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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 10:58 am Post subject: |
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Darksight (Dark Side)
Darksight is a unique precognitive technique practiced by the Sorcerers of Rhand. It allows the user to perceive only those possible futures shaped by death, ruin, decay, or entropy. Unlike standard Farseeing, Darksight cannot reveal events of creation, growth, or healing — only those that lead to destruction. The Sorcerer may focus on an individual, a location, a battle, or even an entire political situation, and the visions will present branching destructive paths toward inevitable collapse. This perception grants the Sorcerer not only knowledge of potential ruin, but the ability to guide events toward that outcome with frightening precision.
Control Difficulty: Very Difficult (25+, modified by the emotional significance and clarity of the desired future; +5 to +15 for events more than one year away)
Sense Difficulty: Very Difficult (25+, modified by obscurity or resistance from the Force; +5 to +15 if individuals or events are actively shielded)
Required Powers: Concentration, farseeing, life detection, life sense, sense Force
Time to Use: From one round (for immediate events) to several minutes (for complex or distant futures).
Effects: Functions as Farseeing, but limited to destructive outcomes. On a successful roll, the Sorcerer gains +2D to Command, Tactics, or Con/manipulation-based skill rolls directly related to engineering the destructive result foreseen. The bonus lasts for a number of minutes equal to the user’s Control roll result divided by 5. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 10:59 am Post subject: |
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Entropic Battle Meditation (Dark Side)
A corrupted, destruction-focused variant of Battle Meditation. While active, the Sorcerer uses Darksight to perceive the web of impending deaths and catastrophic events in a battle, then subtly manipulates probabilities to hasten enemy ruin. This may take the form of: inducing hesitation at critical moments, influencing opponents into tactical blunders, amplifying allies’ willingness to exploit weaknesses, and subtly causing environmental hazards or equipment malfunctions to occur at opportune times. The Sorcerer must remain aware of the entire battlefield — either visually, through sensors, or through Force senses — to maintain the effect.
Control Difficulty: Difficult (20), Easy (10) if target group ≤10 beings; +5 per additional 50 beings affected.
Sense Difficulty: Very Difficult (25+, modified by number of beings and distance; see Scale table in WEG 2R&E).
Alter Difficulty: Very Difficult (25+, modified by scale of engagement; +5 per additional 50 beings).
Required Powers: Concentration, emptiness (or rage), farseeing, life sense, sense Force, projective telepathy, receptive telepathy
Time to Use: Full round (establishing influence).
This power may be kept “up.”
Effect: If successful, all friendly forces under the Sorcerer’s influence (those aligned with the chosen destructive path) gain: +1D to +2D to attack, command, and tactics rolls (Alter roll determines exact bonus). All hostile forces within the Sorcerer’s influence suffer: –1D to –3D to command, tactics, and morale-related rolls (Alter roll determines exact penalty). Modifiers apply as long as the Sorcerer concentrates; failure to maintain line-of-sight or Force awareness ends the effect. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:01 am Post subject: |
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Nihil Smokestone Control (Dark Side)
Using a crown or cranial harness made from Nihil smokestone — a rare crystalline mineral from the Nihil Retreat — a Sorcerer of Rhand can establish a mental link to one or more Pawns. Pawns are sentients implanted with smokestone shards, enabling two-way mental communication. The Sorcerer can broadcast primal imperatives to all Pawns simultaneously, directly manipulate a Pawn’s body as if it were a marionette, overriding its own will, passively receive sensory input (sight, sound, smell, and even emotional impressions) from all linked Pawns within system-wide range. Multiple Sorcerers can control their own Pawn networks, but a Pawn cannot be linked to more than one master at a time.
Control Difficulty: Difficult (20, to establish link), Moderate (15) to maintain per round.
Sense Difficulty: Difficult (20, to monitor Pawns), modified by range and interference.
Alter Difficulty: Moderate (15) to issue primal commands (kill, halt, feed, flee) to all Pawns at once. Difficult (20) to directly puppet-control a single Pawn’s movements. Very Difficult (25+) to directly puppet-control up to three Pawns simultaneously.
Required Powers: Life sense, receptive telepathy, projective telepathy, control another’s pain, affect mind
Time to Use: Full round to establish control; free action to maintain each round while concentrating.
This power may be kept “up.”
Effects: Treat issuing primal commands as a single Command roll at +2D bonus (due to total mental control). Pawns automatically obey if within range. The Sorcerer may make Search or Perception rolls as if physically present at a Pawn’s location. This link suffers –1D per 10 light-minutes of separation without specialized relays. Requires full concentration. The Pawn may make skill checks using its own stats, but the Sorcerer may substitute their own skill rolls if higher. A Pawn may attempt a Willpower roll (30+) to sever the link temporarily if subjected to extreme trauma or counter-Force intervention. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:02 am Post subject: |
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Darkshear Strike (Dark Side)
A signature Sorcerers of Rhand technique, Darkshear Strike focuses the entropic essence of the Dark into a concentrated beam or wave that rots, corrodes, and decays the target instantly. Living targets wither as decades of wear occur in seconds — hair turns white, skin sags, organs fail. Non-living objects rust, crack, jam, or collapse as their structure breaks down. The effect can be projected through direct touch or at short range (3 meters or less) with line-of-sight.
Control Difficulty: Difficult (20, living target), Very Difficult (25+, non-living target) +5 to +15 if target is shielded by Force powers, alchemical protection, or advanced energy shielding.
Alter Difficulty: Determines final damage level (see Damage below).
Required Powers: Concentration, injure/kill, inflict pain, accelerate healing, control pain, telekinesis
Range: Touch (automatic if target is willing or restrained) or up to 3 meters (Moderate range modifier).
Effects: Damage: 5D to 9D (depending on the Sorcerer’s Alter roll and chosen focus), bypassing normal armor unless the armor is: energy-shielded, alchemically reinforced, made of extremely resistant materials (e.g., phrik, beskar; +10 to resistance difficulty). Causes instant corrosion, rusting, battery drain, or mechanical seizure. Vehicles, droids, and weapons may require immediate Repair rolls (difficulty equal to Alter roll) to remain functional. Target may instantly age up to 30 years (GM discretion; depends on Alter roll margin). Victims must make a Strength or Stamina roll vs. the Sorcerer’s Alter roll to avoid critical organ failure or instant incapacitation. Some physical damage may be reversed with intensive bacta therapy, surgery, or cybernetic replacement. Aging effects are permanent without rare Force or technological intervention. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:03 am Post subject: |
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Sense Death (Dark Side)
The Sorcerer focuses on disturbances in the “flow of entropy” to identify those beings or systems on the verge of collapse, destruction, or death. This applies not only to living creatures but also to critical points of failure in machinery, structures, or ecosystems. For living beings, this manifests as a “pull” in the Sorcerer’s awareness toward imminent death — those mortally wounded, critically ill, or in situations where death is seconds away without intervention. For inanimate systems, the Sorcerer senses the exact locations where catastrophic failure is about to occur, such as the failing reactor core of a starship or the collapsing section of a bridge.
Sense Difficulty: Moderate (15) for beings or objects in the same room/short range, Difficult (20) at up to 1 kilometer, Very Difficult (25+) at planetary scale or when target is actively resisting detection (e.g., through concealment powers like Force of Will).
Required Powers: Life detection, life sense, sense Force
Time to Use: One round to activate; free action to maintain per round while concentrating.
This power may be kept “up.”
Effects: Locate individuals who are mortally wounded, in mortal danger, or at the brink of death within range. Pinpoint the most vulnerable structural or mechanical weak points in a system that is already failing or under severe stress. May be combined with other Force powers (Darkshear Strike, Entropic Battle Meditation, or Darksight) to exploit sensed vulnerabilities. On a Sense roll exceeding the difficulty by 10+, the Sorcerer may also gain a brief “flash” of what is about to cause the death/failure, allowing for precise sabotage or preemptive strikes. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:05 am Post subject: |
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Wither Object (Dark Side)
The Sorcerer channels the Dark’s entropic essence into an inanimate object, rapidly accelerating corrosion, brittleness, and material fatigue until the target crumbles or seizes up. This is a more focused, precision version of Darkshear Strike, intended for sabotage, infiltration, or surgical battlefield disruption. The Sorcerer can use Wither Object to: rust or rot metal,, decay plastics, organics, or composites, disrupt delicate circuits and power cells, ruin structural integrity at a specific point of weakness.
Alter Difficulty: Moderate (15) for small/simple items (knife, datapad, blaster pistol), Difficult (20) for complex or sturdy items (rifle, small droid limb, light vehicle component), Very Difficult (25+) for reinforced or resistant materials (starship hull plate, phrik/beskar alloy, alchemically enhanced item). +5 to +15 if target is shielded, protected by the Force, or extremely durable.
Required Powers: Telekinesis, injure/kill, Darkshear Strike (or equivalent entropy-channeling technique)
Time to Use: One round for handheld items; multiple rounds for large or complex targets.
Range: Touch (automatic if in contact) or line-of-sight up to 5 meters (Moderate range modifier).
Effects: Item becomes brittle, cracked, and nonfunctional. Weapons jam, armor loses structural value, doors and hinges fall apart, power packs drain instantly. Any affected device requiring a roll to operate suffers an automatic failure until repaired. Increases by +10 for any attempt to repair the withered object; some materials may be irreversibly destroyed. When used covertly, grants +2D to Con or Hide rolls to conceal sabotage from inspection. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:06 am Post subject: |
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Decay Spirit (Dark Side)
Decay Spirit is an insidious entropic technique that targets the vital energy of a living being — not just their body, but their will to act. The Sorcerer channels the Dark into the target’s life-force, progressively eroding their strength, resolve, and physical resilience. Over time, the victim suffers fatigue, weakness, disorientation, and despair until they can no longer resist injury or domination.
Control Difficulty: Difficult (20) if the target is unaware or unprepared, Very Difficult (25+) if the target is aware of the attack, Force-sensitive, or resisting. +5 to +15 if target is shielded by mental defense powers (Control Mind, Force of Will, Absorb/Dissipate Energy).
Alter Difficulty: Moderate (15) to cause short-term impairment (minutes to hours), Difficult (20) to cause lasting impairment (days), Very Difficult (25+) to cause severe, near-permanent damage (weeks to months).
Required Powers: Inflict pain, control pain, injure/kill, telekinesis (or another precise Force focus method)
Range: Line-of-sight up to 10 meters (or touch for +5 to the Sorcerer’s Control roll).
Time to Use: One round to initiate; may be maintained indefinitely as long as concentration is held (multiple action penalties apply).
This power may be kept “up.”
Effects: Each full minute the power is maintained, the target suffers –1 pip to Strength and Dexterity (cumulative) until reaching half original value (minimum 1D). Each full minute the power is maintained, the target suffers –1 pip to Knowledge and Perception (cumulative) until reaching half original value (minimum 1D). After 10 minutes of sustained Decay Spirit, the victim must make a Stamina roll (Difficulty = Sorcerer’s Alter roll) each minute or collapse into unconsciousness. Lasting damage requires rest, medical treatment, or Force healing. Without intervention, recovery rate is 1 pip restored per full day of rest. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:06 am Post subject: |
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Shadow of the Dark (Control, Sense and Alter - Dark Side)
An entropic variant of Force Illusion. Creates hallucinations, ghostly figures, or projected scenes tied to the victim’s greatest fears of collapse and death. Unlike normal illusions, these prey on entropy visions and cannot depict creation or life-affirming imagery. Causes potential Willpower or Stamina checks to avoid collapse from dread. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:07 am Post subject: |
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Collapse Will (Control, Alter - Dark Side)
A destructive inversion of Control Mind. Instead of issuing direct commands, the Sorcerer accelerates the breakdown of the target’s decision-making processes until they are indecisive or self-destructive. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:07 am Post subject: |
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Ruinous Insight (Control, Sense - Dark Side)
A heightened version of Darksight allowing the Sorcerer to see not just the paths of destruction, but the weakest link in any chain — whether that’s a person’s loyalty, a fleet’s formation, or a city’s infrastructure. Grants bonuses to sabotage or subterfuge in addition to combat. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:08 am Post subject: |
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Entropy Ward (Control, Alter - Dark Side)
The inverse of Force protection. Surrounds the Sorcerer or an area in a haze of entropic distortion, causing enemy weapons, armor, and devices to fail intermittently. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:08 am Post subject: |
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Oblivion Touch (Control, Alter - Dark Side)
A rarer, ritual-level version of Darkshear Strike that can annihilate small objects entirely — reducing them to dust or nothingness. Very high difficulties and massive Dark Side Point cost. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:08 am Post subject: |
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Extinguish Force (Control, Alter - Dark Side) – variation on Sever Force.
Instead of a clean severing, the Sorcerer rots away a being’s connection to the Force over hours or days, leaving them inert and spiritually hollow. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:09 am Post subject: |
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Entropic Convergence (Control, Alter - Dark Side)
A coordinated group ritual among multiple Sorcerers of Rhand, channeling the Dark to induce a localized entropy surge — corroding ships, collapsing buildings, killing plant life, and draining energy over a wide area. _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 11:13 am Post subject: |
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Blessed Toxmalb
One of the oldest members of the Sorcerers of Rhand, Blessed Toxmalb inhabits the High Tower Observatory of Rhand's central ruin. He is a tall, bipedal being with sunken holes for eyes and chalky gray skin. Upon closer inspection, his "skin" is revealed to be nothing but powdery flakes that shed in dry rivulets, giving him a perpetually melting appearance.
Beneath this shifting layer nest hundreds of tiny flies that buzz about his head and bury themselves in his cheeks. The flies do not bite, but if directed by Toxmalb, they form a cloud around an enemy's head to force choking and suffocation.
Toxmalb is known as the Rhandite Lorekeeper and stores treasures in his aerie for translation. He speaks in a dry croak and is fluent in hundreds of languages. Although Blessed Toxmalb is most often encountered in his crumbling tower, he sometimes provides his services to visitors as a guide through the frightening and mind-bending sights of Rhand. In this same capacity, he drops in on the twelve worlds of the Nihil Retreat.
Toxmalb is skilled in the ways of the Dark and has attained his position through a century of Darksight path-walking. He wears a shadow crown buried beneath the skin flakes of his forehead, used to control up to a hundred Pawns scattered across the Retreat's worlds. Although the Pawns possess no true Dark abilities, they serve as an advanced warning system to alert Toxmalb to any danger, and he frequently throws them away as cannon fodder.
Blessed Toxmalb
Type: Rhandite High Priest and Seer
Age: 68 Height: 1.78 m Weight: 61 kg
Appearance: Gaunt, shrouded in layered gray-black ceremonial robes and entropy-scarred flesh; piercing gaze; teeth filed into ritual points.
DEXTERITY 2D
Dodge 5D+1, melee combat 4D, melee parry 4D+2
KNOWLEDGE 4D+2
Alien species 6D, bureaucracy 6D, intimidation 7D, languages 7D, scholar (Force philosophy) 8D, scholar (history) 7D+1, scholar (Rhandite entropy) 9D+1
MECHANICAL 2D+1
Astrogation 4D, communications 4D+2, sensors 5D, space transports 4D
PERCEPTION 4D
Bargain 6D+1, command 7D, con 6D, investigation 7D, persuasion 8D, search 6D+2
STRENGTH 2D+1
Brawling 3D+2, stamina 4D
TECHNICAL 2D+1
Computer programming/repair 4D, first aid 3D+2, security 5D
Special Abilities:
Force Skills: Control 6D, Sense 6D+1, Alter 5D+2
Force Powers:
Control: Control pain, resist stun, accelerate healing, rage
Sense: Darksight, life detection, life sense, translation
Alter: Injure/kill, telekinesis, drain energy
Control & Sense: Receptive telepathy
Control & Alter: Inflict decay, corrupt knowledge
Sense & Alter: Detect weakness
Control, Sense & Alter: Entropic projection, path of ruin, darkshear, force lightning
Prophetic Entropy: Through deep devotion to the Unifying Void, Toxmalb receives visions of decay and dissolution. Gains +1D to investigation and tactics rolls related to downfall, weakness, or decay.
Entropy-Touched Flesh: Immune to natural disease and gains +2D to resist Force-based decay effects. However, his body suffers a −1 penalty to Strength rolls for physical lifting and pushing tasks.
Pawn Network (GM controlled): May act through mind-bound cultists at distant locations using sensors and communications.
Story Factors:
Entropy Devotion: Toxmalb believes the galaxy must dissolve into final stillness. He seeks to spread spiritual, societal, and biological decay.
Cult of Rhand: Leads a growing entropy-worshiping sect throughout the Perann Nebula.
Feared Seer: His reputation as a prophet of doom ensures reverence—or terror—on many fringe worlds.
Move: 10
Force Sensitive? Yes
Force Points: 3
Character Points: 19
Equipment: Entropic cloak, ritual entropy dagger (STR+1D+1, ignore 2D of armor vs Force-sensitive), data-totem of dissolution (adds +1D to scholar (Rhandite entropy)), encrypted pawn-linked comlink, corrupted holobook of Sith entropy rites, ceremonial blindfold, force reservoir crystal (once/day: +1D to one Force power roll), shadow crown, darkflies.
Background: Born to the void-choked cults of the Perann Nebula, Blessed Toxmalb was marked early as a "Voice of Stillness." Through pain, starvation, and forbidden studies, he became the high priest of the Cult of Final Black. Across ruined temples and hollowed asteroids, he preaches not salvation—but unbinding.
Personality: Detached, calculating, and quietly unnerving. Speaks in riddles, but each phrase has purpose. Delights in omens, inevitable doom, and silence.
Objectives: Spread the Cult of Final Black to key worlds, weaken power structures through entropy and spiritual collapse, complete the Darkshear Codex, replace major galactic beacons with entropy nexuses.
A Quote: "The galaxy festers on false light. Only in silence will we find truth. Let all things rot."
Source: Unknown Regions (p.145) _________________ Don Diestler
Host, Shooting Womp Rats
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Last edited by shootingwomprats on Fri Aug 08, 2025 11:23 am; edited 2 times in total |
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