Brigand
“If you are not with me, you’re my enemy.”
The Brigand is the last in the series of physically superior Force Users with differing views of the law.
The Athlete uses his physicality to help offiically enforce the law. The Vigilante uses it to UNofficially enforce the law. The Enforcer has decided the law should be replaced with his own one and everyone made subject to HIS law...
... whilst the Brigand has the simplest view of all. Having never been subject to the Jedi approach of trying to enforce the law at all, he's come from the criminal side of it, and he wants to use his imposing bulk to break the law as much as possible.
Not just for the sake of it, though. The Brigand sees his force powers as not having changed anything in his life much except for his scale- he always wanted to be a rich criminal, now he has a real shot of doing it! His force powers and sabre will be used to help him bully, murder and steal his way to the top rung of the criminal fraternity. It is up to you to decide whether you think this is unusually practical for a Dark Sider, or is the sign of a force user lacking in ambition.
Unfortunately the Brigand has found the same problems of survival as a Dark Sider as have all his fellows, so his dreams of criminal magnificence are on hold until he can get his survival sorted out. Still, one day...
(It is not mandatory, but it is helpful and appropriate as a Brigand if you take Merits related to some criminal organisation he can be associated with)
Like his fellows, the Brigand is great physically with a good spread of abilities, not quite as good with the Force or Sabre as a Marauder but skilled in all forms of combat.
STATS
Strength: 2
Agility: 2
Dexterity: 2
Defence: 1
Willpower: 4
Intelligence: 2
Charisma: 2
Perception: 2
Force Rating: 6
Force Attack: 7
Force Defence: 1
Allocate seven points amongst Strength, Agility and Dexterity (max 5)
Allocate six points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 8 (total pool)
Combat: 3 (Fixed)
Guns: 3 (Fixed)
Spend 8 points amongst the following. (max 4). Remove any skills left at 0.
Intimidation: 2
Jedi Lore: 0
Medicine: 0
Observation: 0
Fix-it: 0
Intrusion: 0
Persuade: 0
Leadership: 0
Languages: 0
Intrusion: 0
Survival: 0
SPECIAL: Gifted Acrobat- A Brigand gets two extra dice when making any form of acrobatic roll (that is NOT an attack)
FORCE POWERS: Push/Pull, Sense, Intuition; choose 6 others
BLADE SCHTICKS: 2
GUN SCHTICKS: 3
COMBAT SCHTICKS: 6
Outsiders gain an extra Merit but get -1 to all non-aggressive social pools
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Overlord
“If only you knew the POWER of the Dark Side…”
The odds are stakced against them, but an Outsider might just live long enough to get the point where he could be considered ia Master- but only in plwer, not in temperament. Overlords have led practical but rather limited lives in relation to true Masters- a Sith Lord would probably find them lacking.
But that practicality is worth something. The Overlord has been subjected to one of the harshest tests of life and only ever had himself to rely on- and he made it, a Master equivalent who was never formally trained. Unlike the Bane who by default can be reserved and seemingly cultured, an Overlord can be a SPECTRE like bad-guy, violent, impulsive, slaying minions that annoy him on a whim. Aside from such irrationality, the Overlord has actually learned to become a little more social than his fellow Outsiders- though only as a means to an end, of course.
Like all Master types, the Overlord is ageing and past his prime, but other than that is excellently served in abilities. he also has the Outsider's take on the Megalomania of a Bane.
STATS
Strength: 2
Agility: 3
Dexterity: 3
Defence: 1
Willpower: 4
Intelligence: 3
Charisma: 3
Perception: 3
Force Rating: 10
Force Attack: 8
Force Defence: 2
Add one either to Agility or Dexterity.
Allocate four points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 10 (total pool)
Jedi Lore: 4 (Fixed)
Spend 5 points amongst the following (max 4). Remove any skills left at 0.
Jedi Lore: 3
Languages: 3
Lying: 3
Savoir-Faire: 3
Survival: 2
Intimidation: 1
Observation: 1
Medicine: 1
Combat: 1
Leadership: 1
Persuade: 0
Intrusion: 0
SPECIAL: Power-crazed- The Overlord must always strive to be the leader of any group he is in. The Overlord will refuse to accept the authority of anyone over him in even the most trivial of circumstances (e.g. local security asking him to move away from a crime scene) and may not do so in game, even if it would be beneficial to do so. Such is his desire, even faking such subservience is near-impossible and the Overlord gets a -5 penalty to all rolls attempting to do so.
FORCE POWERS: Push/Pull, Sense, Intuition, Swiftness, Leaping; choose 13 others
BLADE SCHTICKS: 4
The Overlord chooses an extra merit
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Orphan
“If he had been born in the Republic he would have been detected quickly”
Another sad story, though the Orphan is the impressive exception to the normal pattern of the Outsider.
An Orphan of the Force is someone who came into full force power without ever being trained- he never had any master, any trainer. This can only be because of the Orphan's amazing natural ability, equivalent to that of the Acolyte.
The tragedy of this is shown in why the Jedi took such care in the Acolyte's training, Lacking guidance, the Orphan increased his power in the Force in the only way he knew how, the way that came naturally to him- the power of Emotion. The Dark Side.
Added to the normal trials of an Outsider, the Orphan has also been hated and even hunted for his strange, random powers. He has never been accepted. In finding other Dark Siders, he can find those that at least indertsnad what he is, and there is some comfort in that.
What an Orphan wants in general is up to you. Their story is sad as they never had a chance, but by now they are thoroughly in the thrall of the Dark Side. An Orphan's natural talent is amazing, but by now it has developed as far as it can just naturally; the Orrphan will be seeking to expand it still further by experience or learnin from any source he can.
STATS
Strength: 2
Agility: 2
Dexterity: 2
Defence: 1
Willpower: 4
Intelligence: 2
Charisma: 2
Perception: 2
Force Rating: 9
Force Attack: 8
Force Defence: 2
Allocate five points amongsat Strength, Agility and Dexterity (max 5)
Allocate seven points amongst Intelligence, Charisma and Perception (max 5)
SKILLS
Lightsabre: 8 (total pool)
Spend 4 points amongst the following. (max 4). Remove any skills left at 0.
Jedi Lore: 2
Languages: 2
Combat: 2
Savoir-Faire: 1
Lying: 1
Survival: 1
Persuade: 0
Medicine: 0
Fix-it: 0
Observation: 0
SPECIAL: Intuitive Flow: The Orphan has an amazing (though raw) natural gift with the Force. He treats all Force rolls (NOT Force Attack rolls) as Easy.
FORCE POWERS: Push/Pull, Sense, Intuition; choose 13 others
BLADE SCHTICKS: 1
COMBAT SCHTICKS: 2
Outsiders gain an extra Merit but get -1 to all non-aggressive social pools