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Darkness, Sith Marauder


Name: Unknown
Prestige Classes: Ninja Assassin: 5th Level, Sith Marauder: 4th Level
Alias: Darkness
Background: Unknown
Physical Description: See image
Personality: Aggressive, fearless, diabolical, evil, likes the grand display
Objective(s): Destroy those formerly associated with Revynn
Quotes: "I will rip your heart out and show you your own death."
Gender: Male
Species: Human
Age: Appears 29 (age unknown)
Height: 1.84 meters
Weight: 117kg
Force Points: 6
Dark Side Points: 16
Character Points: 45
Cyber Points: 9
Move: 11 (15)

Known Skills:

Dexterity 4D: acrobatics 6D+2, blaster 7D, blind Fighting 7D+2, [T] dodge 9D+2, lightsabre 10D,

   (s) lightsabre: Form I 10D+1
   (s) lightsabre: Form II 10D+1
   (s) lightsabre: Form III 10D+1
   (s) lightsabre: Form IV 10D+1
   (s) lightsabre: Form V 11D+1

(A) Martial Arts 2D+1, (AS) Martial Arts: K'tara 4D, (AS) Martial Arts: K'thri 4D, (AS) Martial Arts: Sith Lightsaber Kelterek'dul 5D, melee combat 7D+2, thrown weapons 7D, running 8D
Perception 3D: bargain 8D, command 9D, con 7D+2, gambling 7D, hide 7D, search 9D, sneak 8D
Strength 4D (6D): [T] brawling combat 11D+2, climbing/jumping 7D, (AS) Martial Arts: Sith Bare-Handed Keldaeris 5D, stamina 10D+1, swimming 9D
Knowledge 3D: alien species 6D, languages 7D, law enforcement 7D+2, streetwise 8D, survival 9D, [T] tactics 9D+2, willpower 7D
Mechanical 2D: communications 7D, computer ops 8D, repulsorlift ops 8D, sensors 6D+2, space transports 7D
Technical 2D: computer program/repair 7D+1, demolition 8D+2, first aid 6D, (A) medicine 4D, (As) medicine: cybernetics 5D, (As) medicine: cybernetic repair 6D, security 7D+2, repulsorlift repair 6D+2

  1. Brawling Combat
  2. Tactics
  3. Dodge
Strength Enhancement: Adds +2D to Brawling Combat and Melee Combat Damage using arms or legs
Move Increase: Adds +4 to Move Rate
Head: Armor +2D/+2D, Eyes have Macrobinoculars, IR and UV linked to internal HUD System that adds +1D to hit with any weapon
Torso: Enhanced Mesh adds +2D to resist Physical and Energy damage
Left Arm: Armor +2D/+2D, Cybernetic Vibro-Claws: STR+2D+1 (+2D)
Right Arm: Armor +2D/+2D, Cybernetic Vibro-Claws: STR+2D+1 (+2D)
Left Leg: Armor +2D/+2D
Right Leg: Armor +2D/+2D

-Lightsaber: red blade; 5D+1 damage -Green Body Glove
-Black Raven: Heavily Modified Sentinal-class Space Transport
-Secret Base on Zaddja: See file [Zaddja_Fortress.txt]

Credits: 10,000,000+ in various locations

Force Skills:
  Control: 10D+2
  Sense: 11D+2
  Alter: 12D

Force Skills:
Control: All (does not include special powers except Sith)
Sense: All (does not include special powers except Sith)
Alter: All (does not include special powers except Sith)
Control & Sense: All (does not include special powers except Sith)
Control & Alter: All (does not include special powers except Sith)
Sense & Alter: All (does not include special powers except Sith)
Control, Sense & Alter: All (does not include special powers except Sith)

Prestige Class Info

Ninja Assassin 5th Level
Class Special Abilities:

PrC Level Special
1 Exceptional Resources
2 Skill Bonus
3 Skill Bonus
4 Skill Bonus
5 Skill Bonus

Exceptional Resources: A Ninja Assassin has access to a multitude of resources. Once per day, the Ninja Assassin can make a Knowledge check to use these resources. The value of the resources gained equal the Ninja Assassin's level x the total of his Knowledge rolls x 1,000. Thus, a 4th level Ninja Assassin who rolls an 11 on his Knowledge check would gain 44,000 credits' worth of resources (4 x 11 x 1,000 = 44,000). These resources can take any form the Ninja Assassin chooses (with the GM's permission) and are his to do with as he wishes. The resources gained arrive within 1D hours.
Skill Bonus: At 2nd, through 9th levels, the Ninja Assassin gains a +1D skill bonus to any one of the following skills (due to his intense studies and physical training): Acrobatics, Blind Fighting, Contortion, Dodge, Melee Combat, Pick Pocket, Running, Thrown Weapons, Hide, Persuasion, Sneak, Brawling Combat, Climbing/Jumping, Stamina, Cultures, Intimidation, Languages, Scholar, Tactics, First Aid, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Martial Arts: Jala'ishi, (AS) Martial Arts: K'tara, (AS) Martial Arts: K'thri, (AS) Martial Arts: Republic Senate Guard, (AS) Martial Arts: Dajitte, and Willpower. This skill bonus is permanent.

Sith Marauder 4th Level
Class Special Abilities:

PrC Level Special
1 Increase Damage +1D, Skill Bonus
2 Weapon Specialization, Inspire Fear -1D
3 Increase Damage +2D, Skill Bonus
4 Deadly Strike, Inspire Fear -2D

Increase Lightsaber Damage: A Sith Marauder's ability to deal damage with a lightsaber or Sith sword improves as he gains levels: At 1st level, the Sith Marauder's damage increases by +1D, at 3rd level it increases to +2D, at 5th level it increases to +3D; this damage bonus is only for Lightsaber or Sith Sword. This added damage is cumulative with increased damage from other Sith classes.
Skill Bonus: The Sith Marauder gains a +1D skill bonus to any one of the following skills: Lightsaber, Climbing/Jumping, Dodge, Command, First Aid, Hide, Intimidation, Languages, Law Enforcement, Planetary Systems, Persuasion, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Sith Bare-Handed Keldaeris Martial Arts, (AS) Sith Lightsaber Kelterek'dul Martial Arts, and Willpower. This skill bonus is permanent.
Weapon Specialization: At 2nd level, a Sith Marauder may choose either Lightsaber or Sith sword to specialize in. Any time the Sith Marauder makes a successful attack with her weapon specialization, she adds +1D to her damage rolls.
Inspire Fear: Starting at 2nd level, a Sith Marauder's reputation reaches such a point that anyone wishing to take direct action against him is subject to a skill penalty. This penalty is equal to -1D at 2nd level and -2D at 4th level. This penalty affects all skill and attribute rolls (including attack rolls) made against the Sith Marauder by other characters.
Deadly Strike: At 4th level, the Sith Marauder can attempt to execute a deadly strike with any weapon he wields. Making a deadly strike is the only action the Sith Marauder is allowed to take in the round in which he attempts it (excluding defensive rolls). He rolls to hit as normal, but with a +1D+1 bonus to his attack roll. If the attack hits and is not avoided by the target, it inflicts maximum damage.


Region: Outer Rim Territories
Sector: Trilon
System: Zaddja
Grid Coordinates: H-15
Native Species: None
Population: less than 1 million

Zaddja is a barren planet located in the Zaddja system of the Trilon sector, beyond the most inhabited regions of the galaxy. It is orbited by a small asteroid shroud.

The planet seems mostly uninhabited, and never received any attention from the Galactic Empire during the Galactic Civil War.