than 5 results in loss of user's finger, limb, etc.


D'tath Force Abilities

Over the centuries, the D'tath have developed new powers with which they can defeat the Light Side. The following are but a few of these many powers...


Malfunction Detection
Malfunction Detection
Sense Difficulty: Very Easy to Very Difficult
Effect: This skill is used to detect malfunctions or damage in electronics, ships, droids, etc. Difficulty varies depending on distance from damage and degree of damage.


Lightstaff Combat
Lightstaff Combat
Control Difficulty: Difficult
Sense Difficulty: Difficult
THIS POWER MAY BE KEPT "UP."
Effect: The same as for lightsaber combat, but requires more skill due to length of blades.


Re'takh Blade Combat
Re'takh Blade Combat
Control Difficulty: Moderate
Sense Difficulty: Easy
THIS POWER MAY BE KEPT "UP."
Effect: This power may be kept up until the user is stunned, wounded, or worse; after a stun or wound the user may attempt to keep the power up again. User adds Sense dice to re'takh blades skill roll when attacking and parrying. The user may add or subtract part or all of her Control dice to the blades' damage; players must decide how many dice to add or subtract when power is activated. A user who fails the roll may roll again in 2D rounds. Re'takh blades can be used to parry blaster bolts of 4D and below as a "reaction skill", but only if using this Force power - to do so without it is an automatic Heroic+20 difficulty level. User cannot attempt to control where deflected bolts go.


Speed Attack
Speed Attack
Control Difficulty: Moderate
Sense Difficulty: Moderate
Required Powers: Receptive telepathy
THIS POWER MAY BE KEPT "UP".
Effect: This power is used to perform an extremely fast surprise attack on one or more people. This power remains up at the start of a battle and lasts until the user is stunned, wounded, or worse. The user may not attempt to bring the power back "up." The user adds Control dice to weapon skill roll, melee combat roll, or brawling roll. The user also adds Sense dice to PER attribute roll to determine state of mind of target(s):

0 - 14: Opponent(s) are expecting an ambush or surprise attack.
15 - 22: Opponent(s) know that there is an intruder.
23 - 30: Opponent(s) know there is danger in the area.
31 - 42: Opponent(s) know there is danger from hearsay.
43+ : Opponent(s) don't know there is any danger.
NOTE: Combat with this power proceeds at 1/2x speed for user, but normal speed for opponent(s) - the user can perform two actions with no penalty in the same amount of time that the opponent(s) can perform one action.


Destroy Another's Force Sensitivity
Destroy Another's Force Sensitivity
Control Difficulty: Heroic
Alter Difficulty: Heroic
Modified by relationship. Alter
Required Powers: Transfer Force, sense Force, telekinetic kill
Time To Use: Three minutes
Effect: This power will destroy another's Force sensitivity, reduce their FPs to 1, and, 50% of the time, kill the target due to the shock of losing contact with the Force. This power takes great strength to use, and missing the Control and Alter rolls results in the death of the user.


Warp Matter
Warp Matter
Prerequisites: Telekinesis
Difficulty: Control: Moderate, modified by proximity
Sense: Moderate
Alter: Easy (liquid), Moderate (rubber, lead, gold, clay, gasses, etc.), Difficult (non-malleable metals, wood, ice, etc.), Very Difficult (starship hulls, bedrock, heavy armor plates), Heroic (Mandalorian Iron, etc.)
Modified by amount of matter to be warped:
<1/4m³: +0
1m³: +2
2m³: +5
3m³: +10
4m³: +15
+5 to difficulty for each additional cubic meter
+10 to difficulty for very small objects
Time to Use: 1 round
Note: This power will not work against living matter.
Effect: This power allows the Jedi to mold a volume of matter to a new shape. It has some interesting applications. This power does not destroy the matter, it merely changes its shape or position. It cannot change the chemical composition of matter (to make wood into metal) or make anything electronic. The effect is permanent, unless changed by a second application of this power.

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