Prerequisites:
Draconic Glyphs:
Every skill or ability a Sith can learn has a symbol (“Glyph”) that represents it. When learning an ability, the teacher performs the ritual tattooing in which the Glyph is permanently drawn onto the skin of the Sith. The Glyph must be drawn at least one inch tall on the skin. Some abilities require the Glyph to be placed on a specific location, if it is not specified then the Glyph may be drawn anywhere. Once the Tattoo spends a month healing, the Sith may use the ability.
There are two types of Glyphs, Solar and Lunar. Lunar Glyphs represent spell like abilities., while Solar Glyphs are more complex then the Lunar ones and are used to represent skills purchased off the list.
A Solar Glyph starts off simple but as the Sith purchases the skill multiple times, instead of tattooing the Glyph multiple times, you simply add to the existing Glyph, so the Glyph keeps on growing in size and intricacy.
Lunar Glyphs are simple symbols that represent spell like abilities. They can only be purchased once so the Glyph never grows or changes. Once the Lunar Glyph tattoo heals, the Sith may use the associated ability. However the lunar Glyph must first be fed by the spirit of the Sith before it can be activated. To feed a lunar Glyph the Sith, must push their own blood into the tattoo. This will lay aside 2 body points for each rank of the Glyph. This will take 15 second of concentration per rank of the Glyph. This concentration must be done in a non-combat situation. While these body points are stored they may not be healed or used as body points to keep the Sith standing. Once the Glyphs is invoked then the Sith may be healed. It is important to note that only Lunar Glyphs need to be fed, and Solar Glyphs do not.
Lunar Glyphs are organized much like spells. There are four ranks of Glyphs and the Prerequisite for the next rank is two Glyphs from the previous rank. The cost is the same as spells: 1 / 2 / 3 / 3 Build. In order to cast a Glyph, the Sith must invest body points at a cost of x2 the level of the Glyph, or 2 / 4 / 6 / 8 (To have all 12 Glyphs fully charged would require 60 Body). Lunar Glyphs may not be stacked (charged multiple times).
1st Rank Lunar Glyphs
Thanan (See Magic)
Skill (Continuous), Effect (Body), Caster, Detection
Pre-Req.: None
This Glyph must be placed over the right temple of the face and when invoked allows the Sith to detect magic within 5’ by examining an object. Once invoked it lasts for 5 minutes.
Cadith (Iron Glyph)
Skill (Continuous), Effect (Body), Defense, Superior
Pre-Req.: None
This Glyph will defend against a Break Limb, Sever Limb, or other attack that breaks or removes a limb (Cripple, Achilles Strike, etc.). It will not stop any attack that targets the body, or does direct damage (Waylay, Incapacitate, Slay, Cleave, etc.).
Nimfelos (Draconic Resistance)
Skill (Continuous), Effect (Body), Defense, Superior
Pre-Req.: None
This skill allows a Sith to resist a single attack or effect of his Spirit’s Element.
2nd Rank Lunar Glyphs
Elrai (Vigor Glyph)
Skill (Continuous), Effect (Body)
Pre-Req.: Iron Glyph
This Glyph adds 5 minutes to each stage of the Sith’s death count. The Glyph remains charged until the Sith is dropped – as soon as they begin ANY portion of their Death Count, the Glyph activates and is used (It is slowing the whole process down, not kicking in at the last minute).
Atalante (Silver Glyph)
Skill (Continuous), Effect (Body), Augment
Pre-Req.: Claws
This Glyph, when inscribed on a Dragoon’s claws, allows them to swing Silver for one battle. The claws do not swing for additional damage.
Iant Laur (Ancestral Strike)
Skill (Continuous), Effect (Body), Augment
Pre-Req.: Draconic Resistance
When invoked this Glyph will do 12 points of additional damage to one claw attack. The additional damage will be in the form the dragon’s base element.
3rd Rank Lunar Glyphs
Senthell (Ancestral Element)
Skill (Continuous), Effect (Body), Augment
Pre-Req.: Ancestral Strike
When invoked this Glyph will grant the Sith the ability to swing for an additional +1 damage. The damage caused will be in the form of the Sith’s element (Fire, Lightning, etc.). This Glyph will last’s for one battle. This Glyph may be used with claws or a weapon.
Senthoi (Mithril Glyph)
Skill (Continuous), Effect (Body), Augment
Pre-Req.: Silver Glyph
This Glyph, when inscribed on a Dragoon’s claws, allows them to swing Mithril for one battle. The claws do not swing for additional damage.
Menlui (Stoneskin)
Skill (Continuous), Effect (Body), Defense, Superior
Pre-Req.: Iron Glyph
This Glyph acts as a Stone Skin spell. This Glyph may not be stacked with a Stone Skin spell (Earth Magic or Valence) – when charged, the spell cannot be cast on the Sith.
4th Rank Lunar Glyphs
Kythsant (Magic Glyph)
Skill (Continuous), Effect (Body), Augment
Pre-Req.: Mithril Glyph
This Glyph, when inscribed on a Dragoon’s claws, allows them to swing Magic for one battle. The claws do not swing for additional damage.
Elui (Willpower)
Skill (Continuous), Effect (Body), Defense, Superior
Pre-Req.: None
This Glyph, when charged, acts the Willpower skill.
Senthoi (Call of the Dragon)
Skill (Continuous), Effect (Body), Defense, Superior
Pre-Req.: None
When invoked, this mystical Glyph will call upon the Sith’s dragon spirit. This will grant the dragoon the ability to break anyone binding force holding the Dragoon, including Pin, Bind, Imprisonment, Entwine with Vines, and any non-magical or mithril chains.
Solar Glyphs
All Solar Glyphs act as skills (Periodic or Continuous), and do not require body points to fuel.
Earendur (Claws)
Build: 6
Maximum: 1
Pre-Req.: None
Usage: Continuous
Skill (Continuous)
This Glyph magically summons claws that swing for 2 damage. Sith Claws block as if they were weapons (The Sith does not take damage or skill effects), and are unshatterable. Claws are 1 handed edge size, and may be retracted at will.
Ardenr (Scribe)
Build: 1
Maximum: 1
Pre-Req.: Claws
Usage: Continuous
Skill (Continuous)
This Glyph will allow the Sith to scribe into any wooden or stone surface using his claws. This Glyph was used to create the mystical writings on walls of the Valley of the Dragons.
Firimar (Strength)
Build: 10
Maximum: 2
Pre-Req.: None
Usage: Continuous
Skill (Continuous), Proficiency
With this damage augmenting skill, a character is stronger than a normal person, and can add one to her Melee, Natural, or Thrown weapon damage, or two to her Melee weapon damage if she is wielding a 2HE, 2HB, or Pole-arm weapon. See the Combat section for full details on how much a character may carry / lift.
Raylan (Master Claw Proficiency)
Build: 10
Maximum: 1
Pre-Req.: Claws
Usage: Continuous
Skill (Continuous), Proficiency
This Glyph will allow all Weapon Proficiency purchases to be used on Sith Claws, in addition to the weapon itself. This Glyph does not confer the ability to use other weapon-specific skills (Impale, etc.) with claws – only Weapon Proficiencies.
Thuringwedh (Cloak of the Dragon)
Build: 7
Maximum: 3
Pre-Req.: 7th / 10th / 12th level
Usage: Continuous
Skill (Continuous), Proficiency
This Glyph represents the hard leathery wings and impenetrable scales of a dragon. Each purchase of this skill grants the Sith +1 Soak.
Desmodanthium (Dragonstrike / Slay)
Build: 10
Maximum: 1
Prerequisite: Master Claw Proficiency
Usage: Periodic
Skill (Periodic), Attack, Melee, Superior, Piercing, Lethal
This powerful attack does a maximum of 400 points of damage. If the target enters the Critical state as a result of this attack, all effects that extend the Death Count are ignored until the target is healed from this state. This skill This skill is hand specific.
Palanthus (Master Sith Glyph)
Build: 1
Maximum: N/A
Pre-Req.: 40 Build from this list in at least 4 different skills
Usage: Continuous
This skill allows you to teach this list. A Master List Teacher can only teach (open for another PC) the actual advanced list itself once every six months. A PC teacher must be approved by the Director & Atmosphere Officer before they can learn this skill.