Appendix III: Artifacts


Random Artifact Finds

Roll 5D

5 Holocron

6 Ilum Crystals

7 Ancient Lightsaber

8 Medium Force Splinter

9 Force Enhancer

10 Manuscript

11 Force Scanner

12 Light Boomerang

13 Lightblade

14 Small Force Splinter

15 Damaged Lightsaber

16 Lightsaber

17 Force Artifact (reroll for type of Artifact)

18 Small Force Splinter

19 Plasma Blade

20 Scroll

21 Lightwhip

22 Damaged Artifact (reroll for type of Artifact)

23 Datatape

24 Null Sphere

25 Book

26 Sonic Blaster

27 Alien Artifact

28 Battle Armor

29 Large Force Splinter

30 Force Shard

Force Artifacts

All objects are considered extremely rare.

Alien Artifact

This is an artifact from a lost race, maybe even from outside the Galaxy. It's functions and power will be unknown. It is up to the GM to determine the functions and the limit of it's power.

Battle Armor

This is armor created specifically to withstand the impact of a lightsaber or similar energy. As there are very few substances in the Galaxy that can withstand a lightsaber strike, armor of this type is very rare. Mandalorian Iron is one example of this type of substance. Provides +5D to physical attacks and +4D to energy attacks.

Force Enhancer

This is a Republic-Era artifact used by the Jedi for enhancement of Force Skills and is always programmed with Force Powers. Usually only used by new Jedi, it is presumed that Jedi Masters never used these devices as they were too weak.

Force Scanner

This is a type of detection tool used to determine the Force potential of a person. The scanner is very delicate and can be broken easily.

Force Shard

This is a large (1 meter across) crystal that greatly enhances a character's Force Powers. The shard can only be held with both hands as it is very heavy. It is usually placed in a base or statue. It seems to have been faceted at one time, but there are chips and cracks throughout the Shard. The Shard imparts +8D to all Force Skills while touching the Shard. The Shard glows with an inner light when touched. The Shard will also impart a random bonus Force Power if the Shard is touched for four hours at one time without any distractions. Note: This cannot be done while in Hibernation Trance, Rage, etc.... (Careful, this is a very, very powerful artifact and can easily unbalance the game; It is my recommendation that this artifact be destroyed or shattered somehow during the course of the adventure. It would be very hard to go against a villain that starts at 12D Force Skills boosted to 20D! Not to mention how many Powers the villain could gain........)

Force Splinter

This is a chip from the Force Shard. It enhances a character's Force Powers just like the shard; although not as strongly. A splinter is usually worn in a pendant or amulet. There are 7 known Small Splinters at about 1 inch long; they impart a +1D to all Force Skills while touching the Splinter. There are 3 known Medium Splinters at about 3 inches long; they impart a +2D to all Force Skills while touching the Splinter. There is 1 known Large Splinter at about 5 inches long; it imparts a +3D to all Force Skills while touching the Splinter.

Holocron

The New Jedi Holocron is an interactive teaching device that becomes active when held by Force-Sensitive characters. Organic crystals inside the Holocron sense the Force of the user determining whether the user is with the Light or Dark Side of the Force. The Holocron then senses the surface thoughts of the user, presenting them with Jedi wisdom. The Holocron can be used as a Jedi encyclopedia or as a training instructor. The Holocron holds about 200 Force Powers.

Lightblade

This is a specialized version of a lightsaber and is thus very rare. Some lightsabers have the lightblade as one of the settings. The blade is one-quarter of the length of a normal lightsaber, but is the only setting able to be used. Damage is 2D.

Light Boomerang

The Light Boomerang was once, during the time of the Old Republic, a highly prized weapon. But its technology and use has been forgotten by all but a few. When activated, the Light Boomerang causes 5D damage. When not activated, this weapon looks like a tiny (1mm in thickness) metal boomerang, but with no curves or bends that a proper boomerang would have. It can only be activated telekinetically, otherwise the user's fingers would be instantly removed upon ignition. The user throws the boomerang, using his telekinesis powers to steer, activate, and return it to their hand. Attempting to use this weapon without intense training is suicidal.

Lightsaber

Known throughout the Galaxy as the symbol of the Jedi Knights, a lightsaber is an elegant and very lethal weapon in the right hands. How to create a lightsaber is a carefully guarded secret and a lightsaber will never be sold on the open market.

Lightsaber, Ancient

This is a lightsaber that has survived eons of use and has been left with a residue from it's users. It will give a character bonus of +2D to their Sense power and when first held, will give the character a symbolic vision - a type of Farseeing.

Lightwhip

The lost and highly prized weapon of many Siths and Dark Jedi, lightwhips are harnessed energy coiled around incredibly strong alloy whips capable of cutting through the densest of materials. See Part VIII: The Weapons of a Jedi.

Manuscript

This describes a number of different methods of recording Force Powers. It includes but is not limited to: Scrolls, Books, Manuscripts, or Datatapes.

Natural Ilum crystals

Ilum crystals where used in ancient times to build lightsabers. These crystals, only found in the Adegan system, spontaneously emit powerful bursts of light and energy when resonant frequencies are run through them.

Null Sphere

A Null Sphere is a smoky glass-like sphere (nearly impossible to destroy) that resonates with a negative Force. These artifacts were created by unknown means for unknown uses and have only come to light from archaeological digs in areas where the culture largely self-destructed without a logical reason why. Basically, a Null Sphere has the effect of an Ysalimir, canceling out the Force in a specific area around itself. The degree of cancellation is variable, but usually extending several meters in diameter.

Plasma Blade

This is the “Elven” version of the Lightsaber with a few differences. All Plasma Blades have a rippling blue blade. Unlike lightsabers, the blade has a small weight to it, giving it an appreciated balance. It can also parry other weapons, but it cannot deflect blaster fire or force lightning. The Elves guard the Plasma Blade's construction as closely as the Jedi do with the lightsaber. The damage done by the Plasma Blade is 4D instead of 5D as with a normal Lightsaber.

Sonic Blaster

This weapon concentrates, focuses, and enhances the voice of the user and turns it into a highly concentrated blast of sonic force. Damage is 2D + Control.

Unique Force Artifacts

The Amulet of Focus (Sith Artifact)

Capsule: Some time ago, 4000 years before ANH to be exact, there was a great war between the Jedi  Knights and the Sith. It had been millennia since the Sith were originally discovered, and defeated. The Sith had then resurfaced at the time of heroes such as Ulic and Cay Qel-Droma, and Nomi Sunrider. During this period, the Sith were stronger than ever before. The Sith were able to forge the Force into their powerful talismans, and boost their own abilities. The Jedi Knights were able to use talismans taken from fallen Sith warriors for their own purposes, and so the Sith’s own power was used against them. To counter this use of the talismans, the Sith created amulets of Entrapment, designed to lure the unexpecting Jedi to the Dark Side, and make them the servants of evil.

It was a failing Sith apprentice named Scryer Veilont that created the Amulet of Focus. Veilont was unable to best his master in combat. His master had decided that when Scryer Veilont could beat him with a lightsaber, he would be a true Sith. Veilont had tried on several occasions to defeat his master, but his master had always beaten him through the Force. Scryer knew that he would never defeat his master because his powers were used for long term alterations of the force, leaving him no ability for devastating instant attacks on his master. It was with this in mind that the Sith apprentice began his construction of the amulet. After weeks that passed with almost no progress, Veilont began to despair. That night, he broke into his master's private library, and stole a book that he thought could teach him to create his amulet. Veilont followed the instructions for the Amulet of Concentration, and managed to alter a few directions to imbue the amulet with the ability to focus his Force abilities through it. The amulet could help him maintain his lasting force abilities while he focused on his attacks. The Amulet of Focus was born...

Years later, after Veilont's death, a Dark Jedi by the name of Baxa discovered the tomb of the great Sith, and the many artifacts that Veilont had gathered there. The Amulet of Focus resurfaced...

Game Effect: The Amulet of Focus gives the wearer three actions per round that can only be used to keep up force powers.

Note: If you want to learn more about Scryer Veilont and Baxa, please contact Bryan Nelson (koh89@hotmail.com) or René Hanke (hanker@rpg-domain.de).

The Crystal Skulls (Sith Artifact)

Capsule: (note: Skull is used to signify a Crystal Skull, while the uncapitalized skull is used to represent a natural skull)

This force artifact has been around since the Sith were first enslaved by a Dark Jedi thousands of years ago. During this time legend has it that the Dark Jedi created a circle of 13 perfectly-formed Crystal Skulls, which, when mounted in a particular pattern within a pyramid constructed for this express purpose, gave him incredible powers. Since that time the Crystal Skulls were lost in the constant infighting that characterized the Sith history. In the ensuing millennia every so often a Skull has surfaced, only to be lost again. In appearance the Skulls are life-sized representations of the human skull which are perfect in every detail. The crystal used is flawless, lacking even the tiny gas bubbles which can be found in all natural crystal. This has given rise to the theory that these Skulls were somehow formed using the force itself. Each Skull is slightly different from the others, seemingly representing different individual skulls. Some scholars have speculated that perhaps these Skulls were once real skulls of humans whom the Dark Jedi sacrificed in some bizarre ritual and transformed into crystal.

Another theory is that each Skull was created as a replica of an individual's skull. Of the Skulls 7 exhibit features which indicate that they are female, while the rest appear to be male. The few times that Skulls have surfaced, extraordinary circumstances have abounded. Some say that the Skulls are cursed, and indeed many owners of such Skulls have suffered horrible fates. One example of this is a Jedi loregatherer who lived nearly a century before the Freedon Nadd uprising. Her name was Corea Borna, and she was considered a fairly competent knight, as well as an expert in the field of history. When exploring some obscure ruins on a dead world, she discovered a Skull. She attempted to study it, and reported the feeling that the Skull had a presence and mind of it's own.

Within 3 months Borna became the victim of a mysterious wasting disease which slowly ate away her flesh. The best in medical technology couldn't so much as identify her illness, let alone heal it, and Jedi healers were equally helpless. It took 7 painful years for Borna to finally die. Long before her death the Skull went missing. On other occasions when Skulls have surfaced the circumstances have been quite different. A Herglic gambler named Golad once purchased a Skull from a mysterious trader. Before the year was up the once obscure gambler's luck had become famous, not only at the gambling tables, but in life as well. Unfortunately for Golad his luck abandoned him 3 years later when he was killed in a casino. A small metal ball that was used for a game of chance slipped out of it's mechanism, went flying across the room for 30 meters, and struck Golad in the back of his neck precisely between two vertebrae, killing him instantly. The fate of his Skull is unknown. Another Skull was found by a farmer on a backwater world. His diary records how the Skull "spoke" to him of power beyond his imagination. This farmer, the self-styled Great Lord of the Dark, subjugated the small population of his homeworld, exhibiting strange powers of mind control and brute force. His reign of terror was ended by a group of Jedi. During the confrontation he was killed and the Skull was lost.

Game Effect: I encourage each GM to tailor the exact powers of the skulls to his/her own campaign, but here are some suggestions. Each Skull should have it's own personality and powers. Perhaps each Skull actually has the same powers as the others, but their personalities dictate which will be used. Some Skulls may show no powers at all, and give no hint that they have personalities, while others may be show offs. It is recommended that a non-force sensitive characterwho is in contact with a Skull for an extended period of time should become force sensitive. A force sensitive character with no force skills may gain Sense at 1D, with the exact powers gained at the discretion of the GM. If the owner of a Skull is a force sensitive with force powers the effect can vary wildly, depending on how the Skull feels about the character. A holier than thou Jedi may suffer a grave misfortune similar to Corea Borna, while someone whose inclinations are towards the dark side may be granted enhanced force skills, with an increase of up to 3D in each skill, and additional force powers as the GM sees fit. These bonuses do not require actual contact with the Skull, merely that the individual is attuned to the Skull. Only one person may be attuned to a Skull at a time. The Skulls themselves should rarely, if ever, exhibit force powers of their own, instead working through an owner in the manner mentioned above. If the GM desires, however, each Skull could have force skills at 5D for each skill, with powers determined by the GM. The powers of the Skulls can be linked if all 13 are arranged in a precise pattern within a room shaped in such a way as to channel the force through it. Whomever has all 13 Skulls in such an arrangement is considered to be attuned to them, gaining the maximum bonuses possible for attunement with a single Skull. When all are used in concert they are wholly subservient to their owner. If the owner stands in the precise center of the room in which the Skulls are arranged and attempts to channel the force to flow through the Skulls (a heroic control roll is required), he will gain a bonus of 8D to each of his force skills for as long as he performs this ceremony. The ceremony is considered an action for the purposes of multiple actions, so if a Jedi were to do this, and then attempt farseeing, he would gain an 8D bonus, minus 1D for performing 2 actions. All dark side points gained when channeling the force through the Skulls, or when using a bonus granted by attunement to a Skull are doubled. Also if a force user attempts to channel through the Skulls and fails his control roll to allow him to do so, he will be hit by force lightning from each Skull (2D damage for each, but use the combined action bonuses for a total of 6D damage). Obviously the Skulls are closely linked to the dark side, and any attempt to use them is perilous.

The Dagger of Ssni-Rakk (Sith Artifact)

Difficulty: Easy

Damage: STR+2

Capsule: This ancient and evil weapon has a rough-hewn but extremely sharp obsidian blade which is roughly 20cm long, and a simple12cm long bone hilt.

The blade is straight, with 2 shallow grooves which run the length of the blade on each side. Whereas the blade as a whole seems to have been carved from a solid piece of obsidian using crude tools, the grooves are precise enough that they must have been cut with modern techniques or, given the history of the dagger, possibly with Sith sorcery. The bone hilt of the dagger is yellow with age, and the strange letters and designs which are carved into it have been smoothed through handling, to the extent that they cannot be deciphered.

Little is known about the history of the weapon, but this much has been discovered by Jedi investigators: at the height of the Sith Empire, several decades before the Sith attacked the Republic in a war of conquest, a reclusive Sith lord of middling power thought that he had discovered a way of ensuring eternal life. In a way, he was correct. This Lord, Ssni-Rakk, was performing a complex ceremony which would place his life essence within an indestructible shell of iron which had been carefully treated using Sith alchemical techniques. Many Sith slaves were sacrificed to facilitate this transference. Unfortunately for Ssni-Rakk something went wrong. His life force was transferred into the blade which he used to sacrifice his slaves rather than into the powerful body he had constructed. The rage of Ssni-Rakk was mighty, but at this point he was unable to do anything about it.

When the Republic shattered the Sith empire, the dagger was amongst the artifacts brought back by curious Jedi researchers. One researcher, a certain Jedi apprentice named Nadian, discovered to his dismay that the dagger seemed to speak to him. Nadian was weak enough that he was unable to resist certain impulses that the dagger sent to him. Nadian stole a small craft, killing 4 men with the dagger in the process, and fled to a frontier world. By the time he was tracked down by the Jedi, Nadian had enslaved the small population of the single farming settlement on the world, creating a reign of terror involving regular human sacrifices. Nadian may have been powerful enough to dominate farmers, but he was no match for the two fully trained Jedi knights who confronted     him. Nadian was slain, but the dagger was never found.

Game Effect: Ssni-Rakk lives on through the dagger, draining the life forces of those slain using it. If a sentient being is killed outright using the dagger, then the dagger drains only any Force points which the being had. If the proper rituals are performed however, the dagger drains not only Force points, but also Character points, and Perception. To determine the amount of life essence drained (from now on reffered to as life essence points, or LEPs), use the following formula: 1 FP=5 LEPs, 1 CP=1 LEP, 1 pip of Perception=2 LEPs. When used with the proper rituals 2 LEPs are drained per round, starting with any Force points, then progressing to character points, and finally Perception. If the ritual is stopped then anything drained is permanently lost. If the ritual continues long enough for the victim's Perception to drop to 0D then the victim is slain. Each LEP will sustain Ssni-Rakk for 1 day, unless he chooses to bestow it upon a wielder. If he does so then all of the wielder's Force skills and attributes are raised by 1D for a single round. If Ssni-Rakk has no LEPs then he goes into a semi-dormant state from which he is only roused if he is used to kill a sentient, or if a Force sensitive person handles him continuously for 10 rounds or more. Ssni-Rakk can communicate with the wielder, instructing him in Sith powers if Ssni-Rakk wishes. Ssni-Rakk prefers to have a wielder who he can control easily, and will teach a wielder enough to make him useful, but not enough to allow him to control Ssni-Rakk. To determine whether he can control a wielder, or whether a wielder can control him make opposed rolls, with the wielder rolling his willpower, Perception, or Control versus Ssni-Rukk's 8D+2 (his Alter skill when he was alive). Subtract 4D from Ssni-Rakk's die code if he currently has no LEPs. Ssni-Rakk may also sacrifice as many LEPs as he wishes to augment his roll, with each LEP adding 1D to his roll.

When the opposed roll is made if either wins by 5 points or less then the conflict results in no clear winner. If Ssni-Rakk wins by 6-10 points then he can make reasonable suggestions (GM's discretion on what constitutes a reasonable suggestion) to the wielder, and the wielder will do as Ssni-Rakk suggests, but retains free will. If Ssni-Rakk wins by 11+ points then the wielder is completely controlled, and has no free will. The effects if the wielder wins are as above, but reversed. The only time when this opposed roll is made is when Ssni-Rakk first comes into contact with a wielder, and thereafter the roll is made each time the wielder's willpower, Perception, or Control code is increased, or if Ssni-Rakk runs out of LEPs. If the wielder dominates Ssni-Rakk rather than vice-versa then it is only re-rolled if Ssni-Rakk has 30 or more LEPs at one time. In such a case Ssni-Rakk may not use the first 30 LEPs which he possesses to augment his roll, but any LEPs in excess of 30 may be used. Ssni-Rakk has a strength of 8D+1 to resist damage, and need not be in contact with hischosen wielder to control him, or bestow power upon him.

Suggested campaign uses: Suggested campaign uses for Ssni-Rakk are to have him controlling a minor Force user who the PCs must confront. The PCs will face dark Force powers which are unknown to them, and Ssni-Rakk should augment the Force user's powers as necessary, creating a difficult, but not insurmountable challenge. This can either be played out as a simple confrontation, or Ssni-Rakk and his wielder may be using their powers to create a shadowy behind-the-scenes cult, which must be painstakingly, and systematically rooted out, until the PCs finally find out what the driving force behind the evil cult is. A particularly evil GM might allow Ssni-Rakk to fall into the hands of a Force-using PC. This would be difficult to pull off, but if done Ssni-Rakk shouldn't fully control the PC, but should be able to give him/her suggestions. This could lead to some strange behavior on the part of the PC (up to and including having the PC secretly perform human sacrifice!), which the other PCs will hopefully notice. This should lead to them eventually discovering the source of their friend's behaviour, and they should attempt to destroy Ssi-Rakk.

It is suggested that Ssni-Rakk not be allowed to fall into the hands of any PC who might be able to control him.

The Holocron of Many Things

Capsule: The Holocron of Many Things is contained within a box-shaped crystalline matrix that unfolds at a touch. When activated, the Holocron is Identified and introduced by the Keeper of the Holocron, who will interact with the possessor, and any party members who choose to test it's mysteries.

This Holocron contains a number of crystal matrix plates or cards that are in fact powerful Alchemical Constructs that possess a wide range of varied powers. Each is etched with glyphs, characters, and ancient sigils from a time when the Jedi were still new to the galaxy. As soon as one of the matrices are drawn from the Holocron, its powers take effect on the person who drew it, for better or worse.

Note: This is a Star Wars version of those infamous "Cards of Luck" found in nearly ANY Fantasy RPG. Hell, I know some of my own!  ;-)

Game Effect: The character possessing the Holocron may elect to draw 1, 2, 3, or even 4 matrices, but the number must be announced before the Keeper will release them. (Note: If the Jester is drawn, the Keeper will permit that character to draw 2 more matrices, if the Fool is drawn, the character MUST draw one more.)

Each time plaques are taken from the Holocron, the characters must be replace them. Except for the Jester or the Fool, in which case they vanish into the Force, or the Void or the Donjon, which destroy the Holocron. The Avoidance power of the Fates matrix will not prevent the Holocron's destruction, only the character's.

The Holocron will contain either 13 or 22 matrices (roll 2D6: 2-8=13, 9-12=22) and the additional matrices in the 22 plaque Holocron are indicated by an *. To simulate the matrices, you may use the normal playing card or tarot card indicated. Upon drawing the last matrix possible, or immediately upon drawing the Void or Donjon, the Holocron fractures and becomes inert.

Matrices of the Holocron of Many Things:

SUN: Character is given a vision (farseeing) directing them to a hidden panel in the room. Within, the character finds a useful miscellaneous item of the GM's discretion and the character immediately receives 15 CP's.

MOON: 1-3 Force points are bestowed upon the character. These points must be used in a number of hours equal to the number of FP received or be lost.

COMET: Gain +2pips to the Character's highest Attribute STAT (affects all sub-skills). If this +2 would cause a character to exceed a racial maximum, use them or split them to other non-maxed Stats in this order: STR, PER, INT, MEC, KNO, DEX. This bonus may be applied to an existing Force skill (C/S/A) instead.

THRONE: The Character's choice of Command, bargain, or Con is elevated to 4D, or increased by +1D, whichever is higher. The Keeper also tells this character of a previously unknown heritage and inheritance of a small fortified retreat on a world of the GM's choosing. (If a base of holding is already possessed, this retreat will be within the same system).

KEY: Upon drawing this matrix, an additional chip is extended from the side of the Holocron. The Keeper tells that this chip contains the coordinates and map to an ancient cache of treasure (GM's discretion of value). The character accepting this chip will also receive a sharp jolt. This is the keeper altering that character's primary weapon through the power of the Force, according it +1D to Damage, and +1D to hit.

KNIGHT: Gain the service of a 15D STAT NPC Droid (Trade Federation Captain battledroid), which will loyally serve the character till destruction. The Keeper will telekinetically open a hole in a nearby thick wall, revealing the

Droid, which will activate, unfold, and present itself to the character. (Practice Luke's "Jabba's Gift" speech here)

*GEM: 50,000 credits in cash or gems (Player's choice). If the player elects for cash, the keeper will release a 50,000 credit voucher from the casing of the Holocron. It is a voucher tied to an ancient emergency Jedi expense account never found by the Empire, and is still good. If the player elects for gems, the Keeper instead directs the character to a nearby cache of 50 hidden stones, valued at 1,000cr each.

THE VOID: This lightless black matrix spells disaster. With a flash, the Holocron is ruined and the character is left mindless. The body functions and can be led around, but the spirit within has suffered a traumatic Transfer Life out of its host form. The Spirit is trapped far away in a Holocron possessed by a powerful Darksider. Farseeing may reveal the location of the character's essence, but nothing less than a mission to reunite the spirit with its flesh will suffice to save the character (unless the character has drawn and opts to use the Fates matrix.) (Note: In this state, any attempts to Affect Mind, Control Mind, or Transfer Life into the body are Very Easy on all difficulties.)

FLAMES: A great enmity between the character and a powerful presence in the Dark Side. Across the reaches of space, a powerful Darksider becomes personally aware of the character's existence (Possibly a Sith Lord, or even the Emperor). Hot anger, jealousy, or envy are but a few of the possible motivations for this being's anger. In any case, this person's rage will not be satisfied until one or the other is killed. (Note: For Force Users, and possibly, Force Sensitives, enemies like Sith Lords, Inquisitors, or the Emperor are appropriate. For other Force Sensitives, and most Non-Force Sensitives, powerful enemies on the scale of Boba Fett, Jabba or an Imperial Admiral or Governor are appropriate, providing they are individuals who have fallen to the Dark Side (failed a DSP check).)

SKULL: Defeat a Doppelganger of Darth Maul or be destroyed. A Force created doppelganger of Darth Maul materializes and attacks the character who drew this matrix. The character must fight it alone. Any other characters who interfere get Darth Maul Doppelgangers of their own to battle as well.

 

Darth Maul Doppelganger

Type: Sith manifestation

DEX 4D

lightsabre 6D+1, melee combat 4D+2, melee parry 5D

KNO 2D

intimidation 3D+2, languages 2D+2, scholar: dark side lore 4D, scholar: Sith

lore 4D+2, streetwise 2D+2, survival 3D+2, value 2D+2, willpower 3D+1

MEC 3D

repulsorlift ops: Sith speeder 4D+1,

PER 3D

con 5D+1, sneak 3D+1

STR 4D

Martial Arts (Sith): 6D

TEC 2D

Droid programming 3D+2, droid repair 3D, first aid 4D+1, security 2D+1

Special Abilities:

Force Skills: Control 5D, sense 4D+2, alter 4D+1

Force Powers: (It is believed that Darth Maul had access to these and many

other powers)

Control: Absorb/dissipate energy, accelerate healing, concentrate, control

pain, detoxify poison, enhance attribute, hibernation trance, reduce energy,

remain conscious, resist stun

Sense: Combat sense, danger sense, instinctive astrogation, life detection,

life sense, magnify senses, receptive telepathy, sense Force

Alter: Injure/kill, telekinesis

Control and Sense: Farseeing, lightsabre combat, projective telepathy

Control and Alter: Feed on Dark Side, inflict pain

Control, Sense, and Alter: Affect mind, enhanced coordination, telekinetic

kill

Sense and Alter: Dim other's senses

This character is Force-sensitive.

 

FP: 9

DSP: 12

CP: 11

Move: 10

Height: 1.7 meters

Equipment: Lightstaff (5D), hooded cloak, Sith battle dress

 

*TALONS: When this matrix is drawn, the possessor is smashed by an ion blast from the Holocron powerful enough to irreparably destroy every powered item on the character. Blasters are fuzzed, lightsabres are blown, datapads melt down, and explosives and fuels are chemically destabilized and rendered inert, etc. (say, 6D Capital Scale if they ask, = 18D character)

RUIN: Lose all wealth and property. The keeper imparts the vision (Farseeing) of Imperial seizure of all assets; New Republic Accounting Audit confiscation; revelation of and judgment in favor of previous ship owners; revelation that all cash or gems in the character's possession are either obsolete and valueless or poor forgeries; whatever is applicable to render the character effectively penniless.

EURALE: The Keeper sadly informs the character of a neural/cardiac defect in their system, previously in remission. The character's resistance vs. all STUN effects is now 1/2. Expenditure of CP or FP to resist is still allowed.

ROGUE: The Keeper warns the character to beware of betrayal from a trusted source. A partner, contact, ally or employee will turn against the character (as applicable). If the character is not tied to an appropriate individual, then a powerful agency (The Rebellion, the Trade Guild, etc.) now regards the individual as a pariah. This hatred will remain secret until the time is ripe for devastating effect.

*BALANCE: Change alignment or be judged. The character must abandon or assume Force Sensitive Status (As applicable) and conform to the new behavior guidelines or face destruction. Characters not electing to change can be judged. Judgment takes the form of an immediate DSP check against the character's current DSP total. Even a character with 0 DSPs will fail on a roll of "1" as this roll is judged as a Wild Die roll. Failure means an immediate fall to the Dark Side. If the Drawing character has already fallen to the dark side and is still under Player Control, they are given a "Moment of Doubt" where they may attempt to abandon the Dark Side and begin Atoning (IAW p. 152, SW-RPG R&E).

JESTER: Immediately gain 10cp or 2 more draws from the Holocron.

*FOOL: Immediately lose 10cp (you may go into 'debt' with your GM) and you MUST draw again.

*VIZIER: The Keeper of the Holocron will come to you with the answer to your next dilemma. "The Force will be with you, Always."

*IDIOT: Lose 1-4D from KNO/TEC/MEC. The penalty affects the KNO stat first, and spreads to the others if the reduction would fall below 1D. The Keeper regretfully informs the character that this is the means by which the Holocron sustains its power.

*FATES: The Force will protect you. Once and only once, the Force will manifest to protect the character that drew this matrix from the occurrence of any single event. Things can only be prevented from happening, and only the character will be so affected. Even instantaneous events can be avoided this way (to include the dangerous matrices of the Holocron.)

*DONJON: Your body vanishes into the Force (Obi-Wan style) and all of your possessions fall to the ground in a heap. It is the GM's discretion where your body reforms. (K47d is useful) You are now a captive of some powerful being and stripped of all your possessions.

 


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