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Force Users

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An Unofficial Star Wars D20 Compendium based on KotoR, KotoR:TSL and other Expanded Universe Sources (including official Wizards of the Coast Message Boards and Jedi Counselling’s, and a lot more). The cover is from swagonline.net. Most of the adapted materials are modified to bring them together in a complete consensus. So that this rules fit for my “Legacy of Aenoir” campaign. Warning: Section 9 of this book contains spoilers on the first chapter of the “Legacy of Aenoir” campaign. WotC Book Key: RC - Revised Core Rule Book RE - Rebellion Era Sourcebook JS - Power of the Jedi Sourcebook DS - Darkside Sourcebook HG - Heroes Guide AEG - Arms and Equipment Guide GCG - Galactic Campaign Guide Web Key: PH - Planet hoppers at www.wizards.com JC - Jedi Counselling at www.wizards.com This document is not finished yet. Version: 1.1.1 Autor: Toh Klidan

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INDEX: 1 Lightsabers ..................................................................................................................................... 4

1.1 Overview..................................................................................................................................... 5 1.2 Lightsaber Components ............................................................................................................. 6 1.3 Harmonizing Crystals ................................................................................................................. 9 1.4 Crafting ..................................................................................................................................... 10 1.5 Upgrading ................................................................................................................................. 11

2 Force Weapons............................................................................................................................. 12 2.1 Overview................................................................................................................................... 12 2.2 Permanent Imbued Force Weapons ........................................................................................ 12 2.3 Crafting and Enhancing Force Weapons ................................................................................. 12

3 Crystals ......................................................................................................................................... 13 3.1 Basic Focusing Crystals (Color Crystals) ................................................................................. 13 3.2 Enhancing Focusing Crystals................................................................................................... 14 3.3 Unique and Legendary Focusing Crystals ............................................................................... 20 3.4 Crystal Crafting......................................................................................................................... 24 3.5 How to find Crystals.................................................................................................................. 24

4 Force Resistant Materials ............................................................................................................. 25 4.1 Overview................................................................................................................................... 25 4.2 Used in Weapons ..................................................................................................................... 25 4.3 Used in Armors......................................................................................................................... 25

5 Armors .......................................................................................................................................... 27 5.1 Force User Robes and Armors................................................................................................. 27 5.2 Non Force User Armors............................................................................................................ 30 5.3 Crafting and Upgrading ............................................................................................................ 32

6 Force Artifacts............................................................................................................................... 33 7 Other Equipment........................................................................................................................... 36 8 General Rule Section.................................................................................................................... 37

8.1 Feats......................................................................................................................................... 37 8.2 Skills ......................................................................................................................................... 39 8.3 Jedi Knights .............................................................................................................................. 40 8.4 Increased Lightsaber Damage ................................................................................................. 40 8.5 Variant Rule: My Ally Is the Force ............................................................................................ 40 8.6 Critical Damage during Lightsaber Combat ............................................................................. 40 8.7 Optional Rule: Lightsaber Mastery ........................................................................................... 41 8.8 Lightsaber Lock ........................................................................................................................ 42

9 The Sisters of Aenoir .................................................................................................................... 43 9.1 The Force Aspects ................................................................................................................... 43 9.2 A Brief Look on the History....................................................................................................... 45 9.3 Culture ...................................................................................................................................... 48 9.4 Classes and Prestige Classes.................................................................................................. 50 9.5 Aenoir System .......................................................................................................................... 54 9.6 The Temple of the Seers.......................................................................................................... 56 9.7 Ae-Gate .................................................................................................................................... 61 9.8 Other Places of Interest............................................................................................................ 62

10 Appendix: ...................................................................................................................................... 63 10.1 Crystal Availabilty Table....................................................................................................... 63 10.2 Color Crystal Loot Table ...................................................................................................... 63 10.3 Enhancing Crystal Loot Table.............................................................................................. 64

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1 Lightsabers

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1.1 Overview Weapon

Cost*

Damage

Critical

Reach

Weight

Dmg Type

Size

Group

Archaic Lightsaber 1000 2d8** 20 2m 3 kg Energy L Exotic Great Lightsaber 3250 2d8** 19-20 4m 1.5 kg Energy M/L Exotic Killian Force Glove Langanok (light whip) 10000 2d6**** 19-20 2m 2 kg Energy M Exotic Lightsaber 2000 2d8** 19-20 2m 1 kg Energy M Exotic Lightsaber, double-bladed 8000 2d8/2d8** 19-20 2m 2 kg Energy M Exotic Lightscepter 8000 2d8** 20 2m 4 kg Energy M Exotic Lightpike 5000 2d8** 2m 1 kg Energy M Exotic Lightsaber, small 2000 2d6**** 20 1m 0.5 kg Energy S Exotic Training Lightsaber 1500 2d8-4 VP /

1d3 WP*** 19-20 2m 1 kg Energy M Exotic

* Basic costs are for standart compartments. ** Damage is affected by crystal type. Replace the damage with your crystals damage. Damage is shown as per a

standard Adegan Danite Crystal. *** Training lightsabers are, by necessity created with Adegan Kathrakire to provide for lower damage to wound points. For Non leathal and Blade Defusion information see JS p.54 **** Subtract one die type from crystal base. For example, 2d8 becomes 2d6 and 1d4 becomes 1d3 etc. Langanok (Light whip) Proficiency: Exotic Weapon Proficiency (Langanok) This weapon first appeared in Dark Lady Lumyia’s Stat block in Star Wars Gamer #5. The light whip has been expanded, with some new abilities, to be put into a full stat block form. A truly exotic weapon, the Langanok is a special form of lightsaber that does not assume a single blade. A Langanok is a crackling metal whip of energy, seen in the hands of dark side users. It is an intimidating weapon to use and a preferred weapon by the Sith. When wielded properly it formed an almost impossible barrier around a person that protected against anything as the blade arced in desire of the wielder's mind. The weapon's use is quite beautiful to see and often mesmerizing in the beautiful angles and twirls by its blade. Improved Trip and Disarm: A Langanok gives the user a +2 equipment bonus when attempting to trip or disarm an opponent.

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1.2 Lightsaber Components Adapted from “Net Guide to Lightsaber crafting” and “Guide to Lightsaber Specialization” (modified, extended with KotoR 1 and KotoR 2 equipment) To craft a lightsaber you need the following components: a power cell, a handgrip, an activation plate, a safety, a belt ring (optional), a blade length adjuster (optional), an emitter matrix, a recharge socket, a lens assembly, 1-3 focusing crystals (1 basic and up to 2 enhancing or instead a color/enhancing crystal a unique crystal), and a power conduit. Powercells, lenses and emitters are assembled during the lightsaber craft check (Section 1.4). For changing one of these components the saber hase to be completely disassembled and recrafted. Powercells and conduits: Type

Effects

Craft DC Mod*

Const. DC**

Cost***

Generic Cell none -1 DC 10 500 Balancer cell See below +4 DC 12 1000 Diatium Energy Cell Discharge Energy Cell Telgorn Jolt Cell Ion Energy Cell * DC modifier for Lightsaber crafting ** DC for crafting this part oneself *** Cost for buying this part, cost reduced by 2/3 if you craft it yourself. Balancer Cell Effects: This powercell is especially designed for using within an off-hand weapon. It cannot be used for Deflect (Defence) or Deflect (Attack). A wielder without Two Weapon Fighting or Improved Two Weapon Fighting Feat gains only half the malus if he uses it within an off hand weapon. Lenses: Type

Effects

Craft DC Mod*

Const. DC**

Cost***

Generic Lens none -1 DC10 500 Dragite Lens Byrothsis Lens Adegan Lens Pontite Lens Beam Gem Lens Vibration Lens Kunda Lens Ossus Dueling Lens * DC modifier for Lightsaber crafting ** DC for crafting this part oneself *** Cost for buying this part, cost reduced by 2/3 if you craft it yourself. Emitters: Type

Effects

Craft DC Mod*

Const. DC**

Cost***

Generic Emitter none -1 DC10 500 Deflection Emitter Disrupting Emitter Phobium Emitter Fencing Emitter * DC modifier for Lightsaber crafting ** DC for crafting this part oneself *** Cost for buying this part, cost reduced by 2/3 if you craft it yourself.

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Crystals: All informations on crystals are descriped in section 3. Additional and Miscellaneous Modifications: The following miscellaneous modifications may be made to a lightsaber. These modifications are made in an additional craft (lightsaber) check. Joining Sabers In order for the Jedi to join two lightsabers together, he must find the following items: a set of special welding tools (50 credits), a magna-lock for each saber (200 credits each), a release switch (50 credits), and a power connector (150 credits). Once obtaining these items, a Jedi may attempt, with a Craft (lightsaber) check DC 20, joining the two together. Failure to make this roll results in one or both of the sabers being damaged, depending on how badly the roll was missed by. If the roll is a success, they are joined by a powerful electromagnetic field which can only be unlocked by hitting the release switch. They are joined together at the base of each saber and make a staff-like weapon. Cell Recognizer This device is used to modify a lightsaber such that it will not function for anyone except certain people. A small sensor array (800 credits) and recognition chip (350 credits) are installed in the handle of the lightsaber, which reads the cell patterns of whoever is holding the weapon. If the cell patterns do not match that of designated "safe" users, the weapon's power cells shut down, and any failsafe devices are activated. Failsafe devices can range from electrocution to a loud warble to a quiet beacon which alerts the owner via COM link that the weapon is in the hands of an unauthorized bearer. A Craft (lightsaber) check of +10 is needed to install this device. Pressure-Grip This adapter for the handle of a lightsaber allows for what is, in essence, a "dead man" switch on a lightsaber. The lightsaber activates and deactivates as normal, but automatically deactivates should the pressure on the handle of the lightsaber be removed. This pressure sensor itself runs roughly 600 credits. Call Beacon The call beacon is the simplest device to install in a lightsaber. This device will summon a ship with a slave circuit like a regular call beacon, only the button is embedded in the handle of the lightsaber. This requires a Craft (lightsaber) check of +5 (D20) to make the modifications. The cost for the call beacon to attach to the lightsaber is roughly 1,000 credits. Translator Unit A notable Jedi from days long gone made a particularly odd modification to his lightsaber that some consulars might find useful. From the early stages of planning, he designed his lightsaber to contain a small droid translator unit, as well as a form of vocabulator with a built-in earpiece for discreet use. This enabled the Jedi to have a translator with him wherever he went, right there in his lightsaber which never left his side, for use in delicate situations requiring precise translation. The cost of installing this is roughly 800 for the droid parts, plus another 300 for the necessary wiring and pieces of the lightsaber. (During the Old Republic Era) Trapped Handle Typically reserved for Dark Jedi, some lightsabers have special traps in their handles to prevent unauthorized use. The handle may have spikes or blade which burst forth from the handle and damage the user (2d4 damage), or electrocute the user instead (1d6 shock damage). Whatever the trap, they are triggered typically through incorrect cell recognition (see the Cell Recognizer above), or by a "dummy" activation switch which triggers the trap. The difficulty to install a trap is increased by +10 to DC (D20), and the cost varies from 300-1000 for the parts. Silenced Some Jedi texts from the days of the wars with the Sith indicate that certain Sith warriors had perfected the art of effectively silencing a lightsaber blade. By adjusting the crystals within the blade, and adding a few special ones to reduce noise, some lightsabers have been reduced to a nearly noiseless blade, making only the faintest whisper of a noise when activated. The difficulty to install is

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increased +15 to DC (D20). This technique was often combined with “silencer crystals” (see below in the crystal section)

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1.3 Harmonizing Crystals Adapted from “Net Guide to Lightsaber crafting” and “Guide to Lightsaber Specialization” (modified) The Jedi must prepare the crystals, meditating and imbuing them with the Force. This task takes some amount of time and the expenditure of a Force Point. To successfully prepare the crystals makes three ability checks (Harmonzie Checks):

A Constitution check (for Control) to harmonize the self (DC 20), a Wisdom check (for Sense) to harmonize the force (DC 20), and an Intelligence check (for Alter) to harmonize and imbue the crystals (DC 20).

The Control, Sense or Alter Feat gives for the related check a +2 bonus on the roll. Each day spent in doing nothing but meditating before the checks reduces one check’s DC by 1. No DC can be reduced to less than 10. The checks may be attempted in any order, but are made at the same time. If any check fails, the process must begin again and you have to roll on the harmonize failure table. If all of the checks succeed, the Jedi becomes stronger in the Force; the Jedi receives 2 Force Points. The Jedi gets the 2 Force Points only if he constructs his first lightsaber or if he constructs a new saber and his old one was destroyed. The same rules apply for all other force user classes (e.g. Sith). Force Point Use: During lightsaber construction, Jedi are required to spend a force point in order to harmonize and imbue the crystals. When spending this Force Point, roll the normal bonus die for the character’s level and divide by three (round down) and subtract this number from the DC of each of the ability checks. Harmonize Failure Table: Add +1 for each failed roll after the first one.

D6 Description 1-3 Nothing happens. 4 One randomly selected crystal is damaged. It can only repaired by using one Force Point. 5 One randomly selected crystal is broken (destroyed and useless)

6+ All crystals are broken (destroyed and useless)

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1.4 Crafting Adapted from “Net Guide to Lightsaber crafting” and “Guide to Lightsaber Specialization” (modified) Standart Crafting: After achieving success in harmonizing the crystals, the Jedi makes a Craft (lightsaber) check to see if he or she correctly performs the final steps in the assembly of the weapon. The check can be made untrained if the Jedi doesn’t possess the Craft (lightsaber) skill. The DC depends on the Crafter’s level (Force User Level): DC 25 for 1st level or 2nd level, DC 20 for 3rd level and 4th level, DC 15 for 5th and 6th level, and DC 10 for 7th level and above. If the Jedi fails this Craft check, he or she must correct the problems before trying to assemble the lightsaber again. Doing this takes a number of days equal to 10 minus the Jedi’s level. When that time has passed, the Jedi can attempt another Craft check to finish the assembly correctly. A Jedi gains a +1 circumstance bonus on attack rolls when using a lightsaber of his or her own construction. Speed Construction: Throughout history Jedi have lost their lightsabers while on missions. Unfortunately, there was rarely time to take out a month to recreate a new blade. Thus, in the age of the Sith War, a Jedi Master (whose name is lost from galactic history records) discovered how to build a lightsaber in mere days. This method was also more prone to failure, but was much faster, which could help greatly to a Jedi deep in enemy territory without a lightsaber. This method requires the expenditure of two force points instead of one; both dice are used as bonus die as outlined above. The DC for the three ability checks depend on the amount of time the Jedi wishes to complete the lightsaber in: DC 40 for half a day, DC 35 for one day, DC 30 for two days, DC 25 for three days, DC 20 for four days. Any longer amount of time requires a normal lightsaber construction. The Craft (lightsaber) check may not be used untrained while using speed construction. The DC for the Craft (lightsaber) check (after all three ability checks succeed) is 10 + the normal DC for creating a lightsaber based on the Jedi’s level. A Jedi still gains a +1 circumstance bonus on attack rolls when using his or her lightsaber made with speed construction. Crafting for Non-Force Users: Non-Force Users are able to craft a lightsaber too. This craft (lightsaber) check must be a trained skill check. The DC is always 25. None Force Users may only use synthetic crystals for their sabers. Also they need only to do the craft check not the meditation check for harmonizing the force. Non-Force Users don’t get a circumstance bonus on attack, when they are using such a lightsaber.

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1.5 Upgrading If you want to upgrade your lightsaber with new crystals, you have to harmonize them first if they were not. Crystals recovered form other lightsabers are always harmonized. To harmonize a new crystal, you have to roll the three harmonize checks (see above). You must spend a force point, but only if you succeed, you will get the spent force point back. Craft and Modifications Table: Craft (lightsaber) Checks DC Any craft check on Double Bladed Lightsabers or Lightwhips* +5 Insert an enhancing crystal in a lightsaber*** +2 Insert an unique or legendary crystal in a lightsaber*** +5 Recover a color crystal from a lightsaber** Base DC10 Recover an enhancing crystal from a lightsaber**/*** Base DC15 Recover an unique crystal from a lightsaber**/*** Base DC20 Modify your own lightsaber (insert new crystals, change hilt, lenses, etc.) Base DC10 Alter the color of a color crystal**** Base DC20 * This counts for craft and for customize checks. ** not from your own weapon, disasseble your own weapon is automatically successful. If the check fails the crystal is

broken (destroyed). *** Only possible if PC has at least 5 ranks in craft lightsaber **** You can only choose a color of which is possible for this crystal (see 3.1.). You may only try this task if you have at

least 5 ranks in craft lightsaber No Take-20 for any of the rolls above is allowed. Except any equipment or feat allows it. Take 10 is only to Jedi’s, Sith or Aenoir Sisters allowed when they roll the craft check, but only if the crafter has at least 2 ranks in craft lightsaber skill, a Take 10 needs about 1 to 2 month time. Personalizing Lightsabers: All other modifications (e.g. hilt designs, master craft weapons ...) using the standard crafting rules from the official RC and AEG books. Kilian Force Gloves: Some of the crystals can be used with a Kilian Force Glove. A Force Glove has only space for one enhancing force crystal. Use the table above for determinating your craft DC. Use the craft (force weapon) skill instead of craft (lightsaber). (For further information’s to Force Gloves see RE)

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2 Force Weapons

2.1 Overview This Table shows a brief overview on weapons that can be imbued with the Force. Weapon

Cost

Damage

Critical

Reach

Weight

Dmg Type

Size

Group

Disc blade Quarterstaff 65 1d6/1d6 20 2m 1.8 kg Blud-

geoning L Simple

San-Ni Staff 500 2d8/2d8 20 2m 2.5 kg Energy / StunDC16

L Simple

Sith Sword 6000* 2d6 19-20 2m 3 kg Piercing L Exotic Vibroblade 19-20 2m 2 kg M Vibro Vibrodagger S Vibro * Costs are for the compartments. Note: No weapon that contains a force resistant material may be imbued by the force.

2.2 Permanent Imbued Force Weapons If someone has the Force Talisman Feat (see Force Adept RC p.?) and spends a Force Point, he or she may imbue a Weapon permanent. For this action the person needs at least one day and has to mediate similar as for lightsaber construction. During this meditation is an Intelligence check (DC 20 for Alter) needed. The Alter Feat gives for the check a +2 bonus on the roll. Each day spent in doing nothing but meditating before the checks reduces one check’s DC by 1. The DC cannot be reduced to less than 10. If the check fails, the process must begin again. The Force Adept may only imbue simple, melee, vibro, throwing or exotic weapons. No blasters, guns or other ranged weapons are allowed. A permanent imbued weapon can withstand other force weapons or lightsabers. Also activating the Force Weapon Feat needs no full round action anymore, but only a single attack action.

2.3 Crafting and Enhancing Force Weapons Crafting a personal Force Weapon All other modifications (e.g. hilt designs, master craft weapons ...) using the standard crafting rules from the official RC and AEG books. Enhancing Force Weapons It is possible to enhance a personal Force Weapon with shards of Enhancing Force Crystals (see Section 2.2). The crystal is shattered by doing this and may not used in Lightsabers any longer. After that the shivers are inlayed into the weapon. This works only with permanent imbued force weapons. This actions take about a week and needs a DC15 craft check to succeed. If the craft check was successful the force weapon is now enhanced with one of the lightsaber crystal effects, randomly. If the crafter wants a specific effect, he may improve his odds by increasing his DC up to 30 (GM has the final say). .

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3 Crystals This section describes all crystals and crystal like items and their usage in lightsabers and other force equipment. These crystals are divided in three categories (basic, enhancing and unique). Each of the great force factions (Jedi, Sith, Aenoir and also some minor factions) had their own knowledge of crystal sources. Some sources were lost during the eras, but also new ones were discovered. GM reminder on crystal drops of opponents: Basic Crystals are most common form of focusing crystals, enhancing crystals are uncommon and most force users have only one. Unique ones are very rare, and several really exist only once.

3.1 Basic Focusing Crystals (Color Crystals) Basic focusing crystals are the heart of each lightsaber. These crystals specify the blade color and the base damage. They also known as color crystals and they can only be used for lightsabers, lightwhips, lightpikes, etc. The Jedis of the Old Republic used only Adegan family crystals. Crystal Damage and Color: Crystal

Rarity

Base Damage

Known Colors

Comment

Adegan – Kathracite Common VP 2d8-4 / WP 1d3*

Blue, Green

Adegan – Relacite Uncommon 2d8+1 Blue, Green, White/Silver

Adegan – Danite Common 2d8 Blue, Green Most used crystal of the Jedi

Adegan – Mephite Very Rare 2d8+3 Blue, Green

Adegan – Pontite Rare 2d8+2 Blue, Green, Violet

Obsidon Uncommon 2d8 Blue, Yellow, White/Silver Most used crystal of the Aenoir

Reyta Common 2d8 Red, Orange Most used crystal of the Sith

Djaj Uncommon 2d8+1 Dark Green, Silver Green (Viridian)

Corcusca Jewel Rare 2d8+2 Dark Blue, Blue, Violet, Turquoise Uncommon during the Old Republic Era

Aldarian Rare 2d8+2 Blue, Turquoise, Yellow

Weyra Uncommon 2d8 Orange, Yellow

Tawer Rare 2d8+2 Dark Green, Dark Blue, Crimson

Gatha Very Rare 2d8+3 Orange, Yellow, Turquoise

Synthetic (good quality)** - 2d8-2 Blue, Green, Red, Yellow

Synthetic (low quality)** - 2d8-5 Blue, Green, Red, Yellow * Used for Jedi training sabers. No critical hits possible and damage is reduced to 1d3 if damage goes on WP. ** These are synthetic crystal which made with a gravitation generator by none force users or with a curible. The quality

depends on the generator size. Low quality crystals are extreme unstable and their blade turns off if it strike a normal lightsaber, vibroblade, armour, etc. See Crystal Crafting for further information.

The rarity in this table is how often this basic crystal is found amoung other basic crystals. It has nothing to do with the ratity of enhancing or unique crystals.

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3.2 Enhancing Focusing Crystals Enhancing focusing crystals are an optional possibility to increase the power of a lightsaber. A maximum of two of such crystals may be used within a lightsaber. In a Kilian Force Glove only one crystal may be used (see Section 1.2). It is not possible to build two identical crystals in the same lightsaber, because this results in a power overload and destroys the weapon. Some of these crystals may also be used for other force artifacts, such as armors, amulets, etc. No enhancing crystal can be reproduced with a crucible or gravitation generator, like basic focusing crystals, as not otherwise described. Enhancing Crystals Overview Table:

Useable* Crystal

Effects LW FG LS DS

Barab Ore Ingot Yes Bondar Yes Damind Dragite Yes Eralam Firkrann Jenruax Kaiburr Kasha Luxum Nextor Opila Phond Qixoni Rubat Ruusan Sapith Sigil Silencer Crystal Solari Stygium Upari Velmorite * LW = Useable in Lightwhip, FG = Usable in Kilian Force Glove, LS = Useable as Lightside Force User, DS =

Useabele as Darkside Force User ** See Description Barab Ore Ingot: Description: The ore from Barab I actually lies on the planets surface, meaning it is exposed to high doses of radiation and torrenchal downpours daily. This ore can be found in concentrated ingots that actually store and magnify the radiation. Lightsaber Effects Damage +1d6 (fire) Attack -2 Other Effects: Can also used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none Bondar: Description: This crystal was mined on a far orbit asteroid circling the Alderaan system. It produces a volatile lightsaber beam that pulses on impact, potentially stunning an opponent. Lightsaber Effects:

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On Hit - Stun 50% for 1d6 rounds Save – Will DC13 to negate stun Other Effects: Can also used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none Damind: Description: Found on the desert world of Daminia, this crystal can be used in lightsaber construction to produce a clearly defined beam of subtly wider width and length. Lightsaber Effects: Attack +2 Initiative Bonus +1 Damage -1 Other Effects: none Restrictions: none Dragite: Description: Dragite crystals are found on M'haeli, in the D'olop mountain range. The beam they create resonates loudly when it strikes, inflicting a minor amount of sonic damage. Lightsaber Effects: CON +1 Damage +2 Move Silently -3 Other Effects: Can also used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none Eralam: Description: Once mined on the third moon of Erai, ancient Sith bombardment shattered much that remained. If they can be found, these crystals produce a clear, superior lightsaber beam. Lightsaber Effects: Damage +1 Attack +2 Other Effects: none Restrictions: none Firkrann: Description: This heavy crystal is created by the natives of Rafa V. If used in lightsaber construction it produces an electrically charged beam that is devastating to droids. Lightsaber Effects: Damage +1d6 vs. droids Attack +1 Other Effects: none Restrictions: none Jenruax: Description: The refined form of Opila, this crystal has been cleansed of all impurities. When used in lightsaber construction it produces a blade of unerring quickness.

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Lightsaber Effects: Knight Defense Feat Deflect (defense) +1 Other Effects: none Restrictions: none Kaiburr: Description: Perhaps the most powerful crystal that can be used in a lightsaber, the Kaiburr gem bestows insight and fortitude upon its owner. Lightsaber Effects: WIS +1 All Force Powers cost 1 point less (min. one point). Other Effects: Can also used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none Kasha: Description: This crystal is traditionally used by the Cereans as a meditation tool. When used as a lightsaber crystal, it helps clear the wielder's mind of distractions, even during tense combat. Lightsaber Effects: WIS +1 Battlemind +3 Other Effects: Can also be used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none Luxum: Description: Ambria was a world in the grip of the dark side. Through years of mental battle, strange Jedi Master Thon contained the evil to Lake Natth. Long meditation can form this powerful crystal from the tainted water. Lightsaber Effects: +1d6 Physical Damage Attack +1 Using a Dark Side Point give a additional +2 on the roll Other Effects: none Restrictions: Can only used by a Dark Jedi (with 4 or more dark side points) Nextor: Description: The crystal is mined in the mountains of planet M'haeli, and when used in lightsaber construction it produces a volatile blade that can cause surprising amounts of damage. Lightsaber Effects: Critical Threat Range x2 (Keen) Attack -1 Other Effects: none Restrictions: none Opila:

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Description: Found in the asteroid fields of the Fyrth system, this crystal can be used in lightsaber construction to produce an intense beam that seams extraordinarily quick to the cut. Lightsaber Effects: Damage +1 Throw Lightsaber +1 Bonus Other Effects: none Restrictions: none Phond: Description: The strange by-product of rare impurities bonding during the making of certain alloys and some random external condition, this crystal produces a fiercely burning lightsaber beam. Lightsaber Effects: Damage +2 Force Speed Feat Other Effects: none Restrictions: none Qixoni: Description: Qixoni crystals were formed on a planet that was destroyed millennia ago when its star went supernova. They are exceedingly rare and also quite powerful. Lightsaber Effects: Damage +1d6 Physical All Force Powers cost 1 point less (min. one point). Other Effects: none Restrictions: Can only used by a Dark Jedi (with 4 or more dark side points) Rubat: Description: Used in lightsaber construction, rubat crystal is mined on Phemis. It produces a clearly defined blade that a Jedi can easily track, making it easier to hit opponents. Lightsaber Effects: Weapon Finesse Feat Defense +1 Initiative Bonus +1 Other Effects: none Restrictions: none Ruusan: Description: Ruusan crystals come from the Mid Rim planet of the same name. While not directly affecting a lightsaber's effectiveness, they aid a Jedi in focusing the Force. Lightsaber Effects: CHA +1 WIS +1 Other Effects: Can also be used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: Can only used by a Light Side Jedi (with 2 or less Darkside points)

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Sapith: Description: This crystallized material was excreted once every 11 years by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control. Lightsaber Effects: Deflect (attack) +1 Damage +1 Redirect Attack Feat Other Effects: none Restrictions: none Sigil: Description: Mined in the Sigil system, this crystal is a costly but valued addition to a lightsaber. It produces a fiercely bright beam that sears on contact, inflicting great damage. Lightsaber Effects: Damage +2 Weapon Focus (Lightsaber) Feat Other Effects: none Restrictions: none Silencer Crystal: Description: This crystal is a synthesized crystal which was developed by Sith Assassins. A lightsaber with this crystal is almost noiseless. Lightsaber Effects: Move Silently +5 Hide +3 Other Effects: none Restrictions: See above for Modifications, Silenced. Solari: Description: There are many famous lightsaber crystals spoken of in the history of the Jedi Order, though none is as powerful as the legendary Solari Crystal. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with the gleaming gem. When the great Jedi Master Ood Bnar initiated his life-cycle change after a thousand years of serving the Order, he bequeathed the Solari Crystal to his most promising student, a young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time of the Great Hunt, the Solari Crystal vanished with her. Lightsaber Effects: +1d6 Physical Damage vs. Dark Side Attack +1 Block Force Lightning with Saber (via Deflect defense is added to the saving throw if it is successful no damage is taken) Other Effects: none Restrictions: Can only used by a Light Side Jedi (with 2 or less Darkside points) Stygium Description: The stygium mineral can be used to create cloaking effects that foil enemy sensors. In its pure crystal form, it is suitable for a lightsaber. Lightsaber Effects:

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DEX +1 Hide +2 Damage -1 Other Effects: Can also used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none Upari: Description: Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a Master Jedi can get it to produce many effects. Lightsaber Effects: All Force Powers cost 1 VP less (min. one point). Attack +1 Damage +1 Other Effects: none Restrictions: none Velmorite: Description: Found only on the planet Velmor, the crystals produce a very fine beam that is easy to wield skillfully. Lightsaber Effects: STR +1 Other Effects: Can also used in Kilian Force Gloves. Has the same effect as in lightsabers. Restrictions: none

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3.3 Unique and Legendary Focusing Crystals Some of the crystals descriped here, fit only in the color crystal slot, or can either be used in the color or enhancing slot. If such a crystal is fitted in the color crystal slot it deals the specified base damage. The color also changes only if the crystal is used in the color slot. It is not allowed to put more than one unique crystal into a lightsaber. Ankarres Sapphire Description: This crystal possesses legendary healing powers and numerous other effects. It is one of the most potent crystals that can be used in lightsaber creation. Legend also has it that this crystal can only be wielded by Lightsiders.If the Crystal/Saber was to be touched by someone not light it would slowly heat up and burn their hand. It also can be turned to Dark Supposedly if the Owner was dead. Crystal Slot: basic or enhancing Blade Color: Green with silver core. Base Damage: 3d4 Effects: CON +1 Heal Self +5 Heal Another +2

A user regenerates WP like using a Bacta Tank, and also gets a bonus of +1 for the stabalizing roll if he has negative WP. VP’s regenerate normal. Can only used by a Lightsiders (with 2 or less Darkside points) Darksiders (who have 4 or more DS points) get 2d8 heat damage, if they try to switch on a saber with this crystal.

Heart of the Guardian: Description: Though its origins have been lost, the legendary artifact known as the Heart of the Guardian was rumored to have been instrumental in the founding of the guardian order of Jedi. Nothing further is mentioned in any Jedi archive, but both Sith and Jedi whisper their own legends. According to the Jedi, the Heart will appear in a time of greatest turmoil and deliver the galaxy into salvation. The Sith, however, believe it to be an object of their heritage, which will bring the galaxy under their dominion. The Heart of the Guardian appears to be a magnificently shaped lightsaber crystal of unknown composition. Analysis by Suvam Tan has yielded inconclusive results, not being able to identify what mineral it's made of. Suvam has even begun to wonder if it is a normal crystal at all, for at times it almost seems as if it were alive. All known lightsaber crystals seem to have a strange resonance with the Heart of the Guardian, their properties being altered or enhanced when in close proximity to it. Additionally, energy focused through the Heart results in a beam of unique clarity and color. Crystal Slot: basic only Blade Color: Bronze with yellow core Base Damage: 3d6 Effects: Lightsaber Form Mastery Feat Throw Lightsaber +2 Bonus Combined with Bondar DC is increased to 18 Combined with Jenruax Deflect (defense) is increased to +2

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Hurrikaine Description: Hurrikaine Crystals were deep blue to purple lightsaber crystals from the planet Hurikane admired for their unparalleled beauty. When used in lightsabers, they created blades that were very good at penetrating defenses. Crystal Slot: enhancing only Effects: STR +1 Attack +2 Increases the critical thread range by one point Ickmari Topaz Description: Crystal Slot: basic or enhancing Blade Color: Yellow Base Damage: 2d8 Effects: Krayt Dragon Pearl: Description:

Taken from the gullet of a krayt dragon, this crystalline "pearl" appears to have qualities that might allow it to function as a lightsaber crystal once properly adapted.

Crystal Slot: enhancing only Effects: Damage +1d6 Attack +1 Weapon Focus (Lightsaber) Lava Crystal Description: The Lava Crystal was a lightsaber crystal that could only be found on volcanic planets and moons such as Mustafar. It generated a blade that resembled lava. This rare crystal was rumored to be very powerful. Crystal Slot: enhancing only Effects: Lorrdian Gemstone Description: During their subjugation, the Lorrdians were banned from speaking to each other and thus learned to use subtle gestures and ticks to communicate. The few Force-Adepts found after the Jedi freed the population of slaves has imprinted these gemstones with the force to enhance the ability to read an opponent. Crystal Slot: enhancing only, also usable with Killian Force Gloves Effects: Telepathy +5 Battlemind +2 Will Save Bonus +1 Defense +1 Attack +1

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Mantle of the Force: Description: The Mantle of the Force is an item assembled by Suvam Tan from pieces found in the ruins of Exar Kun's temples on the fourth moon orbiting Yavin. It appears to be the remains of an even older artifact of unknown origin. It is not known if it was used by Exar Kun, or just uncovered when his temples were destroyed. Nor is it known what the original properties of the item were, but given the current abilities, in its original state it must have been fearsome indeed. The Mantle is a crystalline lattice, resembling a lightsaber crystal in many ways, but having the additional property of being able to radically alter the flow of energy that passes through it. When combined with other crystals, the Mantle warps their properties, often enhancing them to incredible levels. Additionally, the Mantle seems to almost act as a focusing tool for Force sensitive individuals, leading to the idea that the original artifact may once have been a powerful tool of the Sith, or perhaps something they took with them when the dark Jedi originally split from the Order. Crystal Slot: basic only Blade Color: Turquoise with silver core Base Damage: 4d4 Effects: All Force powers cost 2 points less (min. one point). Force Mastery Feat Block Force Lightning with Saber (via Deflect defense) Combined with Bondar DC is increased to 16 Combined with Jenruax Deflect (defense) is increased to +2 Ollite Emerald Description: Crystal Slot: Effects: Rainbow Gem Description: Rainbow gems were brilliant treasures that were not actually gems, but silicon-based lifeforms native to the planet Gallinore. The gems, often used in medallions, were considered very valuable, as just one was worth the price of a Calamarian cruiser. They matured only after thousands of years, and the glow they produced was caused by their inner light. Despite their biologic nature, rainbow gems could be used as lightsaber crystals. Crystal Slot: basic only Blade Color: any (you may choose the color during the harmonize checks). There is also a chance

(if you roll a 20 on d20) that you got a rainbow colored blade, which shifts through the color spectrum.

Base Damage: 3d6 Effects: WIS +1 Will Save Bonus +1

You may tap on the force of a rainbow gem, to use it for force powers. A rainbow gem has 5 to 15 VP (depends on the age of the gem) and regenerates at a rate of 1 VP per hour.

DR Lightsaber and Force Attacks 1

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Roonstone (Force Imbued): Description:

An imbued version of the normal Roonstone found in the infamous Roon System. These crystals grow rarely on locations where the force is strong. Roonstone are also valuable for jewelry if they are not imbued. But only imbued ones are useable for lightsabers.

Crystal Slot: basic or enhancing Blade Color: Indigo with white core Base Damage: 2d8 Effects: All Force powers which are not Darkside powers cost 2 points less.

(Min. one point) Attack +1

Initiative Bonus +2 Deflect (attack) +1 Sunrider's Destiny Description: Sunrider's Destiny was a unique aquamarine lightsaber crystal given to a Force-sensitive individual by Captain Sarguillo in the village of Aurilia on the planet Dathomir during the Galactic Civil War. When this crystal was properly tuned to be used in a lightsaber, only the person who tuned it could use that lightsaber. B'nar's Sacrifice, Bane's Heart and Kenobi's Legacy have the same effect but a different blade color. Crystal Slot: basic only Blade Color: Blue (or other colors, see above) Base Damage: 2d8 Effects: Only the person who made the harmonize checks, may use the saber. All others are

not able to switch it on. The crystal may reharmonized with a new harmonize check. DR Lightsaber and Force Attacks 2

Ultima Pearl Description: An unusual choice for a lightsaber focusing crystal, this rare stone can be found on Calamari. Difficult to properly install in a lightsaber, this valuable stone has powerful effects. Crystal Slot: Effects: Int wis

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3.4 Crystal Crafting There a two ways to craft a crystal, for both ways the Craft (Lightsaber) Skill let you craft more easily. One way was tried by non Force user all over the millenias, by using a large gravitation generator which provides enough pressure to let a pure crystal grow. Processing a crystal in this way is extremely complicated and also less effective. You will need a lot of expensive equipment and crystal seeds (additional to the generator). Crafting a crystal with a generator is a DC 25 + modifiers (depending on the used equipment). The growing time is at least 4 week. The other way to craft is using a Crystal Crucible (see ??? Other Equipment). This crucibles where used often by Sith and sometimes by Jedi to craft or repair crystals. Some crystals such as the silencer crystal are only synthetic. A Crystal Crucible may only be used by a Force Sensitive person. Crafting a crystal with a crucible is a DC 20 + modifiers and takes about 3 weeks of time to grow (Jedi method) and 1 week (Sith method). For each Feat (Control, Alter, Sense) the crafter has, he may add a +2 bonus modifier.

3.5 How to find Crystals All crystals are hard to get, may be some merchants sold them during the Old Republic Era, but at least during the Imperial Era they where sanctioned by the Empire. Therefore have to find them in remote crystal caves or at remains of a Force User. In order to find crystals, one must find only an occurrence. The crystals always grow at places where the flow of the force is noticeable, i.e. with the See Force skill possible crystal occurrences are sought out. It is a DC 10 if you are within 50 meters of such a location, DC 15 for up to 200 meters, DC 20 for up to 500 meters and a DC 30 for over 500 meters. Here a composition of well-known (before the Rise of the Empire) crystal occurrences: Korriban Dantooine Alderaan Ruusan Yavin 4 Yavin ->Corusca Jewels Ilum Ossus

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4 Force Resistant Materials

4.1 Overview Here are some materials that can even withstand the power of Lightsabers or other Force weapons. Cortosis Weave/Alloy: This unusual ore was known to repel the energy of a lightsaber blade. It was believed that Emperor Palpatine had some of the walls in the Imperial Palace on Coruscant lined with cortosis. The Jensaarai sect also used strands of this ore to layer their unique armor. Using the Force, they wove the cortosis into the shapes of vicious, predatory animals, making their armor forbidding as well as better able to defend themselves. The Chiss also knew of the strengths of cortosis, and used it in the walls that formed the Hand of Thrawn fortress on Nirauan. Even the Mandalorians used cortosis in their blades during the Mandalorian Jedi war. Despite its resistance to the blade of a lightsaber, cortosis was unstable in the presence of explosives, and would shatter if hit with a grenade. For times the old republic Cortosis was used not only in armours but also in vibroblades or other blade weapons (see KotoR). This Cortosis differs from the Dark Side Cortosis (see DS p.60), because it makes the material only extreme for resisting a lightsaber, so which one can block with a blade from Cortosis a lightsaber without destroying the blade. In many of the robes at that time a Cortosis filament was used, which makes the cloth or armor more resistant opposite light swords, force attacks and even normal attacks. Applies also here as with the weapons, which is very rare starting from the Rise of the Empire Era the raw material (the Cortosis weave). Mandalorian Iron: A metal that is virtually indestructible, even to a lightsaber blade. Jedi Master Arca hid Freedon Nadd's Sith artifacts in a storehouse built from Mandalorian Iron in an effort to seal it forever, but Exar Kun used the Dark Side of The Force to penetrate it. Phrik Alloy: Phrik alloy was a rare metallic compound that was one of only a few lightsaber-resistant substances known. It was used in the polearms of IG-100 MagnaGuards' electrostaffs and Palpatine's lightsaber, as well as the armor of Dark Troopers. One major source of phrik was the phrikite mines of Gromas 16. Phrik was very expensive, and as a result it saw limited use in warfare. Cost Multiplier Table: Material Old Republic Era Rise of the

Empire Era Rebellion Era Post Rebellion

Era Cortosis x 1.5 x 10 x 40 x 30 Mandalorian Iron x 2 x 30 x 60 x 80 Phrik x 5 x 20 x 40 x 40

4.2 Used in Weapons Effects: Costs:

4.3 Used in Armors Effects:

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Cost: Ruling for Weapons and Armors: Any melee weapon that is made of cortosis or phrik can be used to block lightsabers and does not get the unarmed penalty. If used in armors, these materials grant you a damage reduction against lightsaber and force attacks. Cortosis Weapons Any blade or vibro weapon can be made of cortosis. During the Exar Kun Era (and KotoR Era) such weapons are common and cost only a few Credits more. But after the Clone Wars cortosis weapons were restricted and become extreme rare. In the Rise of the Empire era and the forthcoming eras the costs for cortosis weapons increase up to x1000 of the price for the standard weapon. For more information on cortosis see ???.

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5 Armors

5.1 Force User Robes and Armors

The difference between Jedi, Sith and Aenoir Robes is mainly the appearance. Jedi have usually light brown or brown robes. The Sith robes are usually in black and red colors. The Aenoir robes are light blue and white or silver. Jedi/Sith/Aenoir Robe: Cost: 100+ Weight: 2 kg Effect: none Armortype: cloth Description: Ordinary cloth. Examples of common Jedi and Sith

Robes without mantle

Jedi/Sith/Aenoir Knight Robe: Cost: 1,500 (material costs)

Damage Reduction: Normal Damage 0 / Lightsaber Attacks 1 / Force Attacks 1

max Dex Bonus: +8 Armor Check Penalty: 0 Weight: 2 kg Effect: none Armortype: cloth (force sensitive feat is needed) Description: Throughout all great galactic wars, these robes were often used by Jedi Guardians. Jedi/Sith/Aenoir Master Robe: Cost: 4,000 (material costs) Damage Reduction: Normal Damage 0 / Lightsaber Attacks 3 / Examples of Jedi and Sith Knight

Robes Force Attacks 3

max Dex Bonus: +8 Armor Check Penalty: 0 Weight: 3 kg Effect: Force Mastery Feat Armortype: cloth (force sensitive feat is needed) Description: All master robes are woven for one special person. At the time of the old Republic this robes are often weared. But after the rise of the Empire these robes are artifacts of old times. Examples of Jedi and Sith Master

Robes with mantle1 1 Robe designs from http://warpedproductions.echonetwork.net for Kotor 2

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Sith Suit:

Cost: 2,000 (material costs) Damage Reduction: Normal Damage 0 / Lightsaber Attacks 2 /

Force Attacks 2 max Dex Bonus: +8 Armor Check Penalty: 0 Weight: 2 kg Effect: Stealthy Feat Armortype: cloth (force sensitive feat is needed) Description: Dark Witch of Dathomir Robe: Cost: 5,000 (material costs) Damage Reduction: Normal Damage 0 / Lightsaber Attacks 1 /

Sith Suit and Sith Robe with Hood Force Attacks 3 max Dex Bonus: +8

Armor Check Penalty: 0 Weight: 2 kg

Effect: Control Mind +2 Fear +2 Armortype: cloth (force sensitive feat is needed) Description: Seer of Aenoir Robe: Cost: 6,500 (material costs) Damage Reduction: Normal Damage 0 / Lightsaber Attacks 2 /

Force Attacks 2 max Dex Bonus: +8 Armor Check Penalty: 0 Weight: 2 kg Effect: Skill Force Defense +2 Examples of Aenoir and Dark Witch

Robes Bonus Will Saves +1 Armortype: cloth (force sensitive feat is needed) Description:

Jedi Battle Armor (Force Imbued): Cost: 8,000 Damage Reduction: Normal Damage 6 / Lightsaber Attacks 3 /

Force Attacks 3 max Dex Bonus: +3 Armor Check Penalty: -4 Weight: 16 kg Armortype: medium (force sensitive feat is needed) Description: see JS p.55 Sith Mask

Other Robe Designs Cost: 3,000 - 9000 (material costs) Damage Reduction: Normal Damage 0 / Lightsaber Attacks 0 /

Force Attacks 1 Weight: 0,5-1 kg Effect: Fear +1 Binoculars (optional) Nightvision (optional) Breathe support (optional) Description: Many Sith used mask to hide their battle scars (e.g. the masks of

Darth Revan, Darth Nihilus or Darth Vader)

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Force Imbued Robe with crystal

harness

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5.2 Non Force User Armors All these armors in this section are usable by non force users, to protect them against a Jedi or Sith. Mandalorian War Armor (Mandalore Iron): Cost: 10,000 (black-market price after the clone wars: 30,000+) Damage Reduction: Normal Damage 6 / Lightsaber Attacks 1 /

Force Attacks (light side) 4 / Force Attacks (dark side) 2 max Dex Bonus: +2 Armor Check Penalty: -5 Weight: 16 kg Armortype: medium Description: Mandalorian Camouflage Armor (Mandalore Iron): Cost: 20,000 (black-market price after the clone wars: 100,000+) Damage Reduction: Normal Damage 6 / Lightsaber Attacks 1 /

Force Attacks (light side) 4 / Force Attacks (dark side) 2 max Dex Bonus: +2 Armor Check Penalty: -5 Weight: 16 kg Armortype: medium Description: Looks like the Madalorian War Armor. But has additionally a small camouflage

generator with power source. Other Effects: The camouflage generator has power for 1 hour until it must recharge. As long

as the generator is on it grants a +10 on all hide checks.

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Sith Trooper Armor:

Cost: 8,000 Damage Reduction: Normal Damage 4 / Force and Lightsaber Attacks 0 Maximum Dex Bonus: +2 Armor Check Penalty: -3 Speed: 8 m (4 m) Weight: 15 kg Armortype: medium Notes: Functionally, the armor of the Sith trooper is just as protective as most Republic equipment, but it has also been carefully designed to inspire dread. The armor's plating is presented more obviously, making it appear more imposing, and the features of the wearer are completely obscured. In spite of this design, the suit remains flexible and light, and those who value agility consider it the leading edge of armor technology. Sith Trooper armor is only available through the Sith army, though it can be found on the black market at the given price. Any unauthorized individual caught wearing this armor will become a targeted enemy for the Sith Troopers.

Sith Commander Armor (cortosis weave): Cost: 12,000 Damage Reduction: Normal Damage 4 / Force and Lightsaber Attacks 1 Maximum Dex Bonus: +2 Armor Check Penalty: -3 Speed: 8 m (4 m) Weight: 15 kg Armortype: medium

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5.3 Crafting and Upgrading Each Armor is crafted via the standard rules from the AEG and RC book. If you want to create a force armor or clothing (as described above) you have to upgrade an armor by using the craft (force armor) skill. If you want to imbue an armor with the force (and create a force imbued armor) you will need the Imbue Talisman Feat (see 1.3) or as a Sith use the rules form DS book. After an armor is imbued it can be used by a force user (if he is force sensitive) with only half the malus if he has not the feat for using an armor if this class. Craft and Modifications Table: Craft (Force Armor) Checks DC Knight Robe Base DC10 Master Robe Base DC15 Sith Suit Base DC10 Seer of Aenoir Robe Base DC20 Light Armor (only imbue) Base DC15 Medium Armor (only imbue) Base DC20 Heavy Armor (only imbue) Base DC25 Powered Armor (only imbue) Base DC25 Imbue a robe +5

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6 Force Artifacts Circlet of Serash: Effect: +3 Wisdom, Light Side Only (2 or less Dark Side Points) Enhance Senses +4, Heal Self +2, Heal Another +3 Description: A golden Circlet Aenoirs Eye: Effect: Wisdom +2, See Force +3, Farseeing +4 Additionaly the Eye can used to find the four parts of the Aenoir Key Holocron. Description: Silver Amulet with 3 Blue Force Stones. Aenoir Key Holocron: Effect: If all four parts are reassembled, the Holocron shows the location of the Aenoir

system. Also the holocron opens the doors the the Aenoir security zones in the temple.

Description: An Eightsided Holocron witch was franctionalized into 4 parts. Force Smiths Gloves: Effect: INT +1 Craft (Lightsaber) +3 Craft (Force Armor) +3 Force Weapon Feat Force Talisman Feat Description: This pair of gloves look like normal powergloves. But they are composed of an unkown material that acts like a force catalytic converter. Darth Nihilus Robe Darth Revans Robe

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Exar Kun's Light Battle Suit (Source: PH converted) Dark Lord of the Sith Exar Kun led a war of conquest against the Republic nearly fifty years before Darth Revan and Malak led a very different Sith force against the same foe -- and four millennia before the Galactic Civil War. Supposedly, he wore this suit of armor into battle against the Jedi, and that is how Suz Tanwa's Rodian ancestor described it. Whether or not Kun ever actually wore the armor, no one can say for sure. Whatever the case, it is certainly a priceless example of Old Republic design and can still offer ample, lightweight protection to the wearer. Damage Reduction: Normal Damage 10 / Lightsaber Attacks 4 / Force Attacks 2 Max Dex Bonus: +3 Armor Check Penalty: –4 Speed (10 m): 10 Speed (6 m): 6 Weight: 14 kg Armortype: medium Special Qualities: Strength Bonus -- grants the wearer +2 Strength. Wearer must be Force-sensitive and have the

appropriate Armor Proficiency feat to gain this benefit. Cortosis Weave -- the armor is laced with cortosis fiber. Unless it is cortosis-resistant, a

lightsaber does not ignore damage reduction when it scores a hit on the wearer.

Dark Side Taint -- a Force-sensitive character who wears Exar Kun's Light Battle Suit takes a –2 penalty to all saves made to resist dark side Force powers. He also receives a dark side point every time he inflicts a melee killing blow on another sentient being, even if the action is in self-defense or might otherwise be justified as a "light side" action.

Suvam Tan's Lightsaber (Source PH converted) Damage: 4d4 Crit: 18–20 Type: Energy Range: — Weight: 1 kg Size: Medium Group: Exotic Special Qualities: Force Crystal -- a special Force-saturated focusing crystal is at the heart of Suvam Tan's

lightsaber. Force-sensitive characters who are proficient with lightsabers gain a +2 bonus to attacks and inflict an extra 2d8 points of damage.

Cortosis-Resistant -- this weapon's blade can harmonically separate cortosis molecules at the atomic level. Cortosis armor provides only one-half of the normal damage reduction when struck by Suvam Tan's lightsaber.

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The Great Holocron: (Source PH)

Deep within the Jedi temple on Coruscant, thousands of years of collected Republic history, studiously maintained by the Jedi since the earliest days of the order, resides in the Archives Library. Among the collected histories, records, teachings, and solemn busts depicting Jedi long dead, the Great Holocron awaits all those students of the Force willing to learn from its vast stores of collected knowledge. Unlike some Force artifacts, the twelve-sided Great Holocron was designed specifically for ease of use, especially by young Jedi trainees. Some, including Archives Director Madame Jocasta Nu, have speculated that even Yoda may not yet have learned all its mysteries. Regardless, it is said to be the largest and most powerful holocron in the Archives Library.

Using the Great Holocron The Great Holocron will not respond to characters without the Force-Sensitive feat. Permission to access the Great Holocron is available to Jedi and those deemed worthy by the Jedi Order, but the artifact does not give up its deepest secrets to the novice. To use the Great Holocron, a character makes an Empathy check (untrained if necessary) with a -12 circumstance penalty (one for each facet of the Holocron's surface) on the table below. The user may choose to add a Force bonus equal to his or her Force-using levels (+12 max). The roll may not be reduced to zero. Great Holocron Empathy Check Results Roll The Great Holocron Will Answer

1-8 One query limited to the factual history of the Republic. Many sections, especially dark side-related information, are still concealed. Basics of lightsaber construction explained.

9-15 One query that may include history or philosophy. Dark Force secrets still elusive, Sith history and ancient Republic records are not. More complicated lightsaber construction, including double-bladed and variable-length varieties, explored in historical terms.

16-20 Two queries in the subjects of combat, history, and philosophy. Dark side explored with some depth, including more intensive techniques to resist its call.

21-27 Two queries into combat, history, philosophy, and the dark side. As a Jedi artifact, information on the dark side is rarely complimentary, but at this level is otherwise unrestricted.

28-32 Three queries, otherwise the same level of information as 21-27. Gamemasters are encouraged to override specific questions that they deem sensitive to storyline plans or that delve into events that simply took place too recently. Otherwise, GMs should strive to answer the user's question in a way appropriate to his or her skill level. The Great Holocron will not reveal the secrets of Sith sorcery, for example, to a 14-year-old Human Padawan without an especially strong disturbance in the Force likely to alert the Archives Director. Young students often must be pulled from the Holocron before they sap their vitality. The Great Holocron is available only during the Rise of the Empire era and remains lost in the other eras of play. Holocrons convey information through holographic Force representations of the Jedi Master whose teachings they hold, so the more cryptic your depiction, the better. And when in doubt you are, recommended is grammar odd.

33+ Four queries, unlimited access. Note that some secrets, such as the deepest workings of the Sith, still may not be contained in the Great Holocron.

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7 Other Equipment Lightsaber Disruption Field Generator Cost: 8,000 (when new Old Republic Era); current black market prices exceed 100,000 Weight: 3.5 kg Description: This device emits a field with a 10-foot radius which interrupts the flow of energy between the crystals within a lightsaber. At the edge of the field, the lightsaber will become much less reliable, flickering in and out as the energy flow is partially disrupted, reducing damage to 1d6 base. Within the field lightsabers will not work at all; it is as if the crystals which produce the blade were not there at all. Crystal Crucible

Type: Synthetic Lightsaber crystal furnace Cost: 5000 (Old Republic Era) Weight: 20 kg; Description: Allows the Construction of Lightsaber Crystals. Any usage of the machine uses up the cost of the components to make a crystal, and failure requires the purchase of the ingredients again. If the Craft check fails then the crystal is not of good enough quality to transfer the power required to sustain a blade and is useless. The Jedi Method: The Jedi must assemble the needed nutrients and chemical components that make up the crystal. Typically Silicon, Beryllium,

Aluminium, possibly Iron, Carbon and other rarer trace elements and metals are reduced to a fine powdered form in exact portions. It costs 1750 credits to refine the powders and compounds to desired purity. The Jedi must get the use the pure powder compounds and a seed crystal to start the process. This seed need only be a tiny shard of almost no size at all. The powders are then loaded into the Crucible, and the seed into the repulsor coil field, and the machine is activated. In the Jedi method, ingredient powders --nutrients--are melted in an iridium, or ceramic crucible. A seed crystal is suspended in a repulsor field under the conditions of artificial zero gravity, and lowered into the crucible until the seed just touches the melt. When the zero gravity field is turned on a sphere of liquid melt forms. The crystal grows as the seed pulls materials from the melt, and the material cools and solidifies. Because of the surface tension of the spherical melt, the growing crystal stays in contact with the molten material and continues to grow until the melt is depleted. Crystals grown using this method can be very large, more than 50 millimeters in diameter, and of very high purity. The Sith Method: The Sith must assemble the needed chemical powders that make up the crystal. Typically, Lithium, Magnesium, Manganese, Iron, and Aluminium, and other rarer trace elements and metals in exact portions are needed. These powders typically cost 1000 credits to refine and produce pure compounds for the desired crystal composition. If a set number of crystals is desired a single seed crystal is needed for each one. These crystal shards need only be a tiny bit of material of almost no size at all. Synthetic Sith Lightsaber crystals are produced by extremely high-temperature melt growth. The Sith Lightsaber crystals had a few unique problems when attempts were made to grow them the Jedi way. The materials of the Sith Alchemy are more reactive and they melt at higher temperatures than the Jedi materials.

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8 General Rule Section

8.1 Feats Two Weapon Fighting and Ambidexterity Same as D&D 3.5 Use the Two Weapon Fighting Feat from D&D 3.5 and remove the Ambidexterity Feat. Ok it is the most common house rule but for the sake of completeness I added it here. Martial Arts Feats See HG p.48 Additional ruling: Instead of as in HG described all feats separately to earn to have, a PC receives one when selecting a close combat feat (Martial Arts, Improved Martial Arts, Advanced Martial Arts) automatically a feat of one of the described close combat techniques. Hereunder applies, which must be selected a basic form (e.g. Echani) with Martial Arts. An advanced form (e.g. Echani Expertise) with Improved Martial Arts, and the completion (e.g. Echani Mastery) with Advanced Martial Arts. It is also possible to select a second basic form if you take Improved Martial Arts or Advanced Martial Arts. Aenoir Martial Arts Feats The following Feats represent the martial arts style of the Sisters of Aenoir. This was developed over the 5 Millennia of their existence. Aeo Qi Prerequisites: Martial Arts, Force Sensitive Benefits: Aeo Qi Expertise Prerequisites: Martial Arts, Advanced Martial Arts, Aeo Qi Benefits: Aeo Qi Mastery Prerequisites: Martial Arts, Advanced Martial Arts, Improved Martial Arts, Aeo Qi, Aeo Qi Expertise Benefits: Redirect Attack See HG p.45 Additional ruling: If someone has the Redirect Attack Feat and the Lightsaber defense Feat, he or she may also redirect energy ranged weapons, if not hit by the opponent, via deflect (attack). This works only if the shoot was aimed at the Force user.

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Throw Lightsaber general Throw Lightsaber was in the old core Rule Book described and in the RC it was omitted. The Kinetic Combat Feat (see HG) however permits to remote control a weapon. So now, here is the revised version of throwing lightsaber feats. The two throw lightsaber feats can also be used with other force imbued melee weapons, like a force imbued sith sword, but the thrown weapon must be his personal force weapon. Throw Lightsaber (Force Feat) Prerequisites: Alter, Move Object 5 Ranks, Weapon Profency Lightsaber, Force Sensitive Activation cost: 1VP per Attack roll Benefits: A force user does not get a -4 penalty anymore if he throws his lightsaber. And the sword turns after the throw automatically back without a move object to implement. With the feat can be attacked in the periphery up to (number of attacks) opponents (Ranged Attacks Increment 4 meters). An attack must be rolled for each single opponent. As soon as an attack do not succeed the sword returns. Using the feat is considered as full round action. The sword makes however only its own damage, i.e. damage of Increase Lightsaber Damage is ignored. The feat can be used with a double-bladed lightsaber, however only one attack per opponent can be made. If someone with 2 lightsaber fighting style wants to throw his saber he can only throw his primary weapon. Anyone who throws a lightsaber loses his Deflect (Defense) bonus for this round. Special: Counts as a Jedi, Force Warrior, or Sith Bonus Feat. Improved Throw Lightsaber (Force Feat) Prerequisites: Alter, Move Object 10 Ranks, Weapon Profency Lightsaber, Force Sensitive,

Throwing Lightsaber Attack, Base Attack +6 Activation cost: 2VP per Attack roll Benefits: Like Throw Lightsaber, only the range increment is increased to 8 meters and Increase Lightsaber Damage is added in addition. Special: Counts as a Jedi, Force Warrior or Sith Bonus Feat. Force Wave (Force Feat) You can create a telekinetic explosion around yourself, knocking any surrounding enemies—and allies—to the ground. Prerequisites: Force-Sensitive, Alter, Move Object 5 ranks Benefits: When you use Force Wave, all other characters within range are knocked down unless they make a Reflex save against 5 + your character level. A character who is knocked down is prone until he makes a move action to stand. Make a Move Object roll to determine range and VP cost:

Move Object DC Area VP Cost 15 6-meter radius 4 20 10-meter radius 6 25 14-meter radius 8 30 18-meter radius 10

Creating a Force Wave is a full-round action. Shadow Walker (Force Feat) Sith Technique.

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8.2 Skills Alchemy (Sith) - Mask (Adapted from JC 71) Just as Sith alchemical techniques can be used to make a subject appear more horrific, they can be used to conceal its true appearance. This requires an Alchemy check (DC 20), and your skill check is modified by all the same modifiers that would apply to a Disguise check. On a success, your Alchemy check is treated as a Disguise check for the purpose of concealing your true appearance (or adopting someone else's), opposed by an observer's Spot check as normal. Each check requires 1 minute, costs the user 5 vitality points, and gives the user 1 Dark Side Point. Unlike a mundane disguise (which is temporary) or cosmetic surgery (which requires considerably more time to use), an Alchemy mask alters the subject on the molecular level. The subject's true appearance is not apparent on sensors or even during a medical examination. Even if an observer's Spot check beats the Alchemy check result, the observer is only aware that something is wrong -- unnatural, perhaps -- about the subject. (In the case of impersonating a particular individual, of course, the observer would be aware that the subject was an imposter.) However, the mask can be dispelled by dark side energy: If the subject takes damage from a dark side Force skill, the subject must make a Fortitude save (DC 5 + damage dealt) or the mask is removed and the subject’s true face reappears. Furthermore, the sudden transformation physically distorts the subject with dark energy, imposing a permanent -2 penalty to all Disguise checks and an additional -1 penalty for every Dark Side Point the subject had gained in the past 10 rounds prior to losing the mask. These penalties make future attempts to create a mask or mundane disguise much less likely to be successful. Like all other Alchemy checks, the cost of using this skill on a particular subject is 10,000 credits. Furthermore, the subject takes 3d6 points of damage and must make a Fortitude save (DC 20). If the save fails, the damage is applied against the subject's wounds (as with a critical hit). Craft (Force Armor) This Skill is used if you want to create a robe or upgrade a light, medium, heavy or power armor to a force armor. All armor that are not clothes have to be crafted with the craft (... armor) skill first and may be afterward upgraded to a force armor. (See also 3.5 Crafting and Upgrading). Move object and Force Jump/Fall

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8.3 Jedi Knights Additionally to the Bonus Knight Feat which a hero achieves at level 7, as Jedi, he may select himself also a Lightsaber Combat Form Feat (see HG for this feats). This applies also to Sith or to the Sisters of Aenoir. Alternative a Hand-to-Hand combat specialized Force User (e.g. Force Warrior) may choose a Martial Arts Feat instead.

8.4 Increased Lightsaber Damage (Adapted from JC 64) So that the Jedi becomes not too strong by the new crystal rules and all the other options, you should reduce the Increased Lightsaber Damage of 1d8 to a constant +2 damage bonus. The prestige class Aenoir Force Smith (see below) used this rule already with Increase Force Weapon Damage. The Increase Weapon Damage ability of the Jedi weapon master and Force Adepts and the Increase Unarmed Damage ability of the Force warrior also follow these rules, applying the benefits and requirements to the appropriate weapon instead of a lightsaber.

8.5 Variant Rule: My Ally Is the Force (Adapted from JC 65, modified) In this variant, you can use your Force points to help pay vitality costs of Force powers. By "exhausting" a Force point, you gain equal to your character level + Wisdom modifier extra vitality points (at least 1 point) that can only be used to pay the cost of a Force skill or feat. If these extra vitality points go unspent, they disappear after 1 minute (10 rounds). Exhausting a Force point is a free action that may be performed only once a round, and you can't spend a Force point in the same round you exhaust one. An exhausted Force point can't be used for any other purpose, but it's not actually "spent" -- it becomes available again after 1 day and can spent or exhausted normally.

8.6 Critical Damage during Lightsaber Combat The Damage is not taken direct from the Force Users Wound Points, but is doubled instead or the Force User may choose to randomly serve one of his opponent’s limbs. If he chooses to serve a limb he rolls Table 6-2 and 6-3 of the HG (page 127). For aimed attacks look in GCG (page 39). If he chooses to cut off a limb no normal damage is dealt, instead the opponent looses the half of his current wound points (round up) Example: If a Jedi is critically hit by lightsaber and has currently 8 WP left he looses 4 WP. By the next hit where he looses a limb, he loose also 2 WP and so on. But if the lost limb is his head he dies immediately. This rule makes lightsaber combat more like the movies and it makes it harder for a generic Jedi to overcome a master Sith for example.

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8.7 Optional Rule: Lightsaber Mastery (Adapted from JC 89) Those who master the lightsaber learn not only how to strike with deadly accuracy but also how to use their skills to take full advantage of their opponent and the situation. For each 1d8 points that you sacrifice from your Increase Lightsaber Damage ability, you gain one of the following benefits (your choice):

- Flurry: Gain one additional lightsaber attack at your highest attack bonus, but take a –2 penalty to all attacks made this round. (You can choose this benefit only when using the full attack action.)

- Precision: Gain a +1 bonus to all lightsaber attacks this round. (You can choose this benefit

more than once, and its effects stack.) - Parry: Gain a +1 dodge bonus against all melee attacks this round. (You can choose this

benefit more than once, and its effects stack.) - Living Weapon: Gain a single unarmed attack or improvised weapon attack made with a

penalty of –2. (Your other attacks this round are unaffected.) This attack deals normal damage, but you add only half your Strength bonus to damage.

Declare the number of dice sacrificed and the specific benefit(s) gained at the beginning of your turn. You may change benefits from round to round, but you cannot use a lightsaber mastery benefit unless you make at least one attack with a lightsaber during your turn. The Increase Weapon Damage ability of the Jedi weapon master and the Increase Unarmed Damage ability of the Force warrior also follow these rules, applying the benefits and requirements to the appropriate weapon instead of a lightsaber. (Both of these prestige classes are found in JS)

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8.8 Lightsaber Lock (Adapted from JC 89, extended) A "saber lock" is where two characters using lightsabers press their blades together to test their strength, but not by brute force, it is more a test of willpower. To initialize a saber lock is covered by the rules for grappling. 1. Make a touch attack to grab the target (in this case, to press your blade against his). 2. Make an opposed grapple check to begin grappling. 3. All the normal grappling options are now available to you. In addition, add the following grappling option to the rules: Use the Force: You may use any Force skill or Force feat, as long as it does not require a full-round action to use. However, the distraction of grappling imposes a –10 penalty to your Force skill check, if applicable. Finally, because a normal lightsaber is not a light weapon for Medium-sized characters, you can't attack with it while grappling. But instead of attacking both force users may test their will. To begin the test, the attacker announces it (the test counts as a full round action). Both players roll for an opposed willpower check. If the difference of both rolls is lower or equal 5 points nothing happens, the sabers are still locked. If the difference of the check is above 5 points, the player with the higher roll wins the test and gains for the rest of the combat against this opponent a +1 circumstance bonus on all rolls (his opponent a malus of -1 against him). Also the lock disbanded. This bonus stacks for each Lightsaber Lock Test resolved in this way. To get out of a lock without testing the opponent, make an opposed tumble check. If the initiator wins the lock is also disbanded. This rule may also used if one or both force users armed with a melee force weapon.

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9 The Sisters of Aenoir

9.1 The Force Aspects „The force is an art.

Art comes from emotion, Art comes from passion.

Art leads to knowledge, Art leads to serenity. Peace is balance within the force.” From the code of Aenoir First at all, the Sisters of Aenoir are Light Side Force Users, but also in a different way to Jedi. It is best described with “the female way of force using”, which means love, hope and passion helps you to withstand the evil feelings of fear, anger and hatred. They way of using the force is also playful and artistic. They will not use it for destruction, but for creating new things, for self-realisation and knowledge. It is like the opposites between Jedi and sith, the Sisters are the opposite of the Dark Witches. But they are also outcasts of the old Jedi Order and lured by the Sith. The Gift of the Seers

“Mastering others is strength. Mastering yourself makes you fearless. Mastering the Force let you see the truth.”

From the code of Aenoir

The Sisters of Aenoir originally called them self’s “The Seeing Sister”; they changed their name after their flight and the rebuild of the Sisterhood in the Aenoir System. Sisters who master the force, becomes an Aenoir Seer (see Section 7.4. Classes and Prestige Classes). The gift of True Sight let them look into the past and foresee the future, in a way that is more intense than any other force user may see and feel it, but at the cost of eyesight. They hear the whisper of the force. And they know the secret of the force spirits. Temptation of the Dark Side Since the Sisters do not shut down their feelings like the Jedi do, they are in some ways easier tempted by the dark side. Especially is situations where fear or anger overcomes a member of the sisterhood the GM should pitch the Dark Side to his PC more than to a Jedi. Technically he may increase the difficulty of willpower saves or increase the chance of getting Dark Side Points.

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There is no light without shadow

“The Force is an energy field created by all living things. It surrounds us, penetrates us, and binds the galaxy together." Obi-Wan Kenobi

The Force is life, and life is the Force. The Force consists always of Light and Dark, Living and Unified. One side could not annihilate the other. The Force is balance, but everyone who uses it has to choose his side. In many ways the point of view of a Jedi is similar to that of a Sister. They want both harmony and peace. But Jedis think suppressing emotions is the easiest way. But the Aenoir think a live without emotions is not a live. They are both right. But this is the cause why the Jedis of Old Republic never accepted the way of the Aenoir. The Sith think the Aenoir are weak, and those who couldn’t lured to the dark side, where hunted down and killed.

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9.2 A Brief Look on the History Time notes: BBY – Before the Battle of Yavin ABY – After the Battle of Yavin Era of the Seeing Sisters The Sisterhood was founded about 5 millennia before the Clone Wars, by female Jedi outcasts and some other female force users. It is said that the four founding members where from Alderaan, Hapan, Ryloth and Yavin 4 (Massassi). The founding story is told in a book called the Legend of Cora Shi. It is the oldest story told by the Sistherhood. For one millennium it was only told from one sister to next, until it was written down. The Legend of Cora Shi:

“The journey of a thousand miles begins with one step.” Cora Shi was born on Hapes. At the age of 14 she joined the Jedi Order on Alderaan. After her apprenticeship she felt in love with a citizen of Alderaan. She kept her relationship secret, cause of the orthodox Jedi Codex. One night she had a vision where she saw the death of her lover. She tried to save him but the Jedi order forbid her to leave the temple. So she resignates to keep her secret and her lover died. After Cora learned about her lovers dead, she left the order in in anger. Cora Shi started her odyssey that lasts for many years. In order to get Cora back, the Jedi Order, send a young Alderaan Jedi, named Mara Organa, after her. She went after her throughout the known galaxy. Meanwhile Cora Shi joined forces with Noo’a and Vala, who where both dancing slaves for a Hutt Lord. Cora killed the Hutt and freed both women. Noo’a was a Twielek and Vala was a woman from Yavin 4. Valas tribe were a small Massassi clan who survived the terror of Naga Shadow. But her tribe was captured by Hutt slave hunter. Cora helped Vala to free her people, by doing this she left a bloodbath behind her, and the Darkside of the Force becomes stronger in her with each day. Valas clan rebuild their settlement on Yavin 4. Cora and her two companions countinue their voyage. It was on Dathomir where Mara Organa finally chased Cora. Cora was meanwhile attainted to the Darkside. Mara duelled with Cora and redeemed her from the Darkside. But also Cora didn’t want to go back to the Jedi. She told Mara and her to friends about her secret love. Mara decieded to leave the Jedi Order, following Cora on her voyage of enlightment. After a hyperjump failure the four find themselves on Ruusan. Cora and Mara felt a strong fluctuation in the Force. They landed near a valley which should 4 millennias later known as the valley of Jedis. There they discovered a pillar of pure Force, which seems to start at the abyss of the past and ends in the infinity of future. Cora entered the pillar of light and energy. Cora was enlighted, she was overwhelmed by the visions she had. The energy sparks over to the other three women. For them the visions take only a few moments, but they find themselves back in the valley a whole year later. Cora lost her eyesight, but was giftet with the power of true sight. They knew now their destinies and founded the Seeing Sisters on Dathomir.

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The first Temple was build on Dathomir an uninhabited world at this time, followed by temples on Alderaan, Hapes, Yavin 4, Ryloth and Baroonda. They had very good relations to Hapan matriarchy and worked for them in diplomatic issues. In this era many peoples pilgrimage to the Seeing Sister to hear their prophecies. The location of the capital temple on Dathomir was a long kept secret until the war between the Sith and the Jedi came up and Exar Kun started his crusade. Pursuit of the Sith Circa 4000 BBY when Exar Kun started his attack on the old republic, he found the old Sith ruins on Yavin 4 and also the temple of the Seeing Sisters. The Sisterhood had their temple near a Massassi settlement that survived the corruption of Naga Shadow (so they where still near humans). Exar Kun razed the temple and the city and killed all the people. He also learned about the location of the main temple on Dathomir. He sends off an attack force to destroy the temple. Janira Shi the High Seer of this time has had a vision about the attack, and with the recently found Ae-Gate, the sisters fled from Dathomir to Aenoir. So not all sisters where killed during the attack of Dathomir. All other temples were also abandoned, and the Sister sealed them off in the Aenoir system. During the Sith wars the temples of Alderaan, Ryloth and Baroonda were destroyed. Some sisters who were captured by the Sith, turned to the Darkside. 600 BBY the Nightwitches found a new temple on the ruins of Seeing Sisters temple on Dathomir. The Jedi declined to help the sisterhood, because they had enough problems defending their own outposts against the Sith. The Sith also spread rumours about the sisterhood, causing the Jedi attacked them in some small skirmishes. The Birth of Aenoir The survinging sisters build the Temple of the Seer on Aenoir. Aproximatly 500 years elapse until they left the System again, to contact other planets. During this time the Legend of Cora Shi and the Code of Aenoir was written down. Also they began to develop the Art of Aeo Qi and their culture flourished. The Sisters of Aenoir were formed. 3604 BBY the sisters reopened their temple on Hapes. A few years later the temple of Alderaan, Ryloth and Baroonda were also reopend. But the sister maintend a low profil, not being detected by the Jedi or Sith. 3000 BBY they helped by the founding of the Hapes Consortium, and they become important in diplomatic issues for the Hapan again. Only the Hapan Ruling Council knows the true identity of the sisters, the public knows them officially as Hapan Diplomats. The Jedi and the Sith slowly forgot about the Aenoir, and they became more and more a myth to the public. As of 2900 BBY the Aenoir established some hidden shrines throughout the galaxy, which were also used as outposts for travels. One of shrine was build on Coruscant. The Temple on Alderaan was closed. Mandalorian Struggle In the years of 3200 BBY till 1000 BBY there were many small incidents between the sisterhood and some Mandalorian raiding groups. These battles take place in the systems of Ryloth, Baroonda and some other Outer Rim places.

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Abanonment of Aenoir 40 years before the Clone Wars began; the High Seers sensed the shadow that overruns the galaxy again. An’a Shi was the leader during this time. They feared history repeats and the Sith will destroy Aenoir like Dathomir. She decided to split up the sisterhood until the crisis was over. So the quadrinomial Key Holocron and the Aenoir Eye were crafted and given to 5 members of the sisterhood. An’a Shi moved to Baroonda with her part of the Key Holocron and died several years later. One Holocron part was given to a Twielek who married into the Julakk clan on Ryloth. The Holcron becomes part of a neckles that was an item of the family heirlooms. Oolok Julakk a male Twielek podracer was the last owner (circa 2 ABY). One part of the Holocron was hidden in the forsaken Aenoir ruins on Yavin 4. The whereabout of the last Holocron part is uncertain. It should be on Alderaan, but after the destruction of the planet there is no proof where the holocrone part is now. Aenoirs Eye was given to Floriana Moondawn, a Hapan woman. Before she died she gave the amulet to her grand-daughter Irkaria (more information on Irkaria see “Legacy of Aenoir” campaign). The Legacy of the Sisters of Aenoir Here starts the “Legacy of Aenoir” campaign. Nobody knows how many other Aenoir survived the Rise of the Empire, or were caught and corrupted by the Sith. Maybe a few descendants are still hiding somewhere in the galaxy.

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9.3 Culture “Because of a great love, one is courageous.”

“Music in the soul can be heard by the force.”

“The Aenoir has no ambitions, therefore she can never fail. She who never fails always succeeds. And she who always succeeds is strong in the Force.”

Some Quotes from the code of Aenoir The culture of Aenoir was formed during the time of exile (4000 BBY – 3500 BBY). During this time there also existed a few villages on islands of the northern hemisphere, where the families of the sisterhood lived. Since the foundation of the Seeing Sisters, the sisterhood was ruled by a female seer council. The inner council consist of three Seers, the High Seer and her two advisers. The great council has between 40 and 50 members and was holding their meetings in the auditorium. The High Seers last name was always “Shi”, in memory of Cora Shi, who had never a child. But the Aenoir were more like a family clan than a government, so meetings were only necessary for very important decisions. Aenoir were not forbidden to get married and often the children of them become also members of the sisterhood. There were also male “sisters”, but less than ten percent of the sisterhood. Also the inner council consists always of females. Harmony, enlightenment and elegance are found in any aspect of their culture, from architecture to their weapons. The seeking of knowledge came up after the exile. All the knowledge they found was collected in their library on Aenoir. The Language: The Language called „Aenoiri“ arose from words of the four founding races, the Alderaan, Hapan, Twielek and Massassi. The vocabulary consists of only of female words and grammar. The only exception is the word for „male“. Aenoiri has also his own font.

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Aenoir Martial Arts (See also Section 6.1 Feats for rules)

“Yield and overcome; Bend and be straight.”

“The hard and strong will fall. The soft and weak will overcome.”

From the Principles of Aeo Qi

The Aenoir developed a martial arts style that combines the Force with elegance and harmony. It is called Aeo Qi, which is derived from Aenoiri phrase for flowing water. The style is more a dance than a pure aggressive orientated combat form. The style was also used as a mass ritual at the yearly zenith festival. All Aenoir celebrate this “battle dance” on the grand plaza of the Aenoir temple complex.

Aenoir Lightsabers: This Lightsaber are a typical example how the Aenoir combine artwork with deadliness of the lightsaber. Each saber has its own unique inlaid sample, mostly in golden colors. Aenoir Lightsaber came in all known forms, normal one-handed, short and double-bladed.

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9.4 Classes and Prestige Classes Aenoir Cross Classing The Aenoir base classes may selected freely, if the PC still has no Force User Class. A PC may become Disciple of Aenoir and later change to the Daughter, but not reverse. PCs, who are Force Adepts already, have to become a Disciple by joining into the sisterhood with the next level up. After that all Force Adept classes are considered as Disciple classes. Jedi Consulars, have to become a Daughter of Aenoir with the next level up and all Consulars Levels count now as Daughter of Aenoir Levels. Jedi Guardians may as soon as they meet the requirements select an Aenoir prestige class. As long as they do not meet the requirements they have to increase their Jedi Guardian Level (they may call themselves Daughter of Aenoir nevertheless). If a Jedi Guardian has to select a Bonus Feat, she uses the Bonus Feat List of the Daughter of Aenoir. Each Aenoir may select one Aenoir prestige class. The Aenoir is permitted to increase her former Non Force classes (there were a lot of Aenoir who were also Noble, Scoundrel, Fringer or Scout). But it is very unusual that a sister chooses a Non Force User Class after her entry in the Sisterhood. Aenoir High Sister If an Aenoir’s total Force class Levels equals 7, she becomes an Aenoir High Sister which is equal to a Jedi Knight, this counts also for Disciples of Aenoir. As an Aenoir High Sister she gains a bonus feat. Also she may select one Lightsaber Form Feat (see Rule Section above). Typical Form Mastery Feats of the Aenoir are II, III and IV (see HG page 53). This bonus feat must be drawn from the following list:

Burst of Speed, Force Mastery, Force Mind, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Skill Emphasis (any).

Disciple of Aenoir Base Class Stats see Force Adept The bonus feat list is replaced with the following list:

Alertness, Acrobatics, Athletics, Frightful Presence, Mind Trick, Mimic, Stealthy, Martial Arts, Link, Redirect Attack, Up the Walls

Daughter of Aenoir Base Class Stats see Jedi Consular The bonus feat list is replaced with the following list:

Alertness, Aware, Expertise, Persuasive, Sharp-eyed, Trustworthy, Acrobatics, Martial Arts, Dodge, Link, Redirect Attack, Up the Walls

Aenoir Battle Dancer Prestige Class Stats and Requirements see Force Warrior The bonus feat list is replaced with the following list:

Acrobatics, Blind-Fight, Improved Martial Arts, Advanced Martial Arts, Weapon Finesse, Weapon Focus (unarmed), Force Flight, Improved Initiative, Two-Weapon Fighting, Mettle, Throw Lightsaber, Improved Throw Lightsaber, Redirect Attack, Up the Walls

Aenoir Liberian Prestige Class Stats and Requirements see Jedi Scholar

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Aenoir Healer Prestige Class Stats and Requirements see Jedi Healer Aenoir Seer Prestige Class Description: The Seers were the members of the council. There exists alwas one Great Seer (Lvl 10 Aenoir Seer), for each temple, who runs the temple with 2 advisors. The Great Seer of Aenoir was also the leader of the complete Sisterhood. A Seer has to be calm, diplomatic, caring and consequent, just like a good mother. If they reach level 5, they used their eyesight. Their pupils become white. This is the price a seer has to pay to get stronger visions than any other Force user.

Requirements: Feats: Force Sensitive, Sense Skills: Diplomacy 5 Ranks, Empathy 5 Ranks, Farseeing 5 Ranks Special: 3rd Level or higher in Diciple of Aenoir or Daughter of Aenoir Vitality: 1d6 Class Skills: Diplomacy (Wis), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Profession* (Wis), Read/Write Language (none), Speak Language (none), Sense Motive (Wis) Class Features:

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st +0 +0 +0 +1 +1 +1 2nd +0 +1 +1 +2 +1 +1 3rd +1 +2 +1 +2 +2 +2 4th +1 +2 +1 +3 Increase Force Weapon Damage +2 +3 5th +2 +2 +2 +4 Seeing Eyes (+Blindfight) +3 +4 6th +2 +3 +2 +4 +3 +5 7th +3 +3 +2 +5 +4 +6 8th +3 +3 +2 +5 Increase Force Weapon Damage +4 +7 9th +3 +3 +2 +6 Lesser Blindsight +5 +8 10th +4 +3 +2 +7 True Seer +5 +9

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Aenoir Force Smith Prestige Class Description: A Force Smith is more an artist than a weapon smith. If a Force Smith constructs something, it has to look perfect. Her item is not only its purpose fulfils, but also a piece of art. Many Force Smiths were therefore also painters, sculptors or something like that. Apart from light swords and artifacts also the architecture of the temples were developed by them.

Requirements: Feats: Force Sensitive, Alter, Control, Sense Skills: Craft (any of the following: Armor, Melee Weapons, Vibro Weapons, Lightsaber, Simple Weapons, Exotic) 5 Ranks at least 1 Rank in Craft (lightsaber) and 1 Rank in Craft (Force Armor) Special: At least one Level in Disciple of Aenoir or Daughter of Aenoir. Must have crafted his or her own lightsaber or force weapon. Vitality: 1d6

Class Skills: Appraise (Int), Balance (Dex), Computer Use (Int), Craft* (Int), Disable Device (Int), Knowledge* (Int), Profession* (Wis), Read/Write Language (none), Repair (Dex), Speak Language (none), Spot (Wis). Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st 0 0 +1 +2 Force crafting I +1 +0 2nd +1 0 +2 +2 Deflect (defense), Bonus Feat +2 +1 3rd +1 +1 +2 +3 Increase Force Weapon Damage +2 +1 4th +2 +1 +2 +3 Force crafting II, Bonus Feat +3 +2 5th +2 +1 +3 +4 Force Weapon mastery, Deflect (attack) +3 +2 6th +3 +2 +3 +4 Increase Force Weapon Damage +4 +2 7th +4 +2 +3 +5 Skill Emphasis +4 +3 8th +4 +2 +4 +5 Force crafting III +5 +3 9th +5 +3 +4 +5 Increase Force Weapon Damage +5 +3 10th +5 +3 +5 +6 Material mastery, Deflect (attack) +6 +4 Class Features: Force crafting: At 1st Level, the Force Smith gains a +1 mastercraft bonus on all Craft Checks, all items (lightsabers, armors, etc.) count as +1 mastercraft items. If he or she has not the Imbue Weapon feat, he or she gains it at 1st Level (see Force Adept). At 4th Level, the Force Smith can upgrade +1 mastercraft to +2. If he or she has not the Force Talisman feat, he or she gains it at 4th Level (see Force Adept). At 8th Level, the Force Smith can upgrade +2 mastercraft to +3. This progression represents a step beyond standard force weapon construction in an effort to create an object that is the finest possible channel for the Force. Also Imbued Force Weapons (see 1.3); no longer need the use of a force point. Force imbued armors may created by increasing the mastercraft DC with a +5 modifier for every +1 bonus. Armors master crafted this way gain Damage Reduction Force and Lightsaber attacks +1 for every bonus point.

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Use the Craft rules in Chapter Four of the Star Wars Roleplaying Game and the mastercraft rules in Chapter Three (under the tech specialist class features) to determine time and experience costs for creating a mastercraft lightsaber. Because lightsabers are complex exotic weapons, and because mastercrafting adds another layer of complexity to their creation, the final Craft check DC to complete a mastercraft lightsaber is 25 (for +1 or +2) or 30 (for +3). Bonus Feat: This bonus feat must be drawn from the following list:

Armor Proficiency (light), Gearhead, Technical Wizard, Force Mastery, Lightsaber Defense. Skill Emphasis The Force Smith gains the bonus feat Skill Emphasis (Craft [any]) at 7th level. Deflect (Defense or Attack) See Chapter Three of the Star Wars Roleplaying Game for a full explanation of this ability. Increase Force Weapon Damage The Force Smith ability to deal damage with a lightsaber or her force weapon increases as she gains levels. The Force Smith familiarity with the weapon allows her to increase her weapon damage by +2. This added damage is cumulative with increased lightsaber damage or Force Weapon from other Aenoir classes. Force Weapon Mastery At 5th level, the Force Smith gains either Weapon Focus (lightsaber), Weapon Finesse (lightsaber) or Weapon Focus or Finesse in his Force Weapon of choice as a bonus feat. Material Mastery At 10th level, the Force Smith can use any inorganic material to create a lightsaber. Focus crystals remain necessary, but the other parts of the lightsaber can be crafted from any material that the Force Smith has a means to work, like creating lightsaber casings from colored glass or crystal.

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9.5 Aenoir System Planet: Aenoir Prime Planet Type: Terrestrial Climate: Temperate to Subtropical Terrain: jungle islands (landmass 18 %) Atmosphere: Breathable Gravity: standard Diameter: 10,021 km Length of Day: 23 standard hours Length of Year: 204 local days Sentient Species: - Language: Aenoiri (a mix of Alderaan, Hapan, Massaasi and Twielek) Population: former 1000 to 4000 Sisters of Aenoir, now abandoned Species Mix: former Colonized by Humans, Twieleks, Hapan and a few Massassi Government: former Matriarchy Theocracy Major Exports: - Major Imports: - Region: Out-Galactic / Mid Rim System/Star: Aenoir Pos Planets Type Moons Asteroidbelts Desc. 0 Ae Sun(small) 0 0 1 Noir Sun(Pulsar) 0 0 0,5 Ae-Gate Construct between Ae & Noir 2 Aenoir Prime Terrestrial 2 1 Temple of the Seers 3 Tears of Aenoir Asteroidfield 0 0 4 Aeto Gasgiant 8 0 5 Aetyr Iceball 3 0

The Solar System The Aenoir system is a binary solar system with normal sun and a pulsar. The pulsar radiates strong, which makes all scans more difficult within the solar system (a +4 penalty on all sensor checks). The system is within the Mid Rim region, however far above the galactic equator, and thus outside of the galaxy. It could be never confirmed, also not by the sisterhood, but the assumption is obvious, this system was artificially created, similar to Correlia.

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Aenoir Prime The planet is surrounded by a ring of ice and asteroids. This makes a landing approach into the atmosphere more difficult (DC 15 for entering or leaving the atmosphere of the planet no take 10 or 20 allowed). The planet is uninhabited and the temple of the seers is the only settlement on the planet, but there are some tombs of former Aenoir Sisters located on other islands. On Aenoir there are only smaller land animals, but a lot of birds and sea animals.

Orbital laser The planet is orbited by two orbital laser stations which may be controlled from the temple. Both laser stations need some maintenance and spare parts before they can defend the planet again. Stats (if repaired): Holonet Satellite Also an old and defect Holonet Satellite is in the orbit. It is also useless until it is repaired.

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9.6 The Temple of the Seers

Der Tempel liegt auf einer ca. 150 km² großen Insel (etwa 11 km breit) im Äquatorbereich. Die Insel ist vulkanischen Ursprungs und wird von drei etwa 1,5 km hohen Berggipfeln dominiert. Die Gipfel werden von dichtem Dschungel umsäumt. Innerhalb der Berggipfel sind die Tempelanlagen integriert. Die Gipfel bilden auf 1200 m über dem Meeresspiegel eine Art Hochplateau welches als Landeplatz dient und einen Zugang zu einem Hangar hat (Hydraulische Plattform die nach unten gesenkt werden kann). Die Gebäudeeingängen und die Statuen werden nachts von Scheinwerfen beleuchtet. Alle Wege werden durch kleine Laternen erhellt. In den Wäldern auf der Insel findet man viele Pfade und Pavilions, die allerdings alle verwildert sind.

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A – Hangar and Airfield: Also known as the grand plaza. Der komplette Platz auf dem Plateau wurde zu einem Landefeld umgebaut. Überall sind Leuchtsignale verteilt und ein Landeleitstrahlsystem. Über die Hydraulikplattformen und einige Treppenabgänge ist das Landefeld mit der große Hangarhalle verbunden. Die 7 Hydraulischen Plattformen die im 6-Eck angeordnet sind (eins in der Mitte und 6 an den Seiten), besitzen jeweils ein Sicherheitsschott, das geschlossen werden kann wenn die Plattformen unten im Hangar sind. Die Mittlere Plattform kann Schiffe bis zu einer Größe von 300x300 m tragen, die äußeren Plattformen bis zu einer Größe von 60x60 m. Die Hallen haben eine Deckenhöhe von ca. 80 m (im Breich der mittleren Plattform sogar 140 m) und werden von massiven Säulen gestützt. Vom Hangar aus kann man alle Gebäude des Plateaus erreichen. Bei geöffnetem Sicherheitsschott ist es auch möglich direkt aus dem Hangar zu starten (bzw. zu landen), hierfür ist allerdings ein Pilot Check (DC 20) erforderlich. Shipyard: Im Hangar befindet sich auch eine Werft die für kleiner schiffe (bis 200 m länge) als Wartungs- und Reparaturstation dienen kann. Die Werft befindet sich unterhalb der Lagerhalle (D). Droid chamber: In einem kleinen Teilbereich des Hangars befindet sich auch die Droidenwartungsstation. Hier werden die Wartungs- und Putzdroiden aufgeladen, repariert und warten auf ihren Einsatz. Einige der Droiden sind in den Jahren seit den Klonkriegen kaputt gegangen. Im Augeblick befinden sich noch folgende funktionsfähige Droiden im Raum: 23 Cleaningdroids 38 Maintanancesdroids (nur für die Instandhaltung der Anlagen) 16 Farmdroids (für den Wintergarten) 2 Kitchendroids (für die Mensa) B – Maincomplex: Der Hauptkomplex ist wie eine Treppenförmige Pyramide in den Berg eingelassen, so das ein Teil der Räume im Inneren des Bergs sind. Es gibt ein riesiges Hauptportal über das man das Gebäude betreten kann. Im Gebäude gibt es zahlreiche Treppen und Säulengänge /-hallen. Über 8 Turbolifte, die vom Hangar (A) bis zum Obergeschoss reichen kann man schnell die einzelnen Ebenen erreichen. Im unteren Teil des Gebäudes befinden sich vor allem Aufenthalts- und Meditationsräume für die Allgemeinheit. Auch Sind hier Wohnräume und Speisesäle des Tempelpersonals zu finden. Je weiter man nach oben kommt, umso wichtiger werden die Räume. So befindet sich am Anfang des Oberen Drittels des Gebäudes die Bibliothek. Darüber sind in einer Ebene das große Auditorium, die Forge und die Ratskammer zu finden. Und noch weiter oben befinden sich die Privaträume der Seherin und deren Ratsfrauen. Sanatorium and Medical Lab Das Sanatorium befindet sich in den unteren Stockwerken des Hauptgebäudes. Hier sind 20 Medizische Betten, Labor Ausstatung und ein Medizinischer Droide, der allerdings durch einen Kurzschluss irreperapel zerstört wurde. Es befindet sich im Labor auch ein leerer beschädigter Bactatank. Main Control Center (Securityzone) Das Kontrollzentrum liegt im Inneren des Berges auf mittlere Höhe des Hauptkomplexes. Hier ist der Zentralcomputer zu finden, auf den man Zugriff auf alle Sicherheitssystem, Wartungssysteme und Droidenkameras hat. Deweiteren hat man hier auch Zugriff auf das Ae-Gate und den Holonet Transiver.

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Library Eine Ganze Ebene für sich beansprucht die Bibliothek im Oberen Bereich des Komplexes. Die Bibliothek ist voll gestopft mit Datenkristallen, Büchern, Schriftrollen und Steintafeln aus Antiken Zeiten der alten Republik. Leider ist Sie nur teilweise Archiviert worden, weshalb man nicht alles auf Anhieb findet. Wenn man in der Bibliothek ist und sie benutzt dann bekommt man auf alle Knowlegde Checks einen +5 Bonus. Und kann alle Knowledge Skills Untrained benutzen (allerdings darf bei einem Untrained Check kein take 10 genommen werden) Auditorium Diese ovale Halle diente für Versammlungen. In der Mitte befinden sich 3 Steinthrone, die für die große Seherin und 2 Beraterinen gedacht waren. Im Halbkreis um die Throne befinden sich treppenartig angeordnet die steinernen Sitzbänke für die Schwestern. Es heißt das immer noch An’a Shi’s Geist durch diese Halle Streifen soll. An’a Shi’s Force Spirit: Force Spirit, Female, Hapan Livetime Stats: Daugther of Aenoir (Jedi Consular) 5 / Noble 2 / Aenoir Seer 10 Aenoir Force Forge (Securityzone) Dieser Sicherheitsbereich ist in 6 Räume unterteilt. Neben Schränken, Werkzeugen und Tischen befindet sich hier auch eine spezielle Werkbank die zur Herstellung von Artefakten und Lichtschwertern genutzt werden kann. In den Schränken findet man auch Linsen Powercells und andere Grundmaterialien für die Lichtschwertherstellung. Im größten der 6 Räume befindet sich ein kreisrunder Tisch mit einem Holocron in der Mitte. Desweiteren gibt es eine Vitrine mit Forcecontainer und einige Aenoir Armbänder. Workbench: (maximal darf ein Take-10 genommen werden) Die Boni gelten nur wenn die Person minimal einen Rank im entsprechenden Skill hat. +5 Craft Lightsaber +3 Craft Force Armor +3 Craft Holocron +2 Craft (other) Force Container: Glaszylinder mit 2 Metallenden. Das eine Metallende hat eine Vertiefung in Form einer Hand. Die Zylinder beinhalten Forceplasma aus dem Tal der Jedis. Mit Hilfe dieses Plasmas kann die Bindung zur Macht verstärkt werden. Der Container wird aktiviert, indem man ihn in eine der Vertiefungen auf dem runden Tisch mit Od Orbak Holocron stellt und die Hand auf den Handabdruck hält. Dabei wird allerdings ein virtuelles Programm gestartet welches die Benutzer des Containers auf ihre Absichten und Einstellung testet. Während des Tests befinden sich die Benutzer in einer virtuellen Realität. Sollte man den Test bestehen bekommt der Benutzer das „Force Sensitve“ Feat. Wenn er bereits Force Sensitive war, dann bekommt er das Sense oder Alter oder Control Feat. Advisor Holocron: Der Advisor Holocron war das Meisterwerk von Od Orbak. Es ist ein 12 seitiger Holocron der vom Aussehen dem Großen Holocron der Jedi Bibliothek auf Coruscant sehr ähnelt. Od hat den Holocron geschaffen um eines Tages die Schwesternschaft wieder auferstehen zu lassen. Er hat die letzten Jahre seines Lebens mit der Fertigstellung dieses Holocrons verbracht. Od hat im zusammenhang mit dem Holocron auch das virtuelle Testprogramm geschrieben (siehe Force Container). Der Holocron befindet sich normalerweise in seiner Halterung auf dem runden Tisch in der Force Forge. Damit Od Orbak aber seine Schüler besser unterweisen kann steht ihn ein Droide zur verfügung mit dem er sich in der Tempelanlage fortbewegen kann. Der Droide (Holocron Crawler genannt) ist etwa einen Meter hoch, er hat 8 lange Beine die alle an einer runden Platte mit einer Holocronhalterung enden.

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Stats: Avatar Name: Od Orbak Male Human Disciple of Aenoir (Force Adept) 5/ Aenoir Libirian (Jedi Scholar) 10 Mit Hilfe des Adviors können die Helden alle Aenoir Klassen lernen und alles was dazu nötig ist, Sprachen, Kultur usw. Aenoir Wrist: Metallisches Armband mit Holokristall welcher ein Holointeraktionsdisplay erzeugt. Funktion: Wie ein Datapad mit Anschlussmöglichkeiten für Computersysteme. Und Comlink mit Sicherheitsverschüsslung (DC20 um die Verschlüsslung zu knacken) Gibt +1 auf Computer Use Checks. Und Holocam Funktion. Meditationchambers Auf allen Ebenen des Hauptkomplexes sind Meditationkammern zu finden. Bis auf Relieffe die in die Steinwände eingelassen sind, sind diese Kammern sehr spartanisch. Private Quaters of the Temple Council Es gibt 45 dieser Räume innerhalb des Hauptkomplexes. Die Räume sind alle gleich aufgebaut, d.h. Schlafraum, kleines Wohnzimmer und Bad. Die Räume habe alle Blick auf den Talkessel und sind gleich groß (ca. 100m²). Die Wohnräume der Seherin und ihrer 2 Beraterinnen sind im Obersten Teil des Tempels zu finden. Arborium Der Wintergarten (B1) ist ein kreisrunder Gebäudeteil mit einem gläßernen Kuppeldach. Der Garten befindet sich auf einer flachen Anhöhe des Bergs, etwa in der Höhe der Mitte des Hauptgebäudes. Der Garten reicht jedoch 120 m tief wie ein hohlzylinder in den Berg hinein. Auf 40 Repulsorplattformen die mit einem Laufsteg an der Zylinderwand verankert sind wachsen Nutz- und Zierpflanzen (z.B. verschiedenste essbare Früchte). Eine sprialförmige Treppe schlängelt sich an der Wand entlang, so das man alle Plattformen erreichen kann. Alle 30 Höhenmeter geht ein Gang von der Treppe zum Hauptkomplex (B). Es gibt auch einen direkten Zugang zum Hangar (A), dieser ist jedoch nur für die Farmdroiden gedacht und dementsprechtet eng. Ein komplexes Spiegelsystem sorgt dafür, dass die Pflanzen tagsüber immer perfekt mit Sonnenlicht versorgt werden. Naturlich gibt es auch ein automatisches Bewässerungssystem. Die Farmdroiden sind nur zum ernten und nachschneiden der Pflanzen nötig. C – Schoolbuilding: Ein großes Gebäude mit mehreren Stockwerken in dem die meisten Aenoir lebten. Hier gibt es auch mehrere Streppenhäuser und 4 Lifte. Traininghalls Es gibt 8 Hallen unterschiedlicher größe innerhalb des Schulgebäudes. Hier wurden die Schüler Aenoir ausgebildet. Es findet sich hier immer noch allerlei Trainingsausrüstung (u.a. auch 2 Trainings Lichtschwerter), Private Quaters for disciples Die Wohnräume der Schüler bestehen nur aus einem Wohn-/ Schlafzimmer und einem Bad und sind ca. 30 m² groß.

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Private Quaters for preceptors Die Wohnräume der Meister unsterscheiden sich von denen der Schüler nur dadurch, das sie doppelt so groß sind (also ca. 60m²). Refectory and Kitchen Hier wurden alle die im Tempel lebten mit Essen versorgt (auch die Tempelvorsteher). Das Essen wurde von mehreren Droiden in der Küche zubereitet und hier an alle verteilt. D – Warehouse: Große leerstehende Lagerhalle die in den Berg hineinreicht. Es gibt hier einen großen Frachtlift mit dem Güter in die Werft (A) unterhalb der Lagerhallen befördert werden können. E – Statues: Die beiden Statuen sind etwa 45 m hoch. Sie stellen jeweils eine menschliche Frau und eine Twilek Frau dar. Die Statuen sind wesentlich älter als der Rest des Tempels. Sie sind die einzigen überbleibsel des alten Tempels aus Dathomir (ursprünglich gab es noch eine Massassi Statue die allerdings zerstört wurde bei der Flucht). F – Shieldgenerators and Ioncanons An jedem der drei Punkte befindet sich ein Schildgenerator und eine Ionen Kanone G – Boathouse Das Bootshaus ist leer und verfallen. Hier sind noch Fischereiutensielen zu finden.

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9.7 Ae-Gate Description: Das Ae-Gate befindet sich auf dem Gravitationnullpunkt zwischen den Sternen Ae und Noir. Es hat einen inneren Durchmesser von 320 m und ist ein Sprungtor. Mit Hilfe dieses Tors können Raumschiffe an einen einem Ort katapuliert werden. Schiffe die mit Hilfe des Tors einen Hypersprung machen sind schneller und können koordientere an einem Punkt herauskommen. Desweiteren können auch Schiffe die keinen Sprungantreib haben, mit Hilfe des Tor durch den Hyperraum fliegen. Zu mindest war das zur Zeit der Alten Republik noch nicht so einfach und diese Konstruktion ist wesentlich älter (es wird geschätzt das sie etwa um 20.000 BBY erbaut wurde) Vorallem waren damals die Schiffe langsamer und so nahm man dieses Tor zu Hilfe. Das Tor benötigt bei Aktivierung unmengen an Energie, diese wird über Kollektoren von den beiden Sternen gespeist.

Es befinden sich auch 4 R2-Droiden für Wartungsarbeiten an Bord der Station. Background and historical informations: Das Konzept des Ae-Gates bassiert auf der Technologie der Gree die etwa 50,000 BBY ihre Hypergates entwickelten. Das Tor spielte bei der Flucht von Dathomir nach Aenoir eine entscheidende Rolle. Das Tor wurde damals extra mit einem Hyperraumsprungantrieb ausgestattet, damit es von Aenoir nach Dathomir springen, dort alle Schiffe nach Aenoir schicken und anschließend wieder nach Aenoir zurückkehren konnte. Der Antrieb wurde danach wieder entfernt. Das Tor wurde nicht von den Schwestern gebaut sondern nur angepasst, es war schon bei Auffinden des Systems durch die Schwesternschaft hier, deswegen haben sie es auch Ae-Gate genannt. Die Aenoir haben zwar herausgefunden das die Funktionsweise ähnlich ist wie die Gree Hypergate Technik. Jedoch gibt es keinen Hinweis wer das Tor gebaut hat. Es wird nur vermutet das die Rasse, die das Aenoir System geschaffen hat, wohl auch das Tor hier zurückließ. Auch wird vermutet das evtl. die gleiche Rasse dafür verantwortlich ist, die das Corellia System gebaut hat.

Front view

1 - Tractorancor (3x) with repulsor-/tracor emitters to

hold the exact orbit between the two suns 2 - Energycollectors (6x) 3 - Hangar for small shuttles 4 - Hyperspace tunnel generators (3x) 5 - Commandbridge for direct controls. The gate

has also a remote control system on Aenoir Prime.

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Stats of the Ae-Gate: Astrogation Check (Base DC 15 + Standart Modifiers) Für jeden Punkt den man über den DC erreicht, wird das Schiff um 0,5% schneller, d.h. Hyperdrive Multiplier = Base Hyperdrive Multiplier - 2% * DC difference Mit Hilfe des Tors können auch Schiffe ohne Sprungantrieb einen Sprung machen, diese haben dann automatisch einen Multiplier von x5.0 Bsp : Das Schiff hat einen Multiplier von x1.0 und der DC wurde um 5 punkte besser geschafft als benötigt. Dadurch bekommt das Schiff einen Multiplier von x0.9

9.8 Other Places of Interest Hidden Tombs: In der Bibliothek finden sich Hinweise, die besagen, dass einige High Sisters und Seers in Grabkammern auf Aenoir Prime beigesetzt wurden. Wo genau allerdings ist nicht verzeichnet worden. Crystal Cave: In der Biblothek wird auch erwähnt das wohl einige Schwestern ihre Kristalle hier auf dem Planeten gefunden haben. Was darauf schließen lässt das auf dem Planeten ein Kristallvorkommen exisiert. Tears of Aenoir Asteroid Belt:

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10 Appendix:

10.1 Crystal Availabilty Table Use the table if your PCs found a crystal cave or a box which may contain a crystal. Found Roll on D20 Nothing 1-5 One Color Crystal (roll on table 8.2) 6-10 One Enhancing Crystal (roll on table 8.3) 11-15 Two Color Crystals 17-18 Two Enhancing Crystals 19-20

10.2 Color Crystal Loot Table Crystal Roll on D100 Roll D6 Color Adegan – Mephite 01-02 1-3

4-6 Blue Green

Corcusca Jewel 03-07 1-2 3-4 5 6

Dark Blue Blue Violet Turquoise

Adegan – Pontite 08-10 1-2 3-4 5-6

Blue Green Violet

Adegan – Relacite 11-20 1-2 3-4 5-6

Blue Green White/Silver

Adegan – Kathracite 21-30 1-3 4-6

Blue Green

Adegan – Danite 31-45 1-3 4-6

Blue Green

Reyta 46-60 1-4 5-6

Red Orange

Obsidon 61-70 1 2-3 4-6

Orange Yellow White/Silver

Djaj 71-75 1-3 4-6

Dark Green Silver Green

Aldarian 76-84 1-3 4

5-6

Blue Turquoise Yellow

Weyra 85-94 1-3 4-6

Orange Yellow

Tawer 95-98 1 2

3-6

Dark Green Dark Blue Crimson

Gatha 99-00 1-3 4-5 6

Orange Yellow Turquoise

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10.3 Enhancing Crystal Loot Table Crystal Roll on D100 Luxum 01 Qixoni 02-03 Stygium 04-07 Silencer Crystal 08-12 Upari 13-17 Barab Ore Ingot 18-20 Bondar 21-25 Damind 26-32 Eralam 33-38 Firkrann 39-43 Jenruax 44-49 Nextor 50-56 Opila 57-62 Phond 63-67 Rubat 68-72 Sapith 73-75 Sigil 76-80 Velmorite 81-86 Dragite 87-90 Kasha 91-94 Kaiburr 95-97 Ruusan 98-99 Solari 00


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