The Sith KotORCG p15 started out on the world Korriban, a highly volcanic planet with lush, dangerous jungles nestled in its valleys. The ecology had numerous dangerous predators, including terentateks, shyracks, tuk’ata, wraids, and warbirds. UA p113 tBoS p37 DNA analysis suggests that template animal used to create the para-human Sith was the tuk’ata. JATM p131–47

The Sith are scaly omnivorous endothermic viviparous para-humans, with skins varying from (common) crimson to (rare) black and eyes (common) golden to (rare) orange or black; their blue blood uses copper instead of iron to bind oxygen. They have barbels on their heads and faces (three under the jaw, two on the upper lip, two functioning as eyebrows, and a backward-projecting cluster on the top, sides and back of the head), which once served their four-footed kin in hunting and still alert them to changes in the breeze; they may give clues to the Sith’s emotional state. Some males have a jutting, bony chin. They possess both ripping and grinding teeth, and have birdlike talons on their fingertips and toes (three fingers and an opposed thumb; three toes and a heel claw). Their noses run somewhat shorter than human, and their jaws often show more prognathism. They are most often left-handed. Sith are fond of piercings, tugging on them when they need a bit of pain to help them stoke or focus their passions. Sith Lords often bear a tattoo on their forehead, which can be found replicated in the corresponding part of their headgear, and elsewhere on their minions. (The tattoo ink is made using Sith alchemy, and administered by specially mutated scorpion-like creatures who have the ink injected into their poison glands.)

Sith are naturally mercurial and passionate, by nature as well as culture. They evolved from pack hunters and have a strong sense of hierarchy. The Sith emotion corresponding to love is intertwined with greed and lust and possessiveness, and only exists between mates where a battle between them is inconclusive— it can sometimes resemble an addiction, with the desire to possess the other outweighing the desire to dominate. The emotional bond comparable to friendship is that of alpha to beta; one is always dominant.

The Sith seen in The Golden Age of the Sith and The Fall of the Sith Empire fall into two categories. The ones with the prognathous jaws and generally gorilla-like visages are the results of using Sith Alchemy to breed human Dark Jedi with Sith. They have hair (most commonly dark brown, but sometimes chestnut or black) and the men have beards that grow between their jaw-barbels (so none could have a human-style full beard, but they can easily manage goatees). The skin is several shades paler than their pure-Sith ancestors, their blood red with hemoglobin, and the talons are closer to being fingernails. These hybrids are able to mate with pure humans, giving results like Naga Sadow, who lack the eyebrow-barbels of the alchemical breeds and have a more human face.

Their innate competitiveness caused their natural selection to occur at a furious rate, and they were already fighting with jet aircraft and slugthrower weapons and stripping their planet’s resources when they were discovered by an early hyperdrive scout vessel. The humans aboard were easily mastered by the same power that Sith used to command the beasts of their homeworld, and this new treasure was swiftly brought to the attention of the lord Zypahl, who saw the potential of a galaxy full of slaves. Zypahl, driven by his vision, unified Korriban under his rule and directed the Sith civilization to master the technologies in the scout ship and its knowledge in its library computer.

Korriban’s ecology was wrecked by the crash program of industrialization; the world that Sith now embrace as their own is Ziost, and Korriban is now their tombworld; the other worlds of the Stygian Caldera thrive to a lesser extent. When Haymakh (Zypahl’s nephew) proclaimed himself the first Galactic Emperor, he chose the ecumenopolis Coruscant as his Throne World.

They use their own language for communication amongst each other and Basic as the language of instruction to slaves.

High Sith writing is ideographic; the oldest samples from ancient tombs on Korriban are very much in the style of Maya script, but they have gone through considerable abstraction since then and are now precise combinations of boxes and lines. The efficiency of alphabetic scripts led to the development of the Common Sith alphabet.


Sith names have a personal name, deed, and affiliation (territory, military unit, craft organization, temple). e.g. Pamat Bladedroid of Qordat Droidworks. Achieving noble rank is itself a deed, and moves the deed in front of the name, e.g. Baron Kaj-Ul-Fa of the Planet Zartan.


The ancient Sith weapon, the lanvarok (Weapon:3), is still practiced as part of their martial skill KotORCG p69, but in the age of blasters, they now use a similarly dangerous weapon called a plasma scourge, which emits a chaotic, writhing lash of lightninglike plasma that can only be controlled by the Power. It can lash out to 25m (two zones) if the wielder just wants to tag someone, or to 10m (adjacent zone) if they want to place something in a cage of lightning. The chaotic behavior makes it good at snaking around defenses, and makes it difficult to target the wielder. It can absorb blaster bolts (getting bigger and delivering more damage for a few rounds) and deliver both burns and electric shocks. The burn damage it does can be crippling. (Maneuvers: touch the bolt to a person’s spine for electrical havoc, or to their wrist to make their hand spasm and drop a weapon. Blow a droid’s breakers. Absorb a blaster bolt and use the energy to increase range for a strike. Absorb a blaster bolt and hurl a lightning bolt containing the energy with a whip-crack maneuver.) The plasma scourge is a one-handed weapon; the other hand is free use another weapon (usually a throwing weapon or a short blade— a long one tends to interfere with the lash) or make arcane gestures. They tend to melt down or explode when their wielder dies or loses consciousness; many Sith sport cybernetic hands to replace ones lost to a destroyed plasma scourge.

Unsticking a plasma scourge from a lightsaber requires a Good check with Energy, though a Jedi can resist with their own Energy if they want to use an action.

Some Sith take great pride in their prowess in melee. Weapons such as the Sith sword, doubled-bladed Sith war sword, and armor forged with the secret arts of Sith alchemy are known for their ability to channel the wielder’s Power— a Sith-forged doubleblade exhibits unnatural sharpness in the hands of anyone strong in the Power, trained or not, and a rare suit of Sith-forged plate armor (worn by a rare Sith who prizes defense over mobility) can withstand a bolt from a blaster cannon. Little is known about Sith alchemy, but metallurgists believe they derive the carbon for their steel from the blood of sentient beings; certainly, Zuguruk mastersmiths are known to purchase champion gladiators who are never seen again. Escapees from alchemical metallurgy labs have often died of overwhelming heavy metal poisoning shortly thereafter.

The shikkar is an assassination weapon, sacred to the god Vorket, made of alchemical glass. After a successful stab, the assassin twists the weapon, breaking the blade off inside the wound. They are often crafted to be beautiful as well as deadly; some collect them for their beauty. tBoS p23

The Sith parang is a heavy, curved blade, normally the length of the wielder’s arm, that can be used to cut through heavy undergrowth or thrown like a boomerang. They are often made of alchemical glass. They require at least Fair Might to wield in combat. tBoS p23

The steel fist is a gauntlet covering the hand from wrist to knuckles, leaving the fingertips free for fine work; the palm is armored and can catch a sword. Adds to fist damage, more if equipped with razor-sharp talons on the knuckles, more if it’s Sith steel. Some are enchanted by the Kissai with Power-resonant crystals to enhance your Might for a scene (costs 2 stress reduced by Resolve vs. Average, makes you feel powerful and contemptuous).

The steel forearm is similar and also functions as a vambrace, and adds an elbow gouge attack.

The steel arm goes all the way up to the shoulder; it requires light armor proficiency but does not encumber. Helps with ramming through obstacles with your shoulder. All three of these leave plenty of flesh uncovered and don’t count as armor for general attacks, but can be useful in parrying.

The steel brow is a headdress or diadem that spans the forehead and drops side panels at the edge of the jaw. They are largely ornamental, mostly used to display insignia, though some are enchanted to create effects like Battlemind or Rage.


The Sith are divided into castes, though it is possible to fight from one into another— if you can defeat someone in a caste, you can join the caste.

Slaves: the Grotthu

The slave caste is made up of those who lack enough of the Power to be effective. They are meek and easily dominated by anyone who shows strength, and will be vicious to anyone who shows weakness. Very few of them are seen outside the Stygian Caldera. Among some Sith, having an ancestor who started with two Grotthu parents and fought their way into another caste is a note of prestige; among others, it’s an insult. tBoS p20

Makers: the Zuguruk

Skilled and intelligent. These are engineers, craftsmen, and technicians. They are the experts in Sith Alchemy. They know how to manufacture holocrons and plasma scourges, as well as the chrysalide monsters that emerge from their biolabs, and mechu-deru droids and cyborgs. About 20% of Sith lords are Zuguruk.

Zuguruk do not often become nobles, but the ones that do usually have a great number of tricks up their sleeve.

tBoS p20

Warriors: the Massassi

Massassi warriors vary a great deal. They usually carry on family traditions, though some will find that their talent lies in a different form of battle. About 45% of Sith lords are Massassi. They tend to wield the more direct uses of the Power, such as Force Push and Force Lightning; it is rare for them to use Sith Sorcery or Sith Alchemy.

Marauders are known for their fearsome battle-rages, and serve on the front lines of pitched battles. They almost never become nobles. 90% of marauders are Massassi warriors, but some Kissai priests who have trouble not channeling their deity have been known to become Marauders as well.

Stalwarts bank the fires of their anger and hatred rather than fanning them to a blaze, and serve well as the rank and file of Sith troops; in the current era, they usually serve in all-Sith units, with noncommissioned officers often being transferred to mixed units of other species. It takes a strong lord to keep a hierarchy under control if a Sith NCO is placed under a non-Sith officer. Stalwarts occasionally battle their way into noble rank.

Strikers are more thoughtful, and have learned to focus their anger into a precise weapon. They serve as officers in the Sith armies and fleets and make up a large fraction of the nobility.

Paladins are extremely strong in the Power, and are usually Knights or Lords in their own right.

Priests: the Kissai

Priests are the experts in invoking the Sith deities, who sometimes manifest as transparent figures that offer insights, or visit the dreams of their worshipers. Sith believe that it is possible to become a god, and that those who succeed in ascension can struggle for even greater powers. They have an extremely magical view of the Power, and are the experts in Sith Sorcery and the powers of illusion; the ones most obsessed with the Power know Sith Alchemy as well. About 35% of Sith lords are Kissai.

Priests who are particularly adept at sorcery often turn it to their own advancement. They are usually competent fighters on their own, but are most fearsome when using their powers to bolster their minions; in single combat, they are fond of draining the life from enemies or causing them to spontaneously combust.


Fettered, I am born.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
I shall be free.

— The Way of the Sith

Traditionally, Sith hierarchies are in:

The Sith have slowly been dwindling in number; with less drive to grow and conquer, the females choose to invest more in personal power than in breeding. No Sith (outside the slave caste members within the Stygian Caldera) has held a menial job in 3000 years. Increasingly, the Sith are relying on hierarchies of vassals to handle tasks.


An exception to the usual hierarchy are the preceptors. A preceptor has no master, no apprentice, no territory, no allegiance. They provide instruction in anything where secret techniques are useful— usually the Power. They make their living instructing other Sith— they are paid in anything from currency to slaves to secrets. Some of them wander the galaxy as passengers on anything from tramp freighters to passenger liners; some own entire hypercapable cruise ships. They are a key to the stability of the Sith Galactic Empire; otherwise, secrets would be lost when masters fail to teach them to apprentices. They are expected to keep their word when promising not to teach a technique until the person who teaches it to them is dead. It takes the acclaim of a Preceptor to make another Preceptor. Preceptors are the most common authors of holocrons, though some powerful lords will create them and hide them behind numerous layers of challenges as a way to extend their will into the future.

Preceptors seldom battle directly, but will often do so by proxy by training students to battle the students of other preceptors, with a promise of new secret techniques if they win.

Lifecycle and Reproduction

Sith are vulnerable to domination by the Power of those with strong kinship ties, and traditionally their parents place Power Shackles on them. Shackled Sith can be tapped for energy by their parents. Parents have incentive to mate with someone powerful enough to produce children who will be a good source of power; for the most powerful, those are in short supply, and they keep harems instead. Sith are considered to have won to adulthood when they break free of the Power Shackles of both their parents, and are given preferment in society; they often apprentice themselves to their parents. Those who are free because their parents were killed have to start on the fringes. These are the first chains a Sith must break.

There is a careful balance in the number of children to have in queue: old enough to be a useful source of power, not in imminent danger of breaking free.

The female power level tends to wax and wane with the investment of biological resources, so they tend to be more conservative; males have more consistent power levels and can take more risks, getting them killed more often. Females who survive past the age of reproduction with all their children departed are usually powerful from all the practice reining in their children.

Sith are able to use the Power to transfer life force from other beings to heal themselves and reduce the effects of aging; particularly strong ones can do so to prolong their own lives, killing the subject. The healthier the subject, the more can be transferred; the older the Sith, the less it helps. The best sources are late adolescent/early adult sentients in good physical and mental condition. The most powerful Sith have been known to live three or four centuries in this manner. Even beyond this point, they can cling to life through sheer willpower as their body wastes away; some have even been known to survive as severed heads, flying under their own power or being borne by their slaves.

Some Sith are adept at transferring their own spirits to other bodies, particularly those of their descendants and apprentices. Often, the elder simply obliterates the spirit of the younger one, but sometimes there is a blending, in which the younger one may prevail, gaining the knowledge and power of their former master without losing their own identity.

Finally, some Sith choose to move beyond the mortal plane altogether, either under their own power or with the Kissai assistance. Some (particularly preceptors) become saints, receiving sacrifices in exchange for insight and teachings or just possessing someone; these are always attached to something, whether it be a place or a bloodline or a weapon or holocron. The mightiest will seek godhood, either carving out a new divine role (an Emperor became the god of Wealth this way, around 1200 years after Haymakh proclaimed the Galactic Empire) or battling one of the existing gods for their position. Sith contending for godhood have been known to wipe out large cities in blood sacrifice.

A seriously pissed off Sith saint can screw up a starship enough to force a crash.

The Power

Sith rely on the Power in all walks of life. They have a talent dubbed precognitive paranoia; it is very difficult to surprise a Sith lord with a preset explosive device, whether it be an individual shaped charge or a fusion warhead. Assassination usually requires combat or military defeat.

Some Sith will not trust an underling whose mind they cannot probe, and will kill those who remain inscrutable; others believe that if a minion can keep their own lord out, they’ll be able to keep out interlopers as well, and simply set up tests of loyalty. Showing inability to probe someone’s mind in public is a sign of weakness, so being probed publicly has extra possiblities of risk or survival, depending on the temperament of the lord.

Sith are able to induce phobias and addictions in their minions; there is a technique for crushing the will which leaves a person’s mind intact but largely without autonomy. Some have shown a talent for impelling people to confess their secrets, while others can remove a person’s sense of self-preservation for hours to weeks.


Sith prefer to think in absolutes; they prefer clear-cut choices that stir the passions, not the careful nuance that requires deliberation.

Sith will usually kill people who fail them in important tasks. For mundane tasks, they usually just demote them; trained minions are hard to find. People who challenge them directly elicit a variety of reactions:

Sith engage in large projects not as a matter of investment but ego. Building something that everyone knows is going to last a thousand years impresses people, that you have such powerful resources that you can build impressive monuments to your own majesty without leaving yourself vulnerable, and that you have confidence that you are strong enough in the Power to achieve some form of immortality. Long-term projects, like terraforming, are a way of demonstrating that you have talented climatological engineers at your command— and everyone knows that it’s much easier to screw up an ecosystem than to fix one, so those engineers are an implicit threat to enemies. The precision deorbiting of comets and ice asteroids onto Tatooine isn’t a generational project; it’s a demonstration that the overlord there is equipped to perform orbital bombardment.

Sith are never content; their ambition may be to fight their way up to the Imperial Throne, to become a Preceptor and develop their own mastery, to become the richest tradelord or most clever craftlord, or to ascend to godhood and immortality. Even the Emperor will have ambitions to make their mark on the galaxy, or be planning the greatest mass sacrifice in history to challenge a god. In these decadent days of the Empire, the notion of the Imperial Progress has arrived: a traveling festival that brings the Imperial retinue and several battle fleets on tours of the galaxy at huge expense. (This is a fine time for a challenger to capture Coruscant, and three reigns back, the Emperor used a Progress as a way to lure his opponents into a trap.)

Popular Sith Aspects

Brutal Subtle Ruthless Tyrannical
Conniving Malicious Sadistic Voracious
Greedy Power-Hungry Cruel Efficient
Show-Off Proud Temperamental Mercurial
Disciplined Hot-tempered Disdainful Contemptuous
Despises X Loathes X Hates X Fears X

Philosophies of Rulership

There are several schools of thought on rulership. A Sith whose philosophy differs from his overlord may clash, but as long as the overlord’s auditors deem his tribute appropriate and the underling is not fomenting rebellion, the overlord will let it stand.


The oldest style of rulership. Phrases like oderint, dum metuant and pour encourager les autres would make excellent sense to them. They rule with an iron fist, harshly punishing failure. They aren’t just cruel— they’re arbitrary, always leaving the hope that someone might survive or even be rewarded. They’re fond of decimation, hostage-taking, public torture, and leaving heads on pikes as ways to get the best performance out of their underlings, and will use classic Roman-style decimation as a motivational tool. An underling who eschews such tactics on his own minions needs to be very confident and effective to stand up to this kind of overlord.


Strict disciplinarians with a penchant for rules, rules, rules. Each node in the hierarchy is responsible for all dependent nodes. If you can’t keep the beings under your command in line, you will be punished. Hierarchs generally insist on military discipline throughout the societies they control. Like the underlings of tyrants, underlings who have differing philosophies need to be very confident and effective.


These Sith have been learning from the societies they conquered and adapting their tactics to using financial incentives to accomplish their will. For fungible things they want accomplished, they post bounties. For fixed things (e.g. infrastructure), they have competitive bidding for contracts— with the twist that failure to deliver on time and within budget usually leads to anything from demotion to public death by torture. They tend to conduct negotiations in rooms where they have a throne surrounded by force field projectors; if parties in the negotiation attack each other, they just turn on the field and watch the fun. (Killing your boss for providing unrealistic time estimates meets with great approval.)


A new school of thought among Sith. They rely on pleasure and pain as motivation; they can induce them directly in serfs and vassals using the Power, and they have their closest slaves wired with cybernetic implants that go directly to the pleasure and pain centers. (The surgery for this is too complicated to inflict on mass populations, since competent neurosurgery droids are very expensive; it’s just not practical to have an assembly line doing this on large populations. Biotech implants that secrete drugs on remote command, on the other hand, can be implanted by a standard surgical droid.) This can lead to thoroughly addicted minions.

They also have policies of rewards with luxuries and drugs and penalties that involve privation.

Those who decline the more sybaritic rewards tend to elicit notice as possessing judgment that can lead to promotion.


Most species have a notion of powerful transcendent beings that control destiny. The Sith know that theirs are real, and perform regular blood sacrifice to please them. The gods manifest in a variety of ways: as spectral beings, or by possessing people, or speaking to them as a ghostly voice in their head, or appearing in their dreams, or as extreme weather events and unlikely coincidences. They seem to be able to show up anywhere, though they do so most often near their places of worship.

Sith gods appear to each have metaphysical territory staked out; if there is no god for a particular territory, it is possible for a Sith to ascend there without challenge (as Emperor ???? did to become the god of wealth), but if your chosen specialty is already taken, it is necessary to defeat the god— which means convincing a large enough number of the priestly caste to perform blood sacrifices to fuel your ascension, risking retribution from the god you are challenging if you fail.

The gods are best pleased by blood sacrifice of enemies, but your own slaves and criminals will do. Many arena games have a religious component, and some slaves are picked for sacrifice after a particular number of victories (usually 216, sometimes 1296).

The known Sith gods are:

Gods can battle amongst each other, and can even consume each other; living in a time in which two gods are struggling for power is usually dangerous.


Sith pride themselves on prowess in battle, and all but the slaves have collections of their favorite weapons. Any Sith of substance possesses a trophy room with reminders of foes they have vanquished— beasts hunted, opponents bested. Trophies range from taxidermy (even of sentients) to weapons to items that their quarry prized, even if the Sith doesn’t see the value in them.

Sith Techniques

Sith Sorcery

DSS p18 tBoS p37

Familiar UA p113


Requires Sith Sorcery.

DSS p15

Force Phantom

Requires Sith Sorcery.

Doppelgänger and Force phantom

Transfer Essence

Requires Sith Sorcery.

Contacting is the art of reaching to the level of spirits; the flip side of it is moving to the level of spirits. With Transfer Essence, it is possible to leave your own body and occupy another one, which must be reduced to helplessness before you enter it. This can be done temporarily or permanently. The consciousness of the host can fight you for control, and a wily one will wait until you are in dire straits and willing to Concede by accepting one of its aspects to replace one of your own rather than face enemies within and without; whenever it begins one of these struggles, it opens itself to the possibility of defeat, and each time it is Taken Out you neutralize one of its aspects (which cannot recover without a Concession from you). If you neutralize all of its aspects other than species, the body is yours; if it replaces all of your aspects with its own, your identity is lost and it gains all your knowledge. (SWd20: Transfer Essence. DSS p16 UA p158) Concessions can include changing an aspect to being something new to either host or possessor.

If the total of all your Force skills is higher than that of your host body, your power may have a debilitating effect on the body. After any scene in which you use your powers in earnest (any power with a base stress of 3 or higher, or actually racking up that third point of stress using lesser powers), take the difference in those totals and roll it as an attack; defend with the body’s Fortitude. This will show up as physical stress and may inflict consequences.

Create Force Wraith
Drain Force

DSS p17

Sith Amulets

Minor amulets can create protective shields, knit injured flesh, sharpen battle focus, or energize weakened muscles; this is represented by a rating for the amulet, which also makes an attack against the wearer’s Resolve (or Spirit), leading them down the path to addiction and insanity. JATM p68 DSS p67 tBoS p24


An amulet that enlists the spirits of the dead to act as translators for the voices of the living. As a side effect, it forces the wearer to hear to chatter of ghosts. tBoS p24

Sith Talismans

JATM p69 DSS p67

Sith Alchemy

JATM p21–2 KotORCG p41 DSS p13,65. Mask; Shadow Droid tSGtD p142.

Sith-steel Weapons

Sith-steel weapons are produced using Sith alchemy, which starts with smelting black sand and charcoal and the blood of a sacrificed warrior, with the alchemist staying awake for three days to monitor the process; forging occasionally requires that the blade be run through another warrior as well, which makes gladiators rather nervous about being too successful in the arena. (Inspirational ideas from traditional Japanese swordsmithing: jewel steel, clay furnaces, blade patterns.) In the hands of someone strong in the Power, they have a Weapon rating one level higher; a Zuguruk swordsmith can give them the Finesse or Power aspects as he forges them. They can be made with Devaronian edges by incorporating that into the final stages of the tempering, and custom hilts can be added after creation. They are only rarely for sale, and usually fetch at least a Superb price. Trained Massassi warriors are known to be able to parry even blaster bolts with Sith-steel weapons, though most observers believe this is only possible through some form of precognition that lets them know where to move the blade in time. RCR p60

Sith-steel, wielded by someone with the Power, can block a lightsaber without requiring cortosis weave.

Dark Armor

RCR p60

Other Creations

Sith metallurgy can also be used to create mechanical locks whose plates will simply not engage without the proper key being wielded by someone strong in the Power; they resist attempts to manipulate them with telekinesis if the key is lacking. Fancier locks are dial-based combination locks that require that the opener have fine telekinetic control and be able to project particular emotions (anger, greed, fear, etc.) when turning particular dials.

Sith Abominations and Sithspawn

Abominations are the result of Sith alchemy being used to force directed, radical mutation on a creature, using the Force to coerce biological unity on the mutations and select them for utility rather than fast-growing cancers and multiple organ failure. Most of the failures die quickly; even the runoff from the vats involved tends to create unpleasant mutations in the local vermin.

Abominations gain the Force-Sensitive stunt, +1 Endurance, +1 Intimidation, and the aspect Abomination, which can be compelled for poor impulse control and short-term thinking; the changes in physical appearance can be invoked to terrify and compelled to horrify. They can wield Intimidation as an area attack at the beginning of a combat, triggering fear responses in their opponents. The process of abomination can also add other stunts, such as enhanced musculature, stamina, or reflexes; bodily weapons, armored hide, extra pairs of limbs, a spiked tail, redundant organs (creating extra consequence slots), poison glands, or an extra head. Particularly adept alchemists can even graft organs from other species and force an adaptation, adding wings or tentacles to a creature that normally would have nothing like that in its evolutionary heritage. JATM p22–3,123 DSS p118–20. UA p140 Silooth. tBoS p36

Chrysalis Beasts

JATM p133 DSS p120 DE p256,260

Sorzus Syn created leviathans that could store life-energy in blisters on their backs. tBoS p14


Sith Poison

JATM p69 DSS p65 tBoS p23 In this era, it’s used as a test by Sith Lords who wish to determine the mettle of their knights. A Sith who cannot master the power of the poison usually lacks the self-control to become a Lord. Consequences of the poison (when it doesn’t kill outright) include Pain, Paralysis, and Blood Frenzy.

Sith Holocrons

Destroying a Sith holocron is risky. Considerable power is built up in the crystals within, and the data-ghost gatekeeper can wield it to avenge the loss of its home. DSS p66 tBoS p29–31

Notable Sith

Emperor Krel Zyan IX

Sith do not normally change their name upon ascension to a throne. The reason that Krel Zyan is called the Ninth is that he has been following the path of transferring his soul into the body of a knight when his current body wears out. Whether the host personality has ever defeated him is well-camouflaged, if it has occurred at all. he administers the Duchy of the Imperial Throne and receives tribute from the entire galaxy. He is known to be a competent sorcerer and warrior, and no stranger to the principles of Sith alchemy. He has reigned for almost two millennia.

Grauac Niss, Duke of the New Conquest

About three thousand years ago, Grauac Niss was a Kissai lord who wanted new worlds to subjugate, and had the farsight to know there were more important worlds to conquer in the poorly mapped northern rim of the galaxy, offering mass sacrifices to the Sith gods on each world. Some say he might have ascended to challenge one of the Sith gods himself, had one of his knights not beheaded him in a surprise attack; Niss now uses Sith sorcery to sustain the consciousness of his severed head, killing one slave each day (and the occasional failed Sith knight) to replenish himself from their lifeblood. He is of the old-style tyrannical Sith, quick to punish and quick to reward.

Barqass Shath, Duke of Kashyyyk

A 1200-year-old Kissai lord, who keeps up a steady stream of sacrifices to Shayalorg, god of Sorcery.

Tur-Ak-Vath, Duchess of Varl

A 700-year-old Zuguruk lord, held together by a mixture of cybernetic implants and a variety of enchantments of her own design. Her body is a mixture of withered flesh, cybernetic limbs and panels, and crystal-bedecked Sith enchantments.

Tur-Ak-Vath is a capitalist Sith, happy to collect tribute and spend it.

Sekher Graush, Duchess of Vendaxa

Sekher is a Massassi lord who is extremely good at reaping life force from her opponents. She has made it to age 430 by killing people— lots and lots of people. She used to only kill off one competent warrior per month, but now she’s up to one or two per week. For now, she’s able to get by on arena slaves and the occasional failed minion (who are given a weapon and told that if they can draw even a drop of her blood in combat, they get another chance— only a handful have managed this).

She rules the Duchy of Vendaxa with a mostly hedonic style, with lots of prizes for success as well as punishments for failure. Her style is to create lots of luxuries and opportunities for envy, and let people fight for them in ways that benefit her.