Dark Rituals

Control Mind

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Moderate, modified by relationship. Wyrd-sensitive targets may make a Control or Perception roll. Sense difficulty: Easy: the Theurge has embraced Hubris; Moderate: The Theurge is on the Light Side, modified by proximity. Alter difficulty: as follows:

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If the Theurge attempts to control more than one Wyrd-sensitive target at a time, add +1 to the difficulty for each die of either Control or Perception, whichever is greater.
Keep Up?: No
Description/Notes: Use of this power gives the user a Hubris Point. This power turns the targets into puppets who must obey the Theurge's will. Wyrd users may actively resist by making a Control or Perception roll, and anyone with Wyrd Points may resist by rolling Perception. This power cannot be used to control Think Machines, and it may be dropped without a roll at any time.

Create Wyrd Storms

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Heroic. Sense difficulty: Heroic. Alter difficulty: Heroic, modified by proximity. Also modified by diameter of the storm: 100 meters or less: +5; 101 meters to 1 kilometer: +10; 1,001 meters to 2 kilometers: +15; and +2 for each additional kilometer. The Theurge must make Heroic rolls each round to control the storm, and if the roll is less than Very Difficult, the storm dissipates.
Keep Up?: No
Description/Notes: Use of this power gives the user a Hubris Point. Requires: Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Rage, Instinctive Astrogation, Sense Wyrd, Telekinesis, Farseeing, Projective Telepathy. This power allows the Theurge to twist the space-time continuum to create a destructive storm of Wyrd energy. The Theurge must determine the diameter and amount of damage, in capital scale, of the storm. If s/he fails any of his/her rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner. At a Heroic difficulty, the Theurge can attempt unusual manoeuvres with the storm, such as creating a vortex to draw unwary victims to a specified point. If the Jedi is destroyed, the storm dissipates within minutes.

Doppelganger

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Very Difficult. Sense difficulty: Very Difficult. Alter difficulty: Heroic.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Hubris Point. Requires: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Telekinesis, Receptive Telepathy, Sense Wyrd, Projective Telepathy, Control Another’s Pain, Transfer Force, Affect Mind, Dim Other’s Senses. Time to Use: 5 minutes. This allows the Theurge to create a duplicate of him/herself, which acts with half the skill dice of the original. The doppelganger is an illusion, but it seems real and registers as normal on all video and audio. The Theurge can employ all his/her normal senses through the doppelganger; S/he must roll every five minutes to maintain the doppelganger. If it is killed, it simply fades into nonexistence.

Drain Life Energy

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Easy. Sense difficulty: Easy, modified by proximity. Alter difficulty: Easy.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Hubris Point. Requires: Control Pain, Life Detection, Life Sense, Magnify Senses, Sense Wyrd, Remove Fatigue, Control Another’s Pain. This allows the Theurge to draw power from nearby non-sentient beings. As long as the power is up, the Theurge will not fatigue or require sleep. This power may not be used to draw energy from sentient beings.

Drain Life Essence

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Very Difficult, modified by relationship (+30 for close relatives, nothing for strangers). Sense difficulty: Very Easy: 1-5 targets; Easy: 6-50 targets; Moderate: 51-1,000; Difficult: 1,001-50,000 targets; Very Difficult: 50,001-1 million targets; Heroic: 1,000,001-10 million targets. Alter difficulty: Easy: willing targets; Difficult: apathetic targets; Heroic: enemies; add +10 for anyone imbued with the Light Wyrd.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Hubris Point. Requires: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Wyrd, Telekinesis, Farseeing, Projective Telepathy, Control Another’s Pain, Transfer Force, Affect Mind, Control Mind, Dim Another’s Senses. This power allows the Theurge to draw life energy from others, and channel the negative effects of Hubris into those victims. The Theurge must roll for the power once per day, and it is considered to be up at all times. The amount of energy drawn depends on the number of targets and the length of time they have been drained:

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Memory Wipe

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Moderate. Sense difficulty: target’s Control or Perception roll, modified by relationship. Alter difficulty: target’s Control or Perception roll, modified by relationship.
Keep Up?: No
Description/Notes: Use of this power gives the user a Hubris Point. Requires: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Wyrd, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Other’s Senses. This power allows the Theurge to sift through a target’s mind and destroy all knowledge of a specific event, or of a learned skill. Use of this power requires direct contact with the target, and only one specified objective can be pursued per attempt.

Projected Fighting

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Difficult. Sense difficulty: Difficult. Alter difficulty: Moderate, modified by proximity.
Keep Up?: It may be kept up as long as the distance between the Theurge and the target remains roughly the same.
Description/Notes: Requires: Concentration, Telekinesis. This allows the Theurge to strike an enemy without physically touching him/her. The Theurge may elect to cause stun damage, and even then should only use this power to protect an innocent; using this power to cause anything more serious than stun damage will cause him/her to gain a Dark Side Point. If the power is successful, the Theurge must then make an Easy brawling roll to hit. If the target is Wyrd-sensitive, then s/he may make a Brawling Parry roll to avoid the attack. Otherwise, no dodge is allowed. Add any bonuses to armour for the target. The Theurge may aim for any specific part of the target’s body at a –1D penalty.

Telekinetic Kill

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Easy, modified by proximity. Sense difficulty: Easy, modified by proximity. Alter difficulty: target’s Control or Perception roll.
Keep Up?: No.
Description/Notes: Use of this power gives the user a Hubris Point. This is used to telekinetically kill or injure a target. Damage is the Theurge’s Alter roll against the target’s Control or Perception roll. The exact method or attack may vary and is left up to the Theurge.

Transfer Life

Skills: Sense, Control, Alter
Difficulty: Control difficulty: Heroic, modified by relationship, +5 if the target is unwilling. Sense difficulty: Heroic, modified by proximity, +5 is the target is unwilling. Alter difficulty: Easy: clone host-body; Moderate: recently dead body; Very Difficult: live willing host; Heroic: live unwilling host. Wyrd-sensitive targets may roll both Control and Willpower, with the better roll becoming the difficulty.
Keep Up?: No
Description/Notes: Use of this power gives the user 2 Hubris Points. If attempting to posses an unwilling host, the Theurge receives 4 Hubris Points. Requires: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Reduce Injury, Hibernation Trance, Remain Conscious, Resist Stun, Life Detection, Magnify Senses, Receptive Telepathy, Sense Wyrd, Injure/Kill, Telekinesis, Farseeing, Projective Telepathy, Transfer Wyrd, Accelerate Another’s Healing, Control Another’s Pain, Feed on Hubris, Inflict Pain, Affect Mind, Return Another to Consciousness, Control Mind, Dim Another’s Senses. This allows the Theurge to transfer his/her life energy into another body. Immortality itself! It is believed that if the Theurge’s body dies during the transfer, the Theurge’s life energy is dispersed into the void.

Wyrd Scream

This involuntary power is activated only if a Dark Theurge loses his temper. The Theurge must make a Difficult Willpower roll if angered to the point of rage. If the roll fails, the Wyrd Scream is released. The Theurge’s skills are reduced by 2D for one house, and s/he must rest for a full hour or suffer another –2D penalty until rested. The penalties are cumulative. The Scream causes damage equal to the Jedi’s Alter dice, and affects all beings within 50 meters, including the Theurge making the Scream. Wyrd-sensitive targets may roll their Alter dice to resist damage.

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