Star Wars House Rules
Transcription
Star Wars House Rules
By Anthony K. Harvey Table of Contents TABLE OF CONTENTS ..................................2 SPECIES .......................................................3 KESTARIAN .................................................3 SKILLS .........................................................4 UPDATED SKILLS...........................................4 FORCE TECHNIQUES ......................................5 FEATS .........................................................6 UPDATED FEATS ...........................................6 NEW FEATS ................................................6 ARCHETYPES ...............................................8 JEDI SENTINEL ..............................................8 PRESTIGE CLASSES ....................................10 JENSAARAI MENTOR ................................... 10 PATRON MOTHER ...................................... 11 RYNHALLAN DANCER ................................... 13 SISTER OF RAPTURE .................................... 15 DARK SIDE TEMPTRESS ................................ 20 EQUIPMENT..............................................21 FORCE ARTIFACTS ....................................... 21 LIGHTSABERS ............................................. 23 MISCELLANEOUS ........................................ 29 GALACTIC GAZETTEER ...............................30 NEW EVOCII .............................................. 30 THESSA .................................................... 30 ALLIES AND OPPONENTS ..........................31 CREATURES ............................................... 31 DROIDS .................................................... 32 TEMPLATES ............................................... 33 2/33 PREPARED FOR THE FOLLOWING GROUPS: Species Kestarian Shatterzone RPG Kestarians live in a female-dominated society, and with good reason: through a combination of their stunning appearances, almost mystical allure, and possibly some form of pheromone seduction, Kestarian women are virtually irresistible seductresses. Kestarian men have some of the same power, but to a much lesser degree. For most of their history, this was a problem only for the Kestarian men. They would compete among themselves to provide shelter and security for their women and the odd battle would break out now and again – though wholesale wars were virtually unknown. But when outsiders met the Kestarians, the women learned of the luxuries that existed on other lands. No longer satisfied with their crude surroundings, some of the women have moved out into the world, becoming companions, courtesans and prostitutes in a number of worlds. Having a Kestarian companion is considered a status symbol, particularly among the underworld 3/33 bosses. But legends warn that the soft songs sung by the women are addictive and there is no telling how many decisions made by men of power have been influenced by their Kests. When given the attention and consideration they feel they deserve, Kestarian women can be very pleasant company. When they are slighted, or ignored, they can be vindictive and often violent. More than a few merchant princes and criminal leaders have been found dead in their beds, the wickedly curved Kestarian aranis blade buried in their backs. While the male population of Kestarians seem to be exactly what it is – fairly primitive, emotional, but relatively peaceful – rumors state that Kestarian females are much more than they seem. When pressed, these women can display a subtle, cunning intelligence that makes one wonder whether the Kestarian is the decoration of the ―boss‖ – or the other way around. Personality: Kestarian males are very territorial and sedentary. They are also fairly jealous – though most disputes they have with other Kestarians are resolved non-violently. Usually, a male Kestarian will ―stake out‖ a territory (and often, a female – though the females are rumored to do the actual choosing) and other males will respect that – unless the male becomes weak or unpopular. Kestarian males, in their homeland, do most of the work. The females do take care of the home and the children, but only marginally. The males seem mostly concerned with preserving their livelihood and status in the community, while the females are more selfpossessed and concerned with taking care of themselves. Much more ―outgoing‖ then their male counterparts, Kestarian females play up to their image as ―primitive, emotional, love-machines‖ as a method of survival in a universe of more advanced in culture and technology than their own. They are manipulative and vain – but they manipulate their images as well. In their homeland, they ―run the show behind the curtain.‖ They use their males to interact communally – and they manipulate other males to gain power, prestige, and influence. Kestarian females do not usually get along with other Kestarian females very well – or other females of humanoid races (unless the other female is an ―escort‖). They thrive on attention and may become violent if ignored (the females more than the males). Physical Description: Kestarians are humanoid; their skin is the color of pure gold. Their hair remains white for their entire life, and both men and women allow it to grow to prodigious lengths. The primary difference between ―Kests‖ and Humans is that the former have four arms, two on either side. Homeworld: The Kestar system in the outer rim of the Unknown Region. Language: Kestarians speak Kestarian. They can learn to speak Basic. Example Names: Age in Years: Child Adventurers: Common Kestarian species Traits Medium-size: As Medium-size creatures, Kestarians have no special modifiers due to their size. Speed: Kestarian base speed is 10 meters. Hypnotic Song: Kestarians are rumored to be able to use their song to produce a hypnotic effect. As a full-round action, the Kestarian may sing. All intelligent creatures, other than other Kestarians, able to hear the song must make a Will save to avoid the effect of this ability. The DC of this ability is determined by making an Entertain (sing) skill check and consulting the table below. Result Up to 4 5-14 15-24 25-34 35+ Will Saving Throw DC 5 10 15 20 25 A hypnotized being immediately becomes friendly to the singer and susceptible to her suggestions (as per the Suggestion use of the Affect Mind Force skill). This ability costs 4 vitality points to use. Pheromones: Kestarian males receive a +2 bonus to all Charisma-based skill checks. Primitive: Kestarians with heroic or professional classes receive the bonus feats Weapon Group Proficiency (primitive weapons) and Weapon Group Proficiency (Slugthrowers) instead of the usual Weapon Group Proficiency bonus feats. Bonus Feat: All Kestarians have four limbs, and their brains are fully adapted for handling this advantage. Kestarian can use all four limbs or individual tasks. As a result, they all receive the Ambidexterity and Multiattack feats. Free Language Skills: Read/Write and Speak Kestarian. Male Kestarian Species Traits Ability Modifiers: -2 Strength, -2 Intelligence, +4 Charisma. Female Kestarian Species Traits Ability Modifiers: -2 Strength, -2 Constitution, +4 Charisma. Born Entertainer: Entertain is always considered a class skill for a female Kestarian. Additionally, the females gain an additional +2 bonus to all Entertain skill checks. 4/33 Skills Updated Skills Entertain (Sexual Techniques) (Cha) Book of Erotic Fantasy, page 43 Being a capable and interesting lover requires practice, just like any skill. This new category of the Entertain skill encompasses an understanding of a wide array of sexual styles and positions. Some people may specialize in seductive, sensual play while others are much more aggressive and rough. Regardless of the actual methods of lovemaking that you know, you combine all your sexual knowledge and ability into one Entertain check. Without this skill, you are not a bad lover, just untrained in the finer, more subtle aspects of lovemaking. You cannot use this skill when you would not be able to take 10, such as when you are threatened or distracted. In addition, if you have chosen to take a fetish and do not have access to it, you suffer a -4 penalty or automatically fail (DM‘s discretion). On the other hand, if you have access to the fetish you gain a bonus of +4. Any results from a Entertain (Sexual Techniques) check last for 24 hours or until your next sexual encounter with that person. Check: You can impress your partner with your sexual prowess and your attention to their feelings, likes, and kinks. Affect Mind (Cha) Attract: With the aid of suggestive body language, you can inspire an irrational level of lust in one or more targets that would normally find you attractive. Note that the targets receive a +2 circumstance bonus on their saving throws for every additional person beyond the first that you want to attract. Your Charisma modifier is added to the Will save DC when using this application of Affect Mind. Attracted targets walk toward you, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Attracted creatures can take no other actions other than defend themselves. If the user of this skill takes offensive action against the attracted targets, then they get to make another Will save at a +5 circumstance bonus to throw off the effect. This effect continues for 5 rounds plus a number of rounds equal to your Charisma modifier. Force Lightning (Int) Dark Side Force Skill; requires the ForceSensitive and Alter feats. You can call upon the Force to blast a target with bolts of energy. Check: Make a skill check to determine the amount of damage inflicted by Force Lightning. Result Damage 14 or less No damage 15-19 2d6 20-29 2d8 30+ 2d10 Then make a ranged attack. If your attack hits, the target suffers the listed damage and must attempt a Fortitude save (DC 20). On a failed save, the target is dazed for 1 round. If the save fails by 10 or more, the target is instead dazed for 1d4+1 rounds. A dazed target falls prone as well. Special: Force Lighting has a range of 10 m. You can take 10 on this skill but not take 20. Because Force Lightning utilizes an attack roll, the attack has a threat range (a roll of 20 on a d20) and can be deflected as per the Jedi class ability. Time: Force Lighting is an Attack Action. Vitality Point Cost: 6. Move Object (Int) Hurl Object (Large and greater sized objects): Large and greater sized objects can be hurled at an opponent. Unlike hurling smaller objects, they do not daze on a successful hit. Instead, you make a ranged attack roll against a target, and you have an effective range increment of 10 meters for this attack. If you miss, the hurled object scatters, using the rules for grenade-like weapons. If the target is hit, it must make a saving throw as if an object had fallen into its square. (For damage and save DC, see Table 12-22: Damage from Falling Objects on page 289 of the revised book.) In the case of lateral or upward throws, treat the object as having fallen 4 meters for purposes of calculating damage. Downward throws - including cases of moving an object over the target and dropping it - should inflict damage according to the actual distance fallen. Force Techniques Tantric Force Channeling Prerequisite: Female, Force-Sensitive, Sense, Alter. By entering a form of moving meditation, a forceuser can cause a surge of Force energy through the act of intercourse. When this surge occurs she can store a portion of that energy in her body for later use. Essentially, this technique seeks to focus the life 5/33 energies that create the Force so that the Force energies evoked can be stored within the practitioner. First, in order to get into the right mental state while having intercourse, she must successfully make a DC 20 Will save. She may then make a DC 20 See Force check when she reaches a sexually peaked state; she can enter a state of moving meditation. Upon achieving each orgasm after receiving her partner‘s sperm, she may make a DC 25 Force-User check (d20 + Force-level). Upon success, she can store a Tantric Force Point by using the sperm inside her womb as a form of Force Talisman to allow her body to hold the additional Force energy in her body. Upon receipt of a Tantric Force Point, her body will momentarily glow. Tantric Force points can be used to add an additional 1d6 to any Force Skill check or save against force effects. Any number of these points can be used to enhance a roll and may be combined with the expenditure of a normal Force point. She may store a maximum number of Tantric Force points equal to half of her constitution score. These points dissipate when she sleeps. As a direct result of this technique, only females can use this technique and then only when using male assistance. If this technique is employed during the first trimester of pregnancy or a baby is conceived as a result of the ritual, the practitioner must make a Fortitude save with a DC equal to 15 + the number of Tantric Force Points stored in her by the end of the ritual to avoid killing the child within her. If she succeeds, the baby‘s midichlorian count will be greatly increased. This will result in the child gaining the Force-Sensitive feat for free at first level. Also, the child may once per day re-roll any force skill check. This re-roll must be accepted even if it is lower than the original roll. Since this technique harnesses life energy, the chance of successfully completing the ritual is effected by the amount of life involved in the ritual. The modifiers listed below apply to the Force-user check only. Circumstance Post metapause Mostly cybernetic Some cybernetics Insemination via droid Pre-menses Single male partner 2 partners 4+ partners Pregnant Ovulating Modifier -2 -2 -1 -1 -1 +0 +1 +2 +2 +3 Prerequisite: Male, Force-Sensitive, Sense, Alter, at least 1 Dark Side Point. This technique developed in direct response to the discovery of the former technique. Jealous of their female counterparts, the male Sith devised a technique for stealing the Force energy they accrued. The use of this dark side technique earns a Dark Side Point. In order to use this technique the practitioner enters a similar state to their female counterpart. In order to get into the right mental state while having intercourse, he must successfully make a DC 20 Will save. He may then make a DC 20 See Force check as he comes close to ejaculation; he can enter a state of moving meditation. Upon bringing his partner orgasm after receiving his first ejaculation, he may make an opposed Force-User check (d20 + Force-level). Upon success, he takes the Tantric Force Point she would have normally received. If she did not successfully make her Force-user check, he does not get the option to steal it. Any Force-user check modifiers she may be receiving are not applied to the opposed roll. When a Tantric Force Point is successfully stolen, he must make a Force Stealth check opposed by the victim‘s See Force check. If he succeeds, the victim will not realize she lost the Tantric Force Point. Tantric Force points can be used to add an additional 1d6 to any Force Skill check or save against force effects. Any number of these points can be used to enhance a roll and may be combined with the expenditure of a normal Force point. Since he relies on the power of the dark side to anchor Tantric Force Points into his body, he may not store any more Tantric Force Points than one quarter of his DSP total. These points dissipate at the rate of one point every number of hours equal to half his Dark Side Point total. Two-Weapon Fighting Penalties Circumstances Normal Penalties Off-hand weapon is light Two-Weapon Fighting feat Off-hand weapon is light and Two-Weapon Fighting feat Primary Hand -6 -4 -4 -2 Off Hand -10 -8 -4 -2 Weapon Finesse D&D Player’s Handbook v.3.5, page 102 You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength. Prerequisite: Proficient with weapon, base attack bonus +1. Benefit: With a cesta, combat glove, double-bladed lightsaber, force pike, knife, lightsaber, sith sword, unarmed strike, vibroblade, vibrodagger made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. New Feats Charmed, I’m Sure Sisters of Rapture by T.Catt Feats Updated Feats Ambidexterity D&D Player’s Handbook v.3.5 This feat has been folded into Two-Weapon Fighting. Your natural poise, grace and charm makes others putty in your hands. Prerequisites: Cha 19+ Benefit: You may make Diplomacy checks as full round actions with no penalty. Normal: Performing Diplomacy checks as fullround actions normally incurs a -10 penalty. Otherwise, they take at least a full minute (10 rounds) to perform. Disciple of the Unifying Force Jedi Counseling 78 Two-Weapon Fighting D&D Player’s Handbook v.3.5, page 102 You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Both weapons must make the same kind of attacks, either either ranged attacks or both melee attacks Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by two and the one for your off hand lessens by 6. Normal: See Attacking with Two Weapons, page 156, and Two- Weapon Fighting Penalties below: 6/33 You have begun to understand the deeper nature of the Unifying Force, challenging many of the concepts of light and dark common to more conventional Force-users. Prerequisites: Wisdom 15, Alter, Control, Force Mastery, Force-Sensitive, Sense, See Force 10 ranks, Force level 12th, character cannot be dark. Additionally, this feat is available only to characters who have studied with someone who already has the feat (in the New Jedi Order era, only Vergere or Jacen Solo) or, at the GM's discretion, who have been isolated for an extended period without access to other Force-users (as Vergere was during her half-century of captivity with the Yuuzhan Vong). Benefit: You gain a +4 Force bonus on Will saves to avoid gaining a Dark Side Point (see above). If tainted, you also receive a +4 Force bonus on Wisdom checks to avoid becoming dark and a +4 Force bonus on Fortitude saves to avoid the debilitating long-term effects of the dark side. Perfect Two-Weapon Fighting D&D Epic Level Handbook, page 64 Healing Caress (Force Feat) Sisters of Rapture by T.Catt The potency of your healing power is increased with sexual stimulation. Prerequisites: Cha 13+, Heal Another 4 Benefit: You may add your Charisma modifier as a Force bonus to your Heal Another check. The stimulation granted must be physical stimulation, meaning the caster must first touch the recipient in an intimate manner, such as a kiss or manual fondling of erogenous areas in order to apply the bonus. A character incapable of sexual stimulation, such as a eunuch or an unconscious person, cannot receive the bonus of Healing Caress. Improved Distracting Beauty Sisters of Rapture by T.Catt You are more capable at fighting in the buff. Prerequisite: Distracting Beauty, Cha 17+ Benefit: You may add (your Charisma bonus + 2) to your AC using your Distracting Beauty class feature. Special: Any circumstance that would negate the bonus granted by Distracting Beauty also negates this bonus. (See Distracting Beauty class feature description in the Sister of Rapture prestige class.) Improved Two-Weapon Fighting D&D Player’s Handbook v.3.5, page 96 Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6. Benefit: In addition to the standard single extra you get with an off-hand weapon, you get a second attack with it; albeit at a -5 penalty (See the TwoWeapon Fighting Penalties table above). Normal: Without this feat, you can only get a single extra attack with an off-hand weapon. Special: A soldier may select Improved TwoWeapon Fighting as one of his soldier bonus feats. Greater Two-Weapon Fighting D&D Player’s Handbook v.3.5, page 95 Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. Benefit: You get a third attack with your offhand weapon, albeit at a –10 penalty. Special: A soldier may select Greater TwoWeapon Fighting as one of his soldier bonus feats. 7/33 Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, TwoWeapon Fighting. Benefit: You can make as many attacks with your off hand weapon as with your primary weapon using the same base attack bonus. For Example, a character with this feat and a base attack bonus of +18/+13/+8/+3 could make four attacks per round with his primary weapon and four attacks with per round with his off-hand weapon using his base attack bonus. You still take the normal penalties for fighting with two-weapons. Special: A soldier may select Perfect TwoWeapon Fighting as one of his soldier bonus feats. Pillow Talk Sisters of Rapture by T.Catt You are adept at using sex to extract information from people. Prerequisite: Cha 15+, Entertain (sexual techniques) 4 ranks, Gather Information 4 ranks Benefit: By bedding a willing partner, you may attempt to coax him into divulging information he might not have divulged otherwise. To do so, you must first perform a sexual act with the target and make a DC 15 Entertain (sexual techniques) check to determine how well you coax the information. The amount by which you beat the DC is then added as a competence bonus to a Gather Information check to determine the amount and/or quality of the information gleaned. Special: In this case, the Gather Information check takes only as long as the sexual encounter plus 30 minutes. Also, since the check is made against only a single person, the information gleaned is limited to information that individual has. Therefore, this feat may be used only to gain knowledge of specific information. Normal: Without this feat, Gather Information checks represent information gleaned from multiple sources over a period of (1d4 + 1) hours. Archetypes Jedi Sentinel Jedi Counseling 81 The Jedi sentinel uses stealth and subterfuge to accomplish the will of the Force, seeking out evil in the very shadows it calls home. This archetype strikes a balance between the Jedi consular (focusing on diplomacy and a mastery of the Force) and the Jedi guardian (focusing on physical abilities and mastery of the lightsaber) while being oriented more toward infiltration skills. Jedi sentinels are most common during the Sith Wars (4,000+ years before A New Hope) and in the millennium leading up to the Battle of Ruusan (1,000 years before A New Hope) because of the permeating and insidious influence of the Sith throughout the galaxy in these eras. However, they are almost unknown in the Jedi Order by the time of Palpatine's rise to Supreme Chancellor. Roleplaying Jedi sentinels are notoriously independent, most comfortable acting alone and without backup in the galaxy's most wretched hives of scum and villainy. While some take this independent streak to the extreme -- questioning the authority and wisdom of the Jedi Council -- most are perfectly willing to take orders, as long as they can carry out such orders via their preferred methods. Unfortunately, some sentinels adopt the mentality that "the ends justify the means," which can lead them to become the very evil they seek to destroy. In addition to the archetype levels described in the table below, many Jedi sentinels take levels in the Jedi watchman prestige class (see the article "Classes of the Old Republic"). In fact, they can potentially qualify for this prestige class after 7th level, sooner than any other Jedi. Other sentinels may choose to focus on their stealth by taking levels in the infiltrator prestige class (Hero's Guide) or focus on their target bonus abilities by taking levels as a bounty hunter, but both of these are generally frowned upon by the Jedi Council because it may make the sentinel uncomfortably similar to an assassin. Finally, Jedi sentinels that turn away from the light side may prefer to take levels the dark side assassin prestige class (again, see "Classes of the Old Republic"). Variant: Unorthodox Training Jedi sentinels receive training fairly different from that of a mainstream Jedi consular, focusing more on stealth and infiltration than diplomacy. Remove Diplomacy, Intimidate, Read/Write Language, Bluff, Speak Language, and Treat Injury from the Jedi consular class skill list, and instead add Disable Device, Disguise, Hide, Listen, Move Silently, Search, and Spot. 8/33 Variant: Bonus Feat The unorthodox training of Jedi sentinels also extends to their bonus feats. Instead of the normal selection available to the Jedi consular (at 2nd and 16th character level), the Jedi sentinel may choose her bonus feat from the following list: Alertness, Aware, Cautious, Combat Expertise, Low Profile, Persuasive, Sharp-eyed, Stealth, or Trustworthy. Variant: Fearless Because they operate independently (often deep in the bowels of a Sith stronghold), Jedi sentinels develop a fearless temperament. Instead of the Jedi consular's healing ability (at 12th character level), she gains immunity to all fear effects, such as the skills Fear and Intimidate. This includes any effect that would cause her to become shaken, frightened, or panicked, such as the Frightful Presence feat or the starweird's telepathic scream (see Ultimate Adversaries, page 122). JEDI SENTINEL Level 1st Jedi consular 1 Base Attack Bonus +0 2nd 3rd Jedi consular 2 Jedi consular 3 +1 +2 +3 +3 +2 +2 +3 +3 4th 5th Jedi consular 4 Jedi consular 4 / Jedi investigator 1 +3 +3 +4 +5 +2 +3 +4 +5 6th Jedi consular 4 / Jedi investigator 2 +4 +6 +4 +6 7th Jedi consular 4 / Jedi investigator 3 +5 +6 +4 +6 8th Jedi consular 4 / Jedi investigator 4 +6 +6 +4 +6 9th Jedi consular 5 / Jedi investigator 4 +6 +6 +5 +6 10th Jedi consular 6 / Jedi investigator 4 +7 +7 +5 +7 11th 12th 13th 14th 15th 16th 17th Jedi consular 7 / Jedi investigator 4 Jedi consular 8 / Jedi investigator 4 Jedi consular 8 / Jedi investigator 5 Jedi consular 9 / Jedi investigator 5 Jedi consular 10 / Jedi investigator 5 Jedi consular 11 / Jedi investigator 5 Jedi consular 12 / Jedi investigator 5 +8 +9 +9 +9 +10 +11 +12 +7 +8 +9 +9 +10 +10 +11 +6 +6 +7 +7 +8 +8 +9 +7 +8 +9 +9 +10 +10 +11 18th 19th 20th Jedi consular 13 / Jedi investigator 5 Jedi consular 14 / Jedi investigator 5 Jedi consular 15 / Jedi investigator 5 +12 +13 +14 +11 +12 +12 +9 +9 +10 +11 +12 +12 Class 9/33 Fort Save +2 Ref Save +1 Will Save +2 Special Force training, deflect (defense +1) Bonus feat Force training, deflect (attack –4) Force training Bonus feat, profile, target bonus +1, deflect (defense +2), block Contact, increase lightsaber damage (3d8) Target bonus +2, favor +1, Jedi Knight Contact, deflect (attack – 3) Deflect (extend defense and attack) Increase lightsaber damage (4d8) Healing Target bonus +3, favor +2 Skill Emphasis Deflect (defense +3) Bonus feat Increase lightsaber damage (5d8) Deflect (attack –2) Skill Emphasis Deflect (defense +4) Def Bonus +3 Rep Bonus +1 +4 +4 +1 +1 +4 +5 +2 +2 +6 +3 +6 +3 +6 +4 +7 +4 +7 +4 +8 +8 +9 +9 +10 +10 +10 +4 +5 +5 +5 +5 +5 +6 +11 +11 +12 +6 +6 +6 Prestige Classes The Jensaarai Mentor travels Suarbi 7/5 in search of young force sensitive sentient beings willing to take up the responsibility of the Jensaarai Defenders. The of seeking and training new members of the Jensaarai order is a great responsibility and comes with a good deal of risk, but the reward of bring a new generation of people closer to the Hidden Truth of the universe is worth the effort and danger. Jensaarai Mentor Einar “Errin Orwain” Richter Level 1 2 3 4 5 Base Attack Bonus +0 +1 +2 +3 +3 Fort Save +1 +2 +2 +3 +3 Ref Save +2 +2 +3 +3 +4 Will Save +2 +3 +3 +3 +4 Requirements To qualify to become a Jensaarai Mentor, a character must fulfill the following criteria: Jensaarai Levels: 7th or higher. Base Attack Bonus: +11/6/1. Skills: Knowledge-Jensaarai Lore 8 ranks, See Force 6 ranks. Feats: Power Attack, Cleave. Game Rule Information Vitality: A Jensaarai Mentor gains 1d8 vitality points per level. The character's Constitution modifier applies. Class Skills The Jensaarai Mentors‘ class skills, and the key ability for each skill, are as follows (see Chapter Four of the Star Wars Roleplaying Game revised core rulebook for skill descriptions): Bluff (cha), Computer Use (Int), Craft* (Int), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Knowledge* (Int), Listen (Wis),Profession* (Wis), Read/Write Language (none), Speak Language (none), Sense Motive (Wis), Spot (Wis), Treat injury (Wis). * This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (tools), Knowledge (streetwise), and Profession (gambler). Skill Points at Each Level: 6 + Int modifier Class Features The following are the features of the Jensaarai Mentor prestige class. Deflect (Defense) See Chapter Three of the Star Wars Role-playing Game for a full explanation of this ability. Bonus Feat 10/33 Special Deflect (defense) Bonus Feat, Hidden Sight Increase lightsaber damage (+1d8) Deflect (attack), Veil of Truth Bonus Feat Defense Bonus +1 +2 +2 +2 +3 Reputation Bonus +0 +1 +1 +2 +2 Choose any one of the following feats: Advanced Martial Arts, Defensive Martial Arts, Great Cleave, Improved Martial Arts, Rek‘dul, Rek‘dul Expertise, Rek‘dul Mastery, and Shien Mastery. Hidden Sight At 2nd level the Jensaarai Mentor gains the ability to use the force to find beings with untapped force potential (non-trained Force-Sensitives) that they have never met with a DC 25 Farseeing check, provided they are currently on Suarbi 7/5. Increase Lightsaber Damage The Jensaarai Mentors‘ ability to deal damage with a lightsaber increases as they gains levels. At 3rd level, the Jensaarai Mentor familiarity with the weapon allows them to increase their lightsaber damage by +1d8. This added damage is cumulative with increased lightsaber damage from other Jedi and Jensaarai classes. Deflect (Attack) See Chapter Three of the Star Wars Roleplaying Game for a full explanation of this ability. Veil of Truth If a Jensaarai Mentor is in the presence of one of their students they can make a force Stealth roll at +5 DC to hide their Force Sensitivity from See Force or Farseeing check. Patron Mother Sisters of Rapture by T.Catt The concept of motherhood is a natural and important part of the female mystique and experience—one celebrated among the Sisters of Rapture. The reality, however, is that few Sisters are willing to put aside their active calling to bear and raise children. Therefore, the concept of the Patron Mother exists as a practical form of ritualistic training as well as a form of adoptive mothering. A Patron Mother is a Sister of Rapture who has chosen to introduce a young apprentice to the Sisterhood and train her in the ways of the Rapturous. After a ceremony performed by other Patron Mothers and witnessed by the Sacred Council confirms that the would-be novitiate is entering the Sisterhood of her own volition and is worthy to learn its secrets, the Patron and apprentice are spiritually and magically bonded. This bond represents the connection between mother and child. The Patron Mother is considered to be the novitiate‘s true mother from that day forth, even to the exclusion of the woman that actually bore the apprentice. Patron Mothers are not allowed to engage in sexual or romantic relationships with their novitiates. The Patron Mother is expected to instruct her adoptive daughter in the ways of love and sex, but she must do so at a maternal remove—never succumbing to temptation herself. That being said, Patron Mothers and apprentices do occasionally fall in love, heedless of the potential for embarrassment or tragedy. Those who break this taboo must be forever wary of discovery, lest the Sacred Council nullify their bond and separate them. PATRON MOTHER Level 1 Base Attack Bonus +0 Fort Save +0 Ref Save +0 Will Save +2 2 3 +1 +2 +0 +1 +0 +1 +3 +3 4 5 +3 +3 +1 +1 +1 +1 +3 +4 Requirements To qualify to become a Patron Mother, a Character must fulfill the following criteria: Motherhood: Must have acquired the Motherhood SoR class feature. Skills: Entertain (sexual techniques) 10 ranks, Knowledge (Religion) 10 ranks, Sense Motive 10 ranks Special: Must have Sacred Council‘s approval and have undergone the Rite of Sacred Motherhood. Also, cannot have any living natural offspring or have any other adopted children or wards. Game Rule Information Vitality: A Patron Mother gains 1d8 vitality points per level. The character‘s Constitution modifier applies. 11 / 33 Special Apprentice, Force Bond (Mental), Inspire Confidence +1 Love‘s Blessing Force Bond (Physical), Inspire Confidence +2 Force Bond (Spirit) Mother‘s Sacrifice, Inspire Confidence +3 Defense Bonus +1 Reputation Bonus +0 +2 +2 +1 +1 +2 +3 +2 +2 Class Skills Class Skills: Bluff (Cha), Computer Use (Int), Craft (Int), Diplomacy (Cha), Entertain* (Cha), Intimidate (Cha), Knowledge* (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Treat injury (Wis). * This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (tools), Knowledge (streetwise), and Profession (gambler). Skill Points Each Level: 2 + Int modifier Class Features All of the following are class features of the Patron Mother Prestige class: Weapon and Armor Proficiency Patron Mothers gain no proficiency in any weapons or armor. Apprentice At 1st level, the Patron Mother takes a novitiate as an apprentice. The apprentice is always a willing female of at least young adult age and may be of any sentient species. The apprentice will have only her first level in the Sister of Rapture prestige class. Optionally, the GM may allow the apprentice to be brought in as a PC under the control of another player. A single player may even portray both Patron Mother and novitiate, though the level difference makes doing so a challenging proposition. Force Bond (Mental) The Patron Mother shares a unique version of a Force bond with her apprentice. At 1st level, this bond allows the Patron Mother to mentally monitor her apprentice‘s relative position and general condition. The patron mother is aware of the direction and distance to her apprentice and any conditions affecting her: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, or the like. The bond can also act like a permanent telepathic bond between Patron Mother and apprentice, allowing the two to communicate telepathically at any distance within the galaxy. Inspire Confidence A Patron Mother can inspire confidence in Sister of Rapture novitiates, even apprentices under the guidance of a different Patron Mother. To inspire confidence, the Patron Mother must speak aloud (and the apprentices must hear and understand her speaking) for at least one round, after which she must make a Diplomacy check, DC (10 + 1 for every five apprentices to be inspired). An apprentice inspired with confidence gains a +1 competence bonus on attack rolls, skill checks and Will saves. These effects begin as soon as the Patron Mother ends her inspirational speech. They last for 10 minutes for each round the Patron spent inspiring her allies, up to a maximum of five hours for 30 rounds (three minutes) of inspiration. A Patron Mother may attempt to use this ability once per day. Whether the Diplomacy check succeeds or not, the Patron cannot attempt to inspire confidence again for at least 24 hours. The confidence that the Patron Mother instills increases as the Patron Mother attains levels. For every two levels after 1st level, the bonus increases by one, to a maximum of +3 at 5th level. Love’s Blessing At 2nd level, the Patron Mother gains an additional blessing from the sect-based lists provided for the base Sisters of Rapture class. This blessing must be chosen from those listed for her patron goddess and cannot be a blessing she has already 12 / 33 received. Force Bond (Physical) By 3rd level, the bond between the Patron Mother and her apprentice has increased to include their physical beings as well as their mental beings. As such, once per day, a Patron Mother may choose to transfer any damage her apprentice has received, up to her apprentice‘s maximum hit points, to her own hit point total, effectively healing her apprentice of that damage. This transfer may be for any amount of wounds, up to (the apprentice‘s total + 9), but must be transferred as a lump sum. Furthermore, the Patron Mother and apprentice need not be in the same location but must be in the same galaxy. If the apprentice has reached 10 wounds, she is dead and this ability no longer functions. The Parton Mother must then make a fortitude save (DC 10 + the novitate‘s total level) or be knocked out (see page 288 of the Revised Core Rulebook). Force Bond (Spirit) At 4th level, the bond between the Patron Mother and her apprentice reaches the spiritual level, essentially linking the two women‘s souls. As a result, the Patron Mother may choose once per day to activate a spiritual link that allows her to stand in for her lower level apprentice, suffering any ill effects her apprentice would otherwise suffer. When activated, all successful vitality damage, wound damage, ability damage, ability drain or other negative effects directed at the apprentice affect the Patron Mother instead. The apprentice still must make all appropriate saving throws herself, but the effects of failure go directly to the Patron Mother, not the apprentice. While under the effects of the Spiritual Bond, the apprentice cannot suffer any negative effect. The Patron Mother must be in line of sight of her apprentice (not including any technological or force methods of remote viewing such as cameras or farseeing) to activate and maintain the Spiritual Bond. Its effect lasts for a number of rounds equal to one half the Patron Mother‘s total levels from the Sister of Rapture and Patron Mother classes. It is possible for a Patron Mother to be killed under the effects of the Spiritual Force Bond. If she is reduced to -10 wounds, for instance, she dies just as if she had received the wound damage herself. The only exception is instant death effects. In such a case, the Patron Mother is allowed to make her own additional saving-throw against the effect, just as if she were the original target. All damage received while under this effect may be healed normally, through the Force or any other form of healing. The Patron Mother may deactivate this ability at any time. The apprentice may do so only if the Patron Mother is unconscious. If the Patron Mother dies, the bond is instantly severed and the apprentice becomes fatigued. The apprentice must then make a fortitude save (DC 5 + the patron mother‘s total level) to avoid being knocked out. Mother’s Sacrifice At 5th level, the Patron Mother gains the ability to make a great sacrifice of her own life force to keep her charge alive. Should her apprentice be killed by any means, other than total disintegration—including being reduced to -10 or more wounds or being reduced to 0 Con—the Patron Mother may choose to instantly resurrect her apprentice with fully restored wounds and vitality. Doing so requires the permanent sacrifice of one of the Patron Mother‘s own levels in the prestige class. The Patron Mother must choose to resurrect her apprentice within 10 minutes of her apprentice‘s death or forfeit the ability to use this power ever again. After using this ability, the Patron Mother may never regain her lost Patron Mother class level and must fill that level with a level of another class once she has regained the appropriate amount of experience points to do so. Even if the character chooses to take a new apprentice, she may never again become a 5thlevel Patron Mother. There is no physical range for this ability, except that the Patron Mother must be able to sense her apprentice‘s status via their Mental Force Bond. Rynhallan Dancer This mercenary order is composed exclusively of female members. Founded by a former slave dancer Rynhalla Vida, the Order of Rynhal combines the disciplines of dance and martial arts into a graceful yet deadly fighting style. The dancers make prefect spies and assassins with their expertise in the art of the dance. Combined with their lack of reliance on equipment, they can camouflage themselves in plain sight simply by posing as slaves, dancers, courtesans and other related professions that then to be overlooked. Requirements To qualify to become a Rynhallan Dancer, a character must fulfill the following criteria. Base Attack Bonus: +3. Skills: Entertain (dance) 5 ranks, Tumble 5 ranks. Feats: Martial Arts. Game Rule Information Vitality: A Patron Mother gains 1d10 vitality points per level. The character‘s Constitution modifier applies. Class Skills The Sister of Rapture‘s class skills, and the key ability for each skill, are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Entertain (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Wis), 13 / 33 Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex). * This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (tools), Knowledge (streetwise), and Profession (gambler). Skill Points at Each Level: 8 + Int modifier. Class Features All of the following features pertain to the Rynhallan Dancer prestige class. Defensive Dance Rynhallan Dancers are experts at combining their martial arts with the graceful movements of dance, eliminating any chance at telegraphing their next attack. While dancing, Rynhallan dancers gain a deflection bonus to their defense equal to their Charisma modifier. The bonus is available only if the Rynhallan Dancer is nude or scantily clad, so wearing armor or overly concealing clothing negates the bonus. In addition, a Rynhallan dancer may use the Bluff skill feint in combat as a free action. Bonus Feats At 2nd, 4th, 6th, 8th and 10th level, a Rynhallan Dancer gains a bonus feat. This feat must be selected from the following list, and the Rynhallan Dancer must meet any prerequisites: Acrobatic, Advanced Martial Arts, Agile Riposte, Athletic, Defensive Martial Arts, Dodge, Endurance, Improved Critical, Improved Initiative, Improved Martial Arts, K‘thri, K‘thri Expertise, K‘thri Mastery, Lightning Reflexes, Low profile, Mobility, Spring Attack, Stamina, Stava, Stava Expertise, Stava Mastery, Unbalance Opponent, Whirlwind Attack. Martial Dance A Rynhallan Dancer may only benefit from one martial dance at a time. If she performs a new dance while under the effects of another type of dance, the old effect immediately ends. She may prolong a current dance, as long as she has remaining vitality and performs the dance before the current effect ends. A Rynhallan Dancer cannot use martial dances if she is wearing medium or heavier armor or is carrying a medium or heavier load. A Rynhallan Dancer may make a full-round action to activate a dance. Each round of dancing takes a move action and costs the dancer 2 vitality points. Mesmerizing Dance: A 1st level Rynhallan Dancer can dance in a hypnotic manner, captivating her audience. All creatures within 10 meters of the dancer must make a Will save (DC 10 + class level + Charisma modifier), or become fascinated with her. Affected creatures watch the dancer intently, taking no other actions for as long as the Rynhallan dancer continues to dance. While fascinated, her audience takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the observer to make another will save. Any obvious threat automatically breaks the effect. This ability lasts for a number of rounds equal to her class level after she stops dancing. After the initial round to activate this ability, the Rynhallan dancer is free to perform other standard actions, although her move is reduced by half due to her dancing. Arousing Dance: A 3rd level Rynhallan dancer may dance in a highly provocative manner, making her extremely desirable. During the dance, all creatures within 10 meters of the dancer must make a Will save (DC 10 + Rynhallan dancer level + Charisma modifier) or be overcome by a sudden, overwhelming lust for the dancer. If the target‘ sexual orientation conflicts with the dancer‘s gender, the target gains a +4 bonus on her save. This ability lasts for a number of rounds equal to her class level after she stops dancing. After the initial round to activate this ability, the Rynhallan dancer is free to perform other standard actions, although her Level 1 2 3 4 5 6 7 8 9 10 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 14 / 33 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 move is reduced by half due to her dancing. During this time, the target does not willingly attack, use offensive abilities on, or even take a negative verbal tone with the object of its desire. The effect ends as soon as the dancer attacks or makes a violent gesture on the target creature. Fearsome Dance: A 5th level Rynhallan dancer knows how to dance in such a way as to inspire fear and dread in those who watch. This has the same activation as the mesmerizing dance ability above. During the dance and a number of rounds afterward equal to her class level. The dancer causes all observers within a 10 meter radius to become panicked (Will DC 10 + Rynhallan dancer class level + Charisma modifier). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. Ecstatic Dance: A 7th level Rynhallan dancer can work herself into a transcendental dance that lets her ignore damage, debilitating effects, and certain supernatural effects. This has the same activation and duration as the mesmerizing dance ability above. Once the dance is complete, the dancer is immune to all Force abilities requiring a Will save. Frenzied Dance: A 9th level Rynhallan dancer may work herself into a terrible, whirling dance, similar to a barbarian's rage. The frenzied disciple gains a +2 bonus to Strength and Constitution and a +1 morale bonus on Will saves, but she takes a -2 penalty to Armor Class. The frenzied disciple is fatigued for the same number of rounds that she was involved in the frenzied dance. This ability does not stack with Wookie rage ability. The Rynhallan dancer must choose one or the other, though it does not count against the number of times per day she may rage. Graceful Dance The Rynhallan dancer‘s technique improves enough that the dancer takes a move action to activate her martial dances. In addition, she may maintain her dance by spending a free action, but can still only move at half speed while dancing. Fluid Dance After extensive training, the Rynhallan dancer‘s technique has finally been perfected. The dancer may activate and maintain her dances with a free action and may also move at full speed while dancing. Special Martial Dance, Defensive Dance Bonus Feat Martial Dance, Graceful Dance Bonus Feat Martial Dance Bonus Feat Martial Dance, Fluid Dance Bonus Feat Martial Dance Bonus Feat Defense Bonus +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 Reputation Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Sister of Rapture Sisters of Rapture by T.Catt In order to become a Sister of Rapture, a character must earn the sponsorship of a full-fledged member. The sponsor presents the candidate character to the Sacred Council who judges her worthiness and willingness to follow the Rapturous path. If accepted, the sponsor becomes the character‘s Patron Mother and the character becomes a novitiate under her care. At the time she takes her first level in the Sister of Rapture advanced class, the character must dedicate herself to the Trinity of Love: Motherhood, Passion, and Romance. This choice determines how the Rapturous uses certain aspects of her Force tradition. Novitiate Novitiate is the lowest Rapturous rank. These young girls have recently been introduced to the Sisterhood by a Patron Mother and approved for apprenticeship by the Sacred Council. They hold no political power whatsoever but are the most cherished of all ranks. While a Patron Mother is ultimately responsible for her apprentice‘s upbringing and training, all Sisters keep a protective eye on those of the apprentice rank. They do, after all, represent the Sisterhood‘s future. Aside from a daily regimen of training in the ways of one‘s sect, duties of the apprentice rank include most of the menial chores required in a temple. In addition to being her Patron Mother‘s personal handmaiden, all apprentices in a Rapturous temple are expected to cook, clean and maintain the temple grounds, including tending the gardens and any other simple agricultural needs the temple have. Apprentice life is specifically designed to be difficult, in order to better shape apprentices‘ minds and bodies and to prepare them for service as full-fledged Sisters of Rapture. Not all novitiates are tied to a temple, however. Many Patron Mothers choose to remain active adventurers, teaching their apprentices as they go. Still others choose to send their apprentices out into the world alone, so as to teach them to learn on their feet. This laissez-faire method of apprenticeship is more controversial, as many consider it to be less effective than when the Patron Mother takes a more active role. Sisters are considered apprentices until they reach 8th level, after which they automatically achieve the rank of Honored Sister, assuming they have performed their apprenticed duties to their Patron Mothers‘ satisfaction. In the rare case that an apprentice reaches 15 / 33 5th level without satisfactorily meeting the standards set by her Patron Mother and the Sacred Council, she may not gain her 5th level in the Sister of Rapture class. She must, instead, either prove that she is worthy or leave the Sisterhood by taking a level in a new class. Note that this is the only circumstances under which multiclassing can permanently halt a character‘s progression in the Sisters of Rapture class and is entirely at the discretion of the GM and/or Patron Mother PC. The title given to Sisters of this rank is novitiate. The nickname ―Little Sister‖ is commonly heard but unofficial. It is also common to hear apprentices referred to simply as ―Sister‖ if their ascension to the Honored Sister rank is assured. Honored Sister Honored Sisters are the rank-and-file Sisters of Rapture. They are acknowledged as true Sisters but awarded no other special privilege or honor. They are free to leave the service of their Patron Mother and are encouraged to travel and adventure on their own, to spread the word of their goddesses and celebrate the divinity of love as they‘ve been taught to do. Most Honored Sisters never progress past this rank. The honorific applied to Sisters of this rank is Honored Sister. Such formality is rare, however, outside of ceremonies or worship services. ―Sister‖ is the more common appellation. Patron Mother Patron Mother is a title given to any Rapturous of at least Honored Sister rank who chooses an apprentice (and therefore, the Patron Mother Prestige class). Becoming a Patron Mother does not represent an official increase in rank, but most Sisters who choose to take an apprentice enjoy a slightly elevated level of respect and power among the Sisters of their particular sect. The honorific applied to Sisters who chose to take an apprentice is ―Mother.‖ Divine Sister Divine Sisters are Rapturous who are given dominion over the care of a Sister of Rapture temple. Sisters who achieve this rank have proven themselves to be of a well organized mindset (and likely multiclassed with force adept). Divine Sisters are usually revered and loved by the Sisters who operate out of their temples. The honorific applied to Sisters of this rank is ―Divine Sister.‖ Honored Mother The Rapturous divide any planet with a large population of Sisters into districts. A district has several temples, each overseen by a Divine Sister. The ultimate authority over all the temples in that district falls on a figure known as the Honored Mother. The number of temples under an Honored Mother‘s care generally varies from three to six from location to location and from sect to sect. Ten is the upward limit. If more than 10 temples are erected in close proximity, the Sacred Council will usually vote to split the district in two, appointing a new Honored Mother to care for the newly created district. Honored Mothers serve as mediators of disputes between temples and officiate matters too large or important for one Divine Sister to handle alone. Twice a year, Honored Mothers call a conclave of Divine Sisters in order to exchange stories and ideas, to hear disputes and generally to touch base with the various temples in her district. These conclaves, often referred to by Sisters as ―ecstatic assemblies,‖ have become something of an excuse for Sisters to gather and celebrate their beliefs in three nights of song, drink, dance and orgiastic sex. An Honored Mother is always a multiclassed cleric operating out of a cathedral or other large religious building appropriate to her sect. The honorific applied is ―Honored Mother.‖ Divine Mother Divine Mothers are Honored Mothers chosen to represent a district before the Sacred Council. Those chosen to do so relocate to the Councils‘ seat at the Temple of the Beloved Flame where they represent their districts‘ concerns. A Divine Mother also represents the ultimate leader of the district, although her absence from the district means that the district‘s actual day-to-day duties fall to the Honored Mother. If the Honored Mother cannot settle a dispute or is otherwise unable to handle a particular crisis, however, the Divine Mother must either attend to the final decision or—should the issue warrant it—present the case to the Sacred Council. It is also the duty of the Divine Mother to review all applications for sect and Sisterhood membership. She then presents those she finds legitimate and worthy to the Sacred Council for final approval. The honorific applied to Sisters of this rank is ―Divine Mother.‖ 16 / 33 Sacred Council The Sacred Council is the ruling body of the Sisters of Rapture. Nine members make up the council—three from each of the sects of the Trinity of Love. The Council has the final say over all official policies and rules governing the Sisters of Rapture, including who joins the Sisterhood and who is promoted through the ranks. Although any Sister may promote another Sister of a lower rank, it is ultimately the duty of the Council to ratify that promotion. The approval of apprentices involves the ceremonial presentation of the applicant to the Council by the Divine Mother of her district. The Council then puts the apprentice through a detailed, intimate interview to assess her understanding of the choice she is making, as well as her general sexual maturity and her potential benefit to the Sisterhood. An accepted candidate is then ceremonially and magically bonded to her Patron Mother in a brief but elaborate ritual, not unlike a marriage ceremony. The Council enjoys its power over the Sisters of Rapture due to the belief that it retains the ability to commune with the trinity. The Sacred Council is highly revered because it represents a living link between the Sisterhood and the trinity. It is believed that the trinity of love chooses which Sisters have the honor of becoming members of the Sacred Council. SISTER OF RAPTURE Level 1 2 3 4 5 6 7 8 9 10 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Requirements To qualify to become a Sister of Rapture, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Entertain (sexual techniques) 3 ranks, Knowledge (Religion) 6 ranks or Profession (prostitute) 6 ranks. Feats: Force-Sensitive. Game Rule Information The Sister of Rapture gains 1d8 vitality points per level. The character‘s Constitution modifier applies. Class Skills The Sister of Rapture‘s class skills, and the key ability for each skill, are as follows: Bluff (Cha), Craft* (Int), Diplomacy (Cha), Entertain (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Pilot (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Treat Injury (Wis). * This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (tools), Knowledge (streetwise), and Profession (gambler). Skill Points at Each Level: 5 + Int modifier. Class Features All of the following features pertain to the Sister of Rapture prestige class. Weapon and Armor Proficiency Sisters of Rapture gain no proficiency in any weapons or armor. Divine Health A Sister of Rapture is immune to all diseases. In addition, the Sister of Rapture gains the ability to control her fertility. Her 17 / 33 Special Divine Health, Distracting Beauty Force Training, Kiss of Power 1 Bonus Feat, Love‘s Blessing Kiss of Power 2 Sisterhood Bonus Feat, Love‘s Blessing Kiss of Power 3 Motherhood Bonus Feat, Love‘s Blessing Kiss of Power 4 Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 reproductive system functions as normal, but she produces no fertile eggs unless she so desires, thus nullifying the risk of unwanted pregnancy. Distracting Beauty The Sisters of Rapture are generally women of incredible beauty who know how to wield their comeliness like a shield in combat. Enemies often find it difficult to concentrate on the battle when faced with such exquisite examples of womanhood. Therefore, the Sister of Rapture gains a bonus to their Defense equal to their Charisma modifier. This bonus is ties to their attunement to the Force, so it works even against creatures that would not normally be sexually attracted to humanoid females (including creatures generally immune to mind-affecting powers such as droids). The bonus is available only if the Sister of Rapture is nude or scantily clad, so wearing armor or overly concealing clothing negates the bonus. Kisses of Power The kisses of the Sisters of Rapture are widely known for their nearly irresistible and often deadly effects. At 2nd, 4th, 7th and 10th levels, the Sister of Rapture may pick from one of the Kisses of Power listed below. Thereafter, they have access to that Kiss of Power and any previous Kisses they already have. Using a Kiss of Power against an unwilling target requires a successful grapple check. If that grapple check fails, the intended Kiss is lost for that day. Each Kiss may be used only once per day and against only corporeal, living creatures. Kiss of Power 1: Good Morning Kiss: This Kiss instantly wakes a sleeping person – regardless of the sleep being normal or induced. This Kiss also instantly cures hangovers. Time: Full-Round Action. Vitality Cost: 1. Burning Kiss: This Kiss inflicts (1d4 + 1 / Sister of Rapture level) of vitality (only) damage, Fort save (DC 11 + Sister of Rapture‘s Charisma modifier) for half damage. Time: Full-Round Action. Vitality Cost: 1. Kiss of Sweet Dreams: The target of the Kiss must make a Will save (DC 11 + Charisma modifier) or fall into a coma-like sleep. While asleep, the victim experiences pleasurable, erotic dreams. Slapping or wounding awakens an affected creature, but normal noise does not. Sleeping creatures are helpless. Awakening the creature is a standard action. This Kiss has no effect on a normally sleeping target. Time: Full-Round Action. Vitality Cost: 1. Kiss of Power 2: Kiss of Curses: This Kiss places a sexual curse on the victim. The recipient must make a Will save (DC 13 + Charisma modifier) or be afflicted with one of the following random sexual curses. The curse lasts for one month per level of the sister of rapture. The Sister bestowing the curse can never determine which curse the victim will receive. Time: Full-Round Action. Vitality Cost: 2. 1. Emotional Instability: The victim suffers from extreme and seemingly random mood swings, ranging from extreme euphoria to deep depression to total apathy. The GM determines the specific moods and their triggers. 2. Aberrant Sexuality: Victim suffers from a common aberrant sexuality - such as pedophilia, necrophilia, sadomasochism, nymphomania or exhibitionism - chosen by the GM. The curse does not force the victim to take any action, but it does make the aberrant urges seem extremely desirable. At GM‘s discretion, the affected person must make a Will save, DC (5 + 1/day since receiving the curse or last acting on it), in order to ignore the unnatural urges. 3. Sexual Inadequacy: The victim becomes incapable of physical sexual arousal. As a result, he or she loses one point of Charisma per month until the curse is removed. As his or her Charisma decreases, he or she loses selfconfidence and grows deeply depressed. A victim might seriously contemplate suicide in the latter stages of affliction. 4. GM‘s option (these or any). Kiss of Exhaustion: The target of this Kiss must make a Fort save (DC 13 + Charisma 18 / 33 modifier) or become exhausted. Time: FullRound Action. Vitality Cost: 2. Kiss of Power 3: Kiss of the Mistress: The sister must make an Affect Mind check in order to determine the Will saving throw DC of the kiss. If the recipient of this kiss fails his save, he acts as a contact (see page 286 of the Revised Core Rulebook) for a number of hours equal to twice the Sister of Rapture levels of the one who bestowed the Kiss. Time: Full-Round Action. Vitality Cost: 3. Stolen Kiss [Dark Side]: The sister must make an opposed Drain Knowledge check against the victim‘s Will save. If the victim is unsuccessful, he takes 1d4 Intelligence, Wisdom or Charisma damage (Kisser‘s choice). Time: Attack Action. Vitality Cost: 3. Kiss of Power 4: Agony’s Kiss: The sister must make a Force Strike check in order to determine the reflex save DC. If the victim is unsuccessful, the kiss deals 1d4 vitality damage per Sister of Rapture level (maximum 5d4). A successful save indicates that the victim pulled himself away from her before taking the full brunt of her attack. He only takes half damage. Using this power against a living target gives the character a Dark Side point. Time: FullRound Action. Vitality Cost: 4. Inspiration’s Kiss: The sister can inspire an intelligent creature kissed to perform deeds beyond his normal capacity, granting 1d4 Force bonus to a single ability score chosen by the sister. This bonus lasts for 10 minutes per Sister of Rapture level. Vitality Cost: 4. Kiss of Power 5: Kiss of Life [Light Side]: Through this kiss, a sister can transfer wound damage from the person kissed to her. This transfer happens at a 1:1 ratio; however, she can transfer no more damage than her total level in her force-using classes. The Sister can only use this ability once per day. Time: Full-Round Action. Vitality Cost: 1 per 2 wounds transferred. Kiss of Ecstasy: By kissing her target, the sister transfers the sensation of the ultimate orgasmic experience to her target. If the recipient of this kiss does not make a successful Fort save (DC 15 + Charisma modifier) he is knocked out. Every additional round spent kissing increases the DC by 2 and costs an additional point of vitality (maximum of 4 extra rounds). A victim who makes a successful save experiences an orgasm, causing him to be stunned for 1 round. Time: Full-Round Action. Vitality Cost: 6-10. Bonus Feats At 3rd, 6th and 9th level, the Sister of Rapture gets a bonus feat. The feat must be selected from the following list, and the Rapturous must meet all the prerequisites of the feat to select it. (An * indicates a new feat found in the Feats Chapter of this book.) Exotic Weapon Proficiency; Armor Proficiency (light); Alertness, Attuned; Charmed I‘m Sure*, Cosmopolitan; Cure Disease; Cure Poison; Healing Caress*; Improved Distracting Beauty*; Pillow Talk*; Trustworthy. Love’s Blessing The goddesses to whom the Sister of Rapture has pledged their lives reward their servants with certain blessings. At 3rd, 6th and 9th levels, the Sister of Rapture receives a blessing of her choice, as determined by her trinity aspect. These gifts are usable at will unless otherwise noted. Romance Matchmaker: (Affects two sexually aware, emotionally inclined people.) Both people fall madly in love with one another unless at least one of them makes a Will save, DC (10 + Charisma modifier). Beauty Sleep: Natural vitality and wound recovery is increased by the sister or rapture‘s Charisma. Lying Eyes: Receive a +2 competence bonus to Sense Motive, two times per day. Motherhood Kiss of Protection: Add a resistance bonus equal to (1/2 character‘s Sister of Rapture level) to another character‘s next saving throw. The Sister of Rapture must kiss the person in order to bestow the bonus. Mother’s Luck: Once per day, reroll any one roll. The result of the second roll applies even if it is worse. Passion Charming Visage: The sister of rapture‘s Charisma score increases by 1 permanently. This reflects her efforts to further enhance her appearance and seduction skills. Comforts of Home: Remain comfortable while in the company of friendly members of same sexual orientation, suffering no ill effects of extreme conditions regardless of the environment or weather. Righteous Rage: The sister of rapture gains the Wookie Rage ability. Sisterhood At 5th level, the Rapturous has completed her apprenticeship. She is freed from the service of her Patron Mother and expected to go out into the world to make her own life in the service of her goddess. The ceremony that marks this occasion is a carefully guarded secret shared only with members of the Sisterhood. The result of this ceremony, however, is very apparent, as the inductee ceases to age, retaining the beauty and benefits of youth throughout her life. She can never suffer additional age-related penalties (or benefit from age-related bonuses) after reaching this level. When her time comes - barring accident or violence - the Sister of Rapture simply dies in her sleep looking as radiant in death as she did in life. Also a Sister of Rapture‘s corpse never suffers the ravages of decomposition. Motherhood At 8th level, the Sister of Rapture is eligible to become a Patron Mother, taking on a young girl as an apprentice. In so doing, the Sister of Rapture gains the ability to attract a retinue of followers whose total levels equal her Reputation bonus. (A Sister of Rapture with a Reputation bonus of +4, for instance, can have four 1st-level followers, a single 4th-level cohort or any combination of cohorts whose levels add up to four.) If the Rapturous chooses to take an apprentice at this level, however, she forgoes the ability to retain a cohort and may only attract followers of first level. In either case, these followers may represent the Sister‘s personal assistants, young acolytes of her faith or simply a circle of close friends. Not all Rapturous become Patron Mothers. Many are content to remain Honored Sisters, serving their various sects in the same capacity as they have since the end of their apprenticeships (see Chapter Four). Sisters who do not choose the path of the Patron Mother often retain the services of a loyal assistant or bodyguard cohort. The option to attract any follower, cohort or apprentice is voluntary. Inform your GM if you want your character to begin attracting followers via this ability. DARK SIDE TEMPTRESS Level 1 2 3 4 5 Base Attack Bonus +0 +1 +2 +3 +3 Fort Save +0 +0 +1 +1 +1 19 / 33 Ref Save +1 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 Special Dark Charm Improved Drain Knowledge Empathic Field Greater Drain Knowledge Thrall Defense Bonus +1 +2 +2 +2 +3 Reputation Bonus +0 +1 +1 +2 +2 Dark Side Temptress Dark Side Temptresses usually hail from the fallen of the Sisters of Rapture, although, some women from other traditions find their way into this class as well. Dark Side Temptresses use their Force-enhanced wiles to become the force behind those in power, often making puppets of those they seek to gain power from. Requirements To qualify to become a Dark Side Temptress, a character must fulfill the following criteria. Base Will Save: +4. Skills: Affect Mind 4, Drain Knowledge 4, Entertain (sexual techniques) 8 ranks or Profession (prostitute) 8 ranks. Feats: Force-Sensitive, Alter, Sense. DSP: 4. your good favor. The subject of this ability won‘t realize later that what he did was unreasonable. This ability requires physical contact in order to function. If it is delivered with a kiss, then the DC is increased by 3. If activated through intercourse, a +2 synergy bonus may be applied since the Dark Side Temptress has at least 5 ranks in entertain (sexual techniques). This ability may be maintained on a maximum number of victims equal to her Wisdom modifier. She may maintain this effect indefinitely, as long as she continues to pay the maintenance cost. Note that turning the victim against close friends allows him to make a new will save to break her control, with a cumulative +1 bonus to his save for each time he makes this save. Turning the victim against a loved one confers a +4 circumstance bonus to the will save. Vitality Point Cost: 6 (Charm) plus 3 per victim per day to maintain the effect. Improved Drain Knowledge: The Dark Side Temptress has become so adept at using this ability, that she can reduce the time to use this skill from 5 minutes to a full-round action by delivering it through a kiss. If successful, she not only gains the use of desired knowledge skill, but also gains access to half of the victim‘s ranks in that skill (rounded down). Game Rule Information The Sister of Rapture gains 1d6 vitality points per level. The character‘s Constitution modifier applies. Class Skills The Sister of Rapture‘s class skills, and the key ability for each skill, are as follows: Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Entertain (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis). * This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (tools), Knowledge (streetwise), and Profession (gambler). Skill Points at Each Level: 8 + Int modifier. Class Features All of the following features pertain to the Dark Side Temptress prestige class. Dark Charm: The Dark Side Temptress‘s skill with Affect Mind is increased beyond its normal parameters, allowing the temptress to add her levels in this class to the DC of her Affect Mind Force skill. In addition, she gains the following function with her Affect Mind skill: Charm: The target of this ability, makes a sentient (3 Intelligence or higher) addicted to your favor. You do not control the charmed person as if her were an automaton, but he perceives your words and actions in the most favorable way. The target is so enamored with you that he will perform potentially life threatening (but not suicidal) actions in order to keep 20 / 33 Empathic Field: The temptress has learned how to maintain a low level empathic field at all times, inspiring desire in all sentient beings who would normally find her attractive within 10 meters of her. This allows the dark side temptress to add her level in this class (as a force bonus) to all of her charisma-based skills. she in Greater Drain Knowledge: The temptress‘s proficiency at using Drain knowledge increases to the point that now receives all of the victim‘s ranks the acquired knowledge skill. Thrall: The temptress may select one charmed servant to become her thrall. During intercourse with the servant, she may form a permanent parasitic Force bond with her servant. The servant may immediately make a Will save to break the charm and resist the bonding (as per the Dark Charm ability). If the save is successful, then the dark side temptress receives a psychic backlash, inflicting 1d6 points of vitality damage for every 4 levels of the victim. The charm is broken and may never again be re-established. If the save is failed, the dark side temptress must permanently expend a number of vitality points equal to ½ of the servant‘s character level (round down). The Thrall template is then applied to the victim. Only the severing of the temptress from the force or by killing her can this effect be removed. Equipment Force Artifacts Force artifacts are items (largely crystals) that store Force energies in specific patterns creating very specific effects. Force feats, skills and modifiers can be imbued into an artifact. If someone attempts to sell a Force artifact, guidelines are provided to determine the cost of creation and trade value (in credits). Trade Value Imbedded Force Skill: Number of skills x 2000 Static Bonus: Number of ranks invested x 200 User’s Bonus: 2000 These are Force skills that are stored within the artifact. They may provide extra uses of the skill per day at no VP cost to the user and may either rely on the user‘s rank in that skill to determine its level of effect or have a static skill bonus embedded within it. If a static bonus is invested into it, the creator cannot invest more ranks than he has in the Force skill. Only raw ranks can be invested into the artifact. Force Skill Modifier: Bonus x Number of skills affected x 200 This ability grants a bonus or penalty to selected abilities. If the modifier applies to all force skills then the number of skills affected is 25. Imbedded Force Feat: Number of Feats squared x 2000 Feats invested into an artifact become available for use when the usage conditions are met. This grants the user the ability to access the benefits of the feat as well as allowing him to use the feat to qualify for Force skills, feats and classes that he normally would not qualify for. The user loses access to any selected classes, feats or skills the character may have invested into during any period where the activation conditions are not met. Creation Cost In order to create an artifact, the crafter must spend credits for the raw materials and invest a number of experience points equal to 1/25th of the trade value. The crafter cannot invest the experience if it will reduce his level. The act of successfully creating a Force artifact earns a Force Point. If the artifact is a dark side artifact then it counts as a moderate transgression. Dark Side Artifacts Atrusain Force Access Crystal Anthony K. Harvey & Joseph Montero Cost: 2,000 / 8,000 / 18,000 / 32,000 Availability: Rare 21 / 33 Lord Desaan once traveled to the Valley of the Jedi to create his Shadowtroopers by infusing the Force into Artusian crystals and using them on Imperial stormtroopers. The weakest of these crystals grant the ForceSensitive feat to any non-force-user it comes into contact with. Other versions may grant the ForceSensitive feat and up to three of the following feats: Alter, Control, and/or Sense. See Imbedded force feat above for full details on the ramifications of these virtual feats. The Helmet of Saalo Morn The Crypt of Saalo Morn, page 5 Cost: 25,000 Availability: Unique The hero who dons the helmet discovers that it enhances his Force abilities, adding a +5 Force bonus to all Force skill checks and Force-related saving throws. However, the hero wearing the helmet is also subject to a possession attack by Saalo Morn. Anyone wearing the helmet must make a Will save (DC 8). (See the entry for Dark Side Spirits in The Dark Side Sourcebook.) Unlike ordinary dark side spirit possession, though, Saalo Morn can try again once each minute for as long as the character wears the helmet. Sith Focusing Chamber www.geocities.com/dark_holocron Cost: 150,000 Availability: Rare During the Sith Empire, huge caverns were used for simple reason of constructing one of these. A focusing chamber generally resembles a tall, sleek cylinder with a crystalline chamber at the top. Generally, Sith Lords would protect the chamber by making it only accessible through flying. Chambers require a DC 30 alchemy check to be built and would take a Sith Lord three years to build, but the time of construction can be reduced by half with slaves or workers, and even more so by up to 4 other Sith Lords helping in the alchemy part. The construction time is divided by total number of Sith Lords participating it the chamber‘s construction. However, it is more than worth the time. All of a Sith Lord's Force skill checks are enhanced by his level in Sith Lord while in the chamber. So powerful that extended time using the chamber can cause in exhaustion or death. Every half hour spent in the chamber gives the Sith Lord a Force Overload Point. For each overload Point he accrues, he must make a Fortitude saving throw to avoid taking 1d4 points of Constitution damage. The DC of this save is equal to 10 plus his current Force Overload Point total. If his Constitution drops to 0 or lower, he dies from over exposure to its dark energies. Each Overload point gained adds an additional +1 to all of his Force skill checks. These points dissipate at the rate of one point every hour. Sith Meditation Chamber www.geocities.com/dark_holocron Cost: 40,400 Availability: Rare In ancient times, the Sith created the meditation chamber to both recover quickly from battle, and to increase their general power. A meditation chamber is custom built by each Sith, with alchemical properties used in the construction. The chamber grants them a +6 enhancement bonus to all control and sense Force skills, and also allows them to heal and recover as if he was wearing a Sith Healing Talisman. As each meditation chamber is unique, the composition varies, and the effects are not as great if another Sith uses it. In fact, any user other then the person it is designed for only receives half of its benefits. The basic plans for a Meditation Camber can be found in a Sith Holocron. Sith Lords have been known to put a spell on a pair of talismans, and separate them, so when the two finally meet again, interesting things happen. The bearer of this talisman may invoke the power of this talisman as a free action, gaining a +5 to all Force skills used during the round. On the following round, the talisman drains the user‘s energy quickly, gaining a negative level for the next 24 hours, which is why it is rarely used in personal combat. Sith Talismans must be against the body, such as encrusted in a glove normally, sometimes simply grasped in the hand, or on a necklace. It cannot be on an object your holding or possess, such as, it will not boost your power if it's on a sword, or even a ship. Below is an example of the glove encrusted with a talisman that Exar Kun possessed. Sith Soul Gem www.geocities.com/dark_holocron Cost: 2,000 Availability: Rare Also known as soulsnares, these ancient artifacts are round, clear objects, capable of capturing a single spirit of a dead Force User inside it, much like a Sith Holocron. These spirits cannot be released unless the gem is destroyed. (Long ago, Sith Magicians were able to both reduce the size of a Soul Gem, and combine both the Soul Gem and the Sith Amulet. This technique is difficult today.) In order to capture a spirit, the wielder of the soul gem must make an opposed Transfer Essence check against the spirit‘s Will saving throw. If he succeeds then the spirit is trapped and can be used to enhance his power when incorporated into a talisman. This act is a major dark side transgression. Luke Skywalker found a group of these on the planet Garn, each holding the spirit of a Jedi Knight. Here also encountered the Sith Lord Rur. Rur had attached himself to a computer to survive, but lost track of time. When Luke told him it had been thousands of years, the computer overloaded, and the whole temple he was located in exploded, effectively releasing the spirits. Sith Talisman, Concentration www.geocities.com/dark_holocron Cost: 25,000 Availability: Rare Although talismans and amulets are basically the same thing, a concentration talisman is commonly called a talisman. Made from the dark side and Sith magic, talismans were created by Sith Lords to increase their abilities. Usually created in pairs, the 22 / 33 Sith Talisman, Ensnarement www.geocities.com/dark_holocron Cost: 25,000 Availability: Rare The bearer of this talisman may invoke the power of this talisman as a free action, gaining a +5 to all Force skills used during the round. On the following round, the talisman forces the user to make a Will save against a DC equal to the result of the enhanced Force skill‘s check to avoid gaining 1d4 Dark Side Points. After the fall of the Sith Empire, these sinister devices seduced many Jedi archaeologists who used them without realizing the consequences. Sith Talisman, Force Mask www.geocities.com/dark_holocron Cost: 4,000 Availability: Rare A Force-user sends out ripples in the Force, and when others tap into the Force they are able to locate the person through these ripples. This talisman stops these ripples from being distributed, allowing one to be undetected in the Force. When worn, this talisman constantly shrouds the user in the effect of the Force Stealth skill as if he took 10 on the roll and had an amount of ranks equal to his current Dark Side Points. If the user wishes he may replace his own ranks in Force Stealth with the current of his Dark Side Points. Sith Talisman, Healing www.geocities.com/dark_holocron Cost: 10,400 Availability: Rare These devices were used to increase the healing process. While in contact with this talisman, the user recovers VP and WP at double the normal rate, recovering VP every half hour instead of every hour and healing WP every 12 hours instead of every day. The type of wound and time it takes to heal are as follows. If the wearer of this talisman is reduced to negative WP, she automatically stabilizes. If brought to -10 WP or lower, she may make a fortitude save with a DC equal to the absolute value of her current Wound Points to immediately stabilize at -9 WP. Grazes and cuts heal within a minutes time while broken bones are mended within 15 minutes if set properly. The Talisman grants a constant +4 enhancement bonus to Heal Self checks. Once per day, this talisman may be used to add a +8 enhancement bonus to a Heal Another check. Sith Talisman, Shield Dark Side Sourcebook, page 67 Cost: 4,000 Availability: Rare This talisman provides the wearer with defense against blaster bolts, lightsaber blades and even the force itself. Whenever the wearer would suffer damage form energy weapons or Force-based attacks, he can attempt a Will saving throw to negate the amount of damage equal to his current number of Dark Side Points. The DC for the save is 10 (for energy attacks such as blasters and ion guns), 15 (for Force Powers such as Force Grip or Force Lightning), or 20 (for lightsabers). For every 3 points of damage negated in this fashion, the talisman‘s wearer gains 1 temporary vitality point. This amount of vitality gained is calculated per attack; fractions are lost, not carried over to the next attack. The gain of these vitality points may not increase the wearer‘s total beyond his maximum. Light Side Artifacts Meditation Focus Gem Ed Gruenwald Cost: 25,000 23 / 33 Availability: Unique This artifact was created long ago by an unknown species and sealed into a temple to protect it from those who would covet its abilities. Any Force-user who meditates with this crystal receives one additional use of farseeing per week. If the user maintains contact with the gem while using the farseeing or telepathy Force skills, he receives a +5 enhancement bonus to the check. All other sense skills receive a +2 bonus to his skill checks. Lightsabers Lightsabers can be customized by anyone with the craft (Lightsaber) skill. A lightsaber can have two customizations and no personalizations. The bonus given for a self-crafted light saber does not count as a personalization for the purposes of this document. Lightsaber specific customizations are covered here while non-lightsaber specific customizations are covered on page 5 of the Arms and Equipment Guide. Adegan Crystals Adegan crystals were used in ancient times to build lightsabers. These crystals, found primarily in the Ruusan, spontaneously emit powerful bursts of Base Weapon Double-Bladed Lightsaber Dual-Phase Lightsaber Great Lightsaber Lightsaber Miniature Lightsaber Short Lightsaber Training Lightsaber Cost 7,000 6,000 5,200 3,000 3,000 3,000 1,500 DC 20 25 20 20 30 20 20 Dam age Critical Weight Size 2d8/2d8 19-20 2 kg. M 2d8 19-20 1.2 kg. M/L 2d8 19-20 1.8 kg. L 2d8 19-20 1 kg. M 2d4 19-20 0.5 Kg. T 2d6 19-20 0.8 kg. S 2d8 19-20 1 kg. M light and energy when resonant energy frequencies pass through them; although, other crystals can be used. Before the Battle of Ruusan, Jedi had access to that world's crystal deposits and crystals of every known hue. With the detonation of the Sith thought bomb, Ruusan crystals became unavailable. During the height of the Jedi Order, through the Rise of the Empire era, and until the end of the Rebellion era, Jedi could only use crystals retrieved from the caves on Ilum. As a result, the blades of their weapons were always either blue or green - the only colors those crystals could produce. Throughout the reign of the Emperor, the few Jedi who survived has to rely on handed-down lightsabers or crystals liberated from Imperial-held worlds. By the time Luke Skywalker revived the Jedi Order at his Jedi academy on Yavin 4, the Empire was gone. Long-forgotten sources of crystals opened up again. Skywalker even revived the ancient Jedi tradition of imbuing commonly available crystals with force energies and using them in lightsabers. His students, following this procedure, crafted their lightsabers in a wide variety of colors. Cyan Blue Green Yellow Orange Red Indigo Violet White Black The lightsaber blades used by darksiders vary widely in color, presumable because they have access to other sources of crystals than Jedi do. Sith lightsaber blades are almost always red, however. The Sith apparently had a large supply of the crystals that produce red blades, and their dark natures favored blades the color of blood. Traditional Sith techniques for creating synthetic crystals usually requires the use of metallic crucibles and ovens. The ferrous nature of the material used to create these items typically provides a very high ferrous or chromium content in the resulting stone causing the coloration to be some variant of red. Synthetic A: Light Red Synthetic B: Medium Red Synthetic C: Deep Red It is possible to use synthetic non-metallic implements for this process and the coloration could be controlled by the introduction of any number of other elemental ―contaminants‖. It is also possible to get a true colorless crystal in this manner providing a nearly invisible lightsaber blade (Force Alchemy DC: 30). The natural flaws within a stone and the efficiency of the power being passed through it generate the signature hum of a lightsaber. The ancient Jedi and Sith found a similar solution to this problem, a harmonic filter crystal that neutralizes the ―noise‖ from the primary crystal. This process was difficult at best and required an extremely well matched pair of crystals. If they were mismatched the resonant feedback could shatter both crystals (Craft [Lightsaber] DC: 30). The different Adegan crystals are used as the lightsaber crystal you imbue with the Force during construction (see page 175 of the revised Star Wars Role-playing Game book for details). A typical lightsaber (2d8 points of damage) is built with a crystal called mephite. There are several weaker crystals that don't channel and focus energy quite as well, adding a penalty to all damage rolls: Kathracite +1 Attack -3 Damage Relacite +1 Attack -2 Damage Danite +1 Attack -1 Damage Mephite +1 Attack +0 Damage Pontite +1 Attack +1 Damage Needless to say, Jedi don't like to use the weaker crystals when building a normal lightsaber. However, 24 / 33 these crystals are acceptable when building a training lightsaber (page 54 of the Power of the Jedi Sourcebook). The lower power requirements and more diffuse blade of a training lightsaber mean that even kathracite can be used without imposing a penalty to its already low damage. Also, it's not uncommon for a low-level Padawan to be given a lightsaber with a weaker crystal to use until he crafts his own, at which point he seeks out a better crystal. The damage bonus or penalty from Adegan crystals stacks with any weapon modifications (page 5 of the Arms & Equipment Guide) or mastercraft bonuses (such as from the Tech Specialist class or Jedi Artisan prestige class). The biggest problem with Adegan crystals is their rarity. Kathracite is the most common, followed by relacite, danite, mephite, and finally pontite, which is almost impossible to find. (In other words, the GM has absolute control over when and if better crystals are found; discovering a suitable pontite crystal is worthy of at least an adventure or two in itself.) Searching for Crystals Jedi Counseling 75 The first step is that the PC must know where to look for lightsaber crystals. Thus, the PC should make a Knowledge (Jedi lore) check to see if he knows of a good place to conduct his search (see Table 1). Like any Knowledge check, you can take 10 but you can't take 20, and you can't retry until you gain at least one more rank in Knowledge (Jedi lore). Optionally, you may skip this step if the PC's Jedi master takes him to a specific location, such as the sanctuary on Ilum (an "exceptional" site prior to its destruction during the Clone Wars). Table 1: Find a Suitable Search Site Jedi Lore Check Site Found 9 or less 10-14 15-19 20 or more No suitable site found. Marginal site found: Add +10 to See Force check DC (Table 2) Acceptable site found: Add +5 to See Force check DC (Table 2) Exceptional site found: Use listed See Force check DC (Table 2) Modifiers: Add a +5 equipment bonus to your Knowledge (Jedi lore) check if you spend one day studying the archives of the Jedi Temple immediately before you make the check. (This does not stack with the bonus from a datapad, if applicable.) Add +10 to the DC during the reign of the Empire. Palpatine actively suppressed information related to the Jedi order. Add +5 to the DC during the New Republic era. Although the Empire could no longer actively suppress this information, Luke Skywalker and the earliest members of the New Jedi Order had only just begun to reconstruct the lost knowledge. Next, the PC has to travel to the appropriate world (Ilum, Ossus in the Adegan system, and so on) and then conduct the actual search itself. Given the fact that the best lightsaber crystals are those that naturally resonate in the Force, this search is resolved with a See Force check (see Table 2). Each check represents about one day of searching and requires the expenditure of 15 Vitality Points. You can take 10 on this check, but you can't take 20. However, you may retry as many times as you wish. Table 2: Searching for Crystals See Force Adegan Crystal (or Check Equivalent) Found 9 or less None 14-Oct Kathracite (-3 damage) 15-19 Relacite (-2 damage) 20-24 Danite (-1 damage) 25-29 Mephite (+0 damage) 30 or more Pontite (+1 damage) Modifiers: Subtract –5 from the DC for a short lightsaber's crystal. These require smaller crystals that are somewhat easier to find. Add +5 to the DC for a great lightsaber's crystal (or the second crystal for a dual-phase lightsaber). It's slightly harder to find crystals that are ideal for focusing the longer blade. Add +10 to the DC for a "heavy lightsaber" crystal (Large, 2d10 damage, 1.8 kg, otherwise the same as a normal lightsaber). These are much larger and extremely rare. Note: These modifiers should also be applied to the Craft (lightsaber) DC when creating synthetic lightsaber crystals for non-standard lightsabers. Creating Synthetic Crystals Jedi Counseling 69 While the Jedi prefer natural crystals, only found in a few places such as the Adegan system or on Ilum, the Sith usually use synthetic crystals in their lightsabers. Crystals found on Ilum are almost always blue or green, whereas crystals from the Adegan system (and a handful of other locations) are more varied in color (for example, Mace Windu's purple crystal was not found on Ilum). The synthetic crystals used by the Sith are usually blood-red. The Jedi sanctuary on Ilum was destroyed during the Clone Wars. Thus, by the time of The New Jedi Order, lightsaber crystals are found in varied locations and tend to vary more in color than those of the old Jedi Order. 25 / 33 A synthetic crystal can be created with a Craft (lightsaber) check, with the DC and materials cost determined by the type of synthetic crystal constructed: Crystal Kathracite Relacite Danite Mephite Pontite DC 5 10 15 20 25 Cost 100 credits 200 credits 300 credits 400 credits 500 credits This Craft check is separate from the one necessary to actually build the lightsaber. Synthetic crystals are not as pure as natural crystals, applying a –1 penalty to the lightsaber's normal damage. For example, a synthetic pontite lightsaber deals 2d8 points of damage, and a synthetic mephite lightsaber deals 2d8–1 points of damage. Alternative Crystals During the days of the Old Republic, Jedi experiment with different kinds of crystals as key components to their Iightsabers. In later years the Jedi use crystals from the caves at Ilum because of their stability and their connection to the Force. However, during the tumultuous period following the Great Sith War, Jedi and Sith alike experiment with different kinds of lightsaber crystals. Jedi heroes can use alternate crystals in the construction of their lightsaber, gaining certain benefits, depending on the crystal. However, a Jedi using an alternate lightsaber crystal instead of a standard lightsaber crystal does not gain the usual +1 bonus on attack rolls for a personally constructed lightsaber. Essentially, the new benefit of the alternate crystal replaces the normal +1 bonus on attack rolls. Lightsaber construction is handled as normal, even with an alternate crystal, though any crystal that provides any kind of Force bonus does so only for the person building the lightsaber. Alternate lightsaber crystals are rare, and finding one could be the focus of a small adventure or even a special prize for a Jedi character completing a difficult quest. These crystals are not for sale on any market, and have no purchase value. Only Jedi who specifically seek out or earn them can use one of these crystals for lightsaber construction. Bondar Bondar crystals convert the energy of a lightsaber blade into a different form of energy. A lightsaber constructed with a bondar crystal becomes a training lightsaber in all respects. Firkraan/Luxum Like the bondar crystal, a firkraan crystal absorbs the energy that creates a lightsaber blade and converts it into a different kind of energy, altering the effect of using the weapon. A lightsaber constructed with a firkraan crystal deals ion damage instead of normal damage, making lightsabers constructed with firkraan crystals more effective against droid enemies. Luxum crystals also have the same effect. Jenraux Like the solari crystal (described below) the jenraux crystal widens the blade of a lightsaber. Unlike the solari crystal, it also causes the blade to absorb kinetic energy, making it exceptionally effective at defending against incoming melee attacks. A lightsaber constructed with a jenraux crystal grants its user a +2 Force bonus to block an incoming melee attack with the Block class ability. Opila The opila crystal increases the destructive power of the lightsaber against weak or unprotected targets, though it does little to allow the blade past most defenses. A lightsaber constructed with an opila crystal deals +' die of damage on a critical hit (this die of damage is added after damage is multiplied for the critical hit). Phond A phond crystal reduces the cutting power of the lightsaber blade but solidifies the energy beam, making it more effective at battering down an opponent's energy shield. A lightsaber constructed with a phond crystal deals an extra die of damage against a target with active shields. Rubat/Eralam/Upari The rubat crystal causes the energy frequency of a lightsaber blade to fluctuate slightly, allowing the weapon to have a greater potential for damage. Once per encounter, a lightsaber constructed with a rubat crystal allows the wielder to reroll one damage roll made with the lightsaber, keeping the better result. Eralam and upari crystals also have the same effect. Sigil/Daminia/Nextor/Sa Pith A sigil crystal focuses the energy of a lightsaber blade with incredible efficiency, causing it to have a more devastating effect on a target. A lightsaber constructed with a sigil crystal gains a +2 Force bonus to damage rolls. Other crystal types have the same effect, including the daminia, nextor, and sa pith crystals. Solari The solari crystal changes the width of a lightsaber blade, making it easier to intercept blaster bolts and other incoming ranged attacks. A lightsaber constructed with a solari crystal grants its user a +2 Force bonus to deflect incoming ranged attacks with the Deflect (attack or defense) class ability. 26 / 33 Customizations A lightsaber is such a precise and compact weapon that customization and personalization are very difficult. Only two customizations are possible on these devices. Customizations include additional hardware and thus impact the balance, size and weight of the weapon accordingly. Each customization to the core functionality of the weapon increases a craft (Lightsaber) roll by an amount stated in the modification‘s description. Also, there can only be one modification made to each section of a lightsaber. Therefore, a lightsaber cannot be silenced and waterproof because both of them modify the emitter. Customizations can be made to an existing lightsaber with an appropriately difficult craft (lightsaber) roll. I suggest a DC of 20 plus all DC modifiers for the pre-existing customizations, if the lightsaber was constructed by the character making the modifications. If the character making the customizations didn‘t construct the lightsaber, the DC of modifying the weapon is further increased by 10. Remember that these weapons are precise and compact so altering them after they are built provides a very real chance of ruining them. The following are some of the known modifications some Jedi have made to their lightsabers. Though not an exhaustive list, it certainly offers a glimpse into what kind of variety could be included in any of the various forms of lightsaber. Modification Costs Modification DC Activation Switch Alchemical Treatment Call Beacon Cell Recognition Concealed Compartment Filter Crystal, Damind Filter Crystal, Jenruax Filter Crystal, Nextor Filter Crystal, Opilia Joined Sabers Pressure Grip Multi-purpose Silenced Spring-Loaded Stun Baton Function Training Mode Switch Translator Unit Trapped Handle (DC 20) Trapped Handle (DC 25) Trapped Handle (DC 30) Waterproof varies +0 +5 +10 +5 +5 +5 +5 +5 +5 +5 varies +15 +2 +5 +5 +10 +5 +10 +15 +5 Cost 50 x DC 5,000 1,000 1,500 100 750 750 750 750 400 ea 600 by item 2,000 200 500 500 1,100 300 600 1,000 200 Activation Switch Netguide to Lightsaber Construction The activation switch comes in a variety of options. None of them add to the cost of the lightsaber, but they do increase the difficulty of the Craft (Lightsaber) check. This customization does not take up a slot. Switch Standard Double Off Click Lock On Force Activated Effect One click activates, one click deactivates One click activates, two clicks deactivates; this is so that the lightsaber does not accidentally shut off in combat. DC Increase +5 DC The lightsaber's On/Off switch can be locked into the 'On' position and can't be turned off with one touch. +10 DC The wielder must use the Force to make a connection withn the handle which allows energy to flow. +15 DC Cell Recognition Netguide to Lightsaber Construction This device is used as a security / safety feature on a lightsaber. A small sensor array and recognition chip is 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 comlink that the weapon is in the hands of an unauthorized bearer. Cost: 1,500 Craft DC: +10 Section: Handle Concealed Compartment Netguide to Lightsaber Construction Cost: 0 for Standard, 50 for Double Off Click, 100 for Lock On, 150 for Force Activated Craft DC: +0 for Standard, +5 for Double Off Click, +10 for Lock On, +15 for Force Activated Section: Handle Alchemical Treatment Dark Side Sourcebook, page 60 Sith alchemists have the ability to alchemically treat a lightsaber‘s casing in order for them to prevent other lightsabers from reducing the casing‘s hardness to 0 (Alchemy DC: 20). Prerequisite: Sith Sorcery, Alchemy skill check (DC 20) Cost: 5,000 Craft DC: +0 Section: Case Call Beacon Netguide to Lightsaber Construction 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 an increase of the Craft (lightsaber) check‘s DC by +5 to make the modifications. The cost for the call beacon to attach to the lightsaber is roughly 1,000 credits. Cost: 1,000 Craft DC: +5 27 / 33 Section: Handle A Jedi may choose to create a hidden compartment in his lightsaber which can only be accessed if you know what to look for. The cost is no more than the cost of the supplies to construct the handle of the lightsaber; however, the difficulty when crafting the blade is increased by +5 to DC. Cost: 100 Craft DC: +5 Location: Handle Filter Crystals Jedi Counseling 69 The purpose of the filter crystal is to focus the intense energy generated from the Adegan crystal and focus it into a coherent blade. There are several filter crystals that can be used to enhance a lightsaber‘s effectiveness. Only one crystal (or two identical ones for double-bladed lightsabers) can be installed in between the emitter matrix and the lens assembly. Damind adds +1 to attack rolls at the cost of –1 to damage. Jenruax might add a +1 bonus to your deflect (attack) rolls Nextor increases the threat range of the lightsaber by 1. Opila adds +1 to damage at the cost of a -1 penalty to attack rolls. Cost: 750 Craft DC: +5 Section: Filter Joined Sabers Netguide to Lightsaber Construction In emulation of their Sith enemies, Jedi sought a way to combine two lightsabers into a single weapon. The Jedi variation offered an advantage over the Sith Double-saber. Joined by a powerful magnetic field, the sabers could be separated and used as individual weapons. Jedi Battle masters used joined lightsabers, also known as Duelist Sabers, with deadly efficiency. In order for a Jedi to join two lightsabers together, he must find the following items for each lightsaber: 1. 2. 3. Magna-lock (200 credits) Release switch (50 credits) Power coupler (150 credits) The two separate weapons are joined together at the base to make a staff-like weapon. In this configuration the weapon requires the Exotic Weapon Proficiency (Double-Bladed Lightsaber) to use without penalty. Cost: 400 per lightsaber Craft DC: +5 Section: But Spring-Loaded d20 Future, page 61 Some lightsabers are designed to be concealed from sight and then quickly drawn into the hand at a moment‘s notice. The spring-loaded customization ensures that the lightsaber can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this customization automatically gains the benefits of the Quick Draw feat with this weapon only, even if the lightsaber hidden from sight on the character‘s person. Cost: 200 Craft DC: +2 Section: Handle Stun Baton Function Anthony “Darkon Turas” Harvey Pressure-Grip Netguide to Lightsaber Construction 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 is also a good when combined with the lock-on switch mentioned above. This pressure sensor itself runs roughly 600 credits. Cost: 600 Craft DC: +5 Section: Handle This customization fits a stun baton emitter to the end of the lightsaber. As a side effect, the length of the lightsaber hilt is extended by an additional 10cm, making it a total of 40cm long. When the lightsaber is turned off, it can be used as a stun baton (see page 132-133 of the Revised Core Rulebook) without penalty. However, if it is used in combat while the blade is ignited the wielder will suffer a -2 penalty to hit due to the clumsy way in which it must be used. Cost: 500 Craft DC: +5 Section: But Training Mode Switch Anthony “Darkon Turas” Harvey Multi-purpose Netguide to Lightsaber Construction Some Jedi design their lightsabers to have secondary functions, such as a glowrod, a comlink, or a syntherope dispenser. In such a case, the cost of making the modification is merely the cost of the secondary function plus 50%. Cost: Varies Craft DC: Varies Section: Varies Silenced Netguide to Lightsaber Construction 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 cost of obtaining a silencing crystal is 2,000 credits (or more; they are exceedingly rare), and the difficulty to install is increased +15 to DC. Prerequisite: Knowledge (Sith Lore) skill check (DC 25) Cost: 2,000 Craft DC: +15 Section: Emitter 28 / 33 This feature is typically employed by those who find themselves frequently training others in lightsaber swordsmanship. This feature consists of a special replacement emitter matrix with a dual mode power regulator. A special knob or button exists on its exterior, allowing the wielder to turn his lightsaber into a training lightsaber and back again. Switching modes requires that the lightsaber is off at the time to avoid damaging the emitter matrix. Changing modes takes a move action. If someone changes modes while the blade is ignited, the lightsaber must make a Fortitude save against a 10 DC or suffer 1d4 points of damage. Until this damage is repaired (DC 15 Craft Lightsaber check), the lightsaber risks the chance of permanently failing until it is repaired. While in its damaged condition, if the wielder rolls a natural 1 on his attack roll, the lightsaber‘s damaged emitter matrix fries and the blade fizzles out. The lightsaber will not be capable of igniting until the dual-mode emitter matrix is replaced (DC 10 Craft Lightsaber check). Cost: 500 Craft DC: +5 Section: Handle Trapped Handle Netguide to Lightsaber Construction Typically reserved for Dark Jedi, some lightsabers have special traps in their handles to prevent unauthorized use. The handle may have spikes or blades, which burst forth from the handle and damage the user, or electrocute the user instead. 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 cost of this modification is determined by the disable device DC of the trapped lightsaber. A DC 20 trap costs 300 credits, a DC 25 trap costs 600 credits, and a DC 30 trap costs 1,000 credits. Cost: 300 for DC 20, 600 for DC 25, and 1,000 for DC 30 Craft DC: +5 for DC 20, +10 for DC 25, and +15 for DC 30 Section: Handle Translator Unit Time Release Hormones Cost: 400 Weight: 0 These capsules, surgically inserted beneath the skin, continually release and maintain the body‘s level of estrogen or testosterone in lieu of medication hormone replacement therapy. The continual supply of these sex hormones reduces the body‘s chance of undergoing a physical loss of libido. Male Contraceptive Agents Cost: 10 Weight: 1 Available in both daily-pill and monthly injectable forms, these drugs have the effect of a temporary vasectomy. They do not protect against sexually transmitted diseases. Netguide to Lightsaber Construction Drone Implant 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. Cost: 1,100 Craft DC: +10 Section: Handle Cost: 600 Weight: 0 Attached to the temples, this device interacts with human brainwaves to remove any and all thoughts, impulses, and urges of a sexual nature. The wearer essentially becomes androgynous, with no interest whatsoever in romance, sex, or procreation. He or she remains otherwise able to work and function normally. This is often used in conjunction with sterilization as a punishment for crimes of a sexual nature. Waterproof Anthony “Darkon Turas” Harvey When constructing a lightsaber, some Jedi (particularly those at home in a moist environment, like Mon Calamari) add special waterproofing modifications to the emitters of their lightsabers in order to prevent it from shorting out when it is ignited. This modification will allow the lightsaber to be ignited and used while underwater. If a lightsaber without this casing is ignited underwater, will burn out; although, it can be recharged fairly quickly. It will instantly shut down and must be recharged for at least an hour before it can be used again. Cost: 200 Craft DC: +5 Section: Emitter Miscellaneous These items have been adapted from Sabledrake Enterprise‘s Naughty & Dice universal supplement to work within Star Wars. 29 / 33 Bliss Implant Cost: 400 Weight: 0 This device takes the form of a long, thin probe that pierces the skull to reach the pleasure center of the brain. It can be controlled either by the user or as part of a remote conditioning program. The experience can be highly addictive and dangerous; some users will happily starve to death or die of dehydration while continually triggering the implant. Frequency X Generator Cost: 800 Weight: 5 This harmonic frequency, when sustained, has a hypnotic and aphrodisiac effect on the human brain. It causes an instant surge sexual interest as well as a drop in inhibitions. Any human exposed to Frequency X may attempt to resist with a Will save, applying a cumulative -1 circumstance penalty to the save for every additional round the character is exposed to the frequency. A repair check is needed to recalibrate it for another species. Humanoid: DC 10 Non-humanoid: DC 15 Humanoid, Reptilian: DC 20 Non-Humanoid, Reptilian: DC 25 Plant-based: DC 30 Jolt Collar Description Cost: 200 Weight: .5 Popular as behavior control mechanism, this lockable collar measures galvanic skin response and the presence of adrenaline and hormones in the blood stream. It can be programmed to deliver a painful stunning sensation whenever the wearer experiences one of the pre-set emotions, such as anger, aggression, or lust. The wearer must make a fortitude save each round it is active or be stunned for that round. Egg Harvester Kit Cost: 50 Weight: 1.5 This store-bought convenience includes a reliable ovulation-meter, a collecting capsule no larger than a diaphragm and as easy to use, and a small cryogenic unit to freeze and store the eggs for up to a month. Used in conjunction with fertility drugs, this is an athome way to donate or harvest eggs for later fertilization and implantation into the mother, a surrogate, or an artificial womb. Artificial Womb Cost: 1,200 Weight: 50 This device is the ultimate in reproductive technology, a complete gestational chamber capable of developing and nurturing an embryo to full term. It requires hookups to electricity and water, and optional upgrades include pre-natal stimulation such as selections of music or language. Galactic Gazetteer New Evocii Planet Type: Terrestrial Climate: Temprate Terrain: Atmosphere: Breathable Gravity: Standard Diameter: Length of Day: Length of Year: Sentient Species: Evocii, Vaxim Language: Evocii, Basic Population: Species Mix: 70% Vaxim, 30% Evocii Government: Major Exports: Raw Materials Major Imports: Luxury Items, Weapons System/Star: Evocii/Laga Planets Type Moons New Evocii Terrestrial 30 / 33 Description here. History History here. People People here. Locations Locations here. Thessa Planet Type: Terrestrial Climate: Temperate to tropical Terrain: Forest, mountain, river/lake, ocean Atmosphere: Breathable Gravity: Standard Diameter: 17,500 km Length of Day: 30 standard hours Length of Year: 154 standard days Sentient Species: Human Language: Basic Population: 5 million Species Mix: 95% Human, 5% Other Government: Matriarchal city-states Major Exports: Raw Materials Major Imports: Luxury Items, Weapons System/Star: Thessian/Thes Planets Veranas Thessa Nakarta Ashar Ashan Type Searing Rock Terrestrial Terrestrial Gas giant Gas giant Moons 0 2 5 14 9 Description Thessa is a very warm, lush forested world. Only the fact that 75% of the planet is covered with water keeps the temperatures down to a level hospitable for humans. The air becomes increasingly hot and humid as one approaches the equatorial regions. Fog covers the unspoiled equatorial rain forests every morning and night. As one approaches the Polar Regions, the air becomes slightly chilled and the forests become less and less dense until it becomes light woods. The forested terrain is broken up by many rivers and lakes, fed from the mountain ranges that mark the edges of the large tectonic plates. Thunderstorms are extremely common and dangerous as there is a good chance that the lightning will ignite the oxygen rich atmosphere. The very fact that oxygen makes up 30% of the atmosphere, has allowed the local insect population to grow to unsettling size. Some insect and arachnid species are known to grow up to 3 meters in length. History Over 4,000 years ago, a survey ship discovered this previously uncharted planet. As they descended into the atmosphere, a nearby thunder cloud ignited the oxygen in the area and causing an electro-magnetic pulse. With their systems fried, they descended with neither grace nor choice in how they landed. Many of the crew, but mostly the men, were either injured or dead after the crash. Finding them stranded on an uncharted planet with no way to call for help, the eked out the best existence they could in a world dominated by various insectoid species. prove which one is worthy of becoming the new mate of the beta. On rare occasions a mated pair of vaxim will attack the surviving beta, but this is risky considering that they will need to prove to the other beta pair who is stronger. In the event of a single alpha‘s death, the betas will often attack the remaining alpha, before or after determining which of the beta pairs is strongest. In the event of the alpha pair‘s death, the two bets pairs will fight to determine which one becomes the new alpha pair. People The native human populations cluster into tight, highly organized cities in order to minimize the footprint of their walled perimeters, which are specifically designed to keep out any wandering predatory species. Locations The Temple of the Trinity is the most notable location, not only because it is the central base of operations for the Sisters of Rapture, but because it lies outside of any city. The temple relies on its cadre of beastwarden-trained sisters to live in harmony with the creatures of the area. Allies and Opponents Creatures Vaxim Native to the primeval forests of New Evocii, the Vaxim is a semi-intelligent force sensitive predator. Its purplish black fur makes it difficult to spot in the shadows under the thick forest canopy. It uses its tentacles to assist in its climbing as well as to trip and grapple its prey. Its six legs and lanky build make it incredibly stable and fast. Vaxim hunt alone or in packs of up to four. When hunting in a pack, a single vaxim forces its prey to run toward its awaiting pack members, who have concealed themselves for an ambush. They keep track of each other‘s positions through their respective ripples in the Force. A pride of vaxim is headed by a mated pair of alphas, followed by two mated pair of betas. Position is determined by individual strength as well as the pair‘s teamwork. In the event of one beta‘s death, the unmated common vaxim of the appropriate sex will do battle to 31 / 33 Vaxim: Predator 1 / Force Adept 5; Init +3 (+3 Dex); Defense 18 (+3 Dex, +5 Class); Spd 12m, Climb 6m; VP/WP 48/19; Atk +7 (1d8+2 Bite); SQ Darkvision (20m), Force Track, Force Weapon (+1d8); DR 0; SV Fort +9, Ref +8, Will +5, SZ M; Face/Reach 2m by 2m/2m; Str 15, Dex 16, Con 19, Int 5, Wis 12, Cha 10. DSP 2. Challenge Code B. Skills: Climb +7, Hide +7, Intimidate +1, Jump +5, Listen +2, Move Silently, Spot +2. Force Skills: Enhance Ability +6, Force Stealth +5, See Force +6. Feats: Force-Sensitive, Improved Grapple, Track. Force Feats: Alter, Control, Rage, Sense. Vaxim Beta: Predator 1 / Force Adept 9; Init +3 (+3 Dex); Defense 19 (+3 Dex, +6 Class); Spd 12m, Climb 6m; VP/WP 80/19; Atk +11 (1d8+2 Bite); SQ Darkvision (20m), Force Track, Force Weapon (+1d8), Comprehend Speech, Force Talisman +2; DR 0; SV Fort +9, Ref +8, Will +5, SZ M; Face/Reach 2m by 2m/2m; Str 16, Dex 16, Con 19, Int 5, Wis 12, Cha 10. DSP 4. Challenge Code C. Skills: Climb +8, Hide +8, Intimidate +1, Jump +6, Listen +2, Move Silently +8, Spot +7. Force Skills: Enhance Ability +6, Force Stealth +10, See Force +10. Feats: Force-Sensitive, Improved Grapple, Skill Emphasis (Spot), Stealthy, Track. Force Feats: Alter, Control, Rage, Sense. Vaxim Alpha: Predator 1 / Force Adept 15; Init +3 (+3 Dex); Defense 22 (+3 Dex, +9 Class); Spd 12m, Climb 6m; VP/WP 128/20; Atk +16 (1d8+3 Bite or 3d8+3 Force Bite); SQ Darkvision (20m), Force Track, Force Weapon (+2d8), Comprehend Speech, Force Talisman +4, Force Secret (Improve Heal Self); DR 0; SV Fort +12, Ref +11, Will +8, SZ M; Face/Reach 2m by 2m/2m; Str 16, Dex 16, Con 19, Int 6, Wis 12, Cha 10. DSP 8. Challenge Code D. Template: Tainted. Skills: Climb +9, Hide +10, Intimidate +5, Jump +8, Listen +7, Move Silently +10, Spot +10. Force Skills: Enhance Ability +10, Force Stealth +10, Heal Self +4, See Force +13. Feats: Alertness, Combat Expertise, ForceSensitive, Improved Trip, Skill Emphasis (Spot, See Force), Stealthy, Track. Force Feats: Alter, Burst of Speed, Control, Rage, Sense. (DC 20), Vocabulator, Medical Diagnostic Computer, Sensors (medical). Skills: Appraise¹ +7, Entertain (Storytelling) +5, Knowledge (Aliens) +7, Knowledge (Technology) +7, Knowledge (World Lore) +7, Knowledge (Biology) +7, Knowledge (Medicine) +7, Profession (Nanny) +9, Treat Injury¹ +9. Languages: Basic (R/W), Binary (R/W). Unspent Skill Points: 0 (3 unused languages). Feats: Alertness, Ambidexterity, Skill Emphasis (Nanny, Treat Injury). Force Talisman: During its hunts, the vaxim has picked up a small object that it keeps on itself. It has grown so attached to the item that it has naturally imbued it with the force. This object grants the vaxim a +2 (for Betas) or +4 (for Alphas) Force bonus on saving throws made to defend against Force skills or Force feats. Force Track: The Vaxim use their ability to perceive the Force to track their prey. A Vaxim may use its See Force skill instead of its Survival skill for any tracking checks. If a force user makes a force skill check, the Vaxim may make a DC 20 see force check. The DC is lowered by the ranks the user has in the force skill being checked. The DC is increased by 1 for every 100 meters of distance between the force user and the vaxim. Force Weapon: The round before a vaxim attacks; it imbues its bite attack with the Force. For a number rounds equal to the vaxim‘s Force Adept level, it gains its listed Imbued Bite damage and its jaws become resistant to contact with a lightsaber as per the Force Adept‘s Force Weapon class ability. These third-degree droids are not capable of independent thought or emotion, though depending on the complexity of their programs, they can be fairly convincing. They range from off the shelf models (often the licensed likeness of holonet sex-symbols) and do-it-yourself kits to deluxe droids made to precise specifications. Their body parts are interchangeable, allowing customers at a pleasure house to mix and match as desired. While the majority of pleasure droids are humanoid, the company does offer catalogs of many more exotic options. XX Series Pleasure Droid Droids NB Series Infant Care Droid Classification: Small third-degree infant care droid Cost: 2,500 Availability: Common Advertised as the complete child-care provider, this combination of droid attendant, crib, and stroller is the perfect learning and care giving environment or infants up to one year in age. Modular arms see to the needs of feeding, cleaning and changing, while a hologram projector provides visual and auditory stimulation. NB Series: Tracked infant care droid, Expert 1; Init +2; Defense 13(+2 Dex, +1 size); Spd 10 m; VP/WP 0/16; Atk -1 (1d3, Hand) or +2 ranged; SV Fort +3, Ref +2, Will +4; SZ S; Face/Reach 1m/2m; Rep +0; Str 10, Dex 14, Con 16, Int 16, Wis 14, Cha 12; CR 1. Equipment: Comlink, Heuristic Processor, Internal Storage (30), Recording Unit (audio), Recording Unit (video), Recording Unit (holo), Sensors (low-light), Sensors (motion), Translator Unit 32 / 33 XX Series: Walking pleasure droid, Expert 1, Init +4; Defense 14 (+4 Dex); Spd 10 m; VP/WP 0/14; Atk +3 (1d3+3, Hand) or +4 ranged; SV Fort +2, Ref +6, Will +2; SZ M; Face/Reach 2m/2m; Rep +0; Str 16, Dex 18, Con 14, Int 10, Wis 10, Cha 28; CR 1. Equipment: Internal Storage (1), Sensors (improved), Translator Unit (DC 20), Vocabulator, Sensors (touch). Skills: Appraise¹ +7, Craft (Sexual Items) +4, Entertain (Sexual Techniques) +16, Knowledge (Aliens) +4, Knowledge (World Lore) +4. Languages: Basic (R/W), Binary (R/W). Unspent Skill Points: 4. Feats: Ambidexterity, Skill Emphasis (Appraise, Sexual Techniques), Steady. Templates Thrall Vitality: Same as the character. Speed: Same as the character. Defense: Same as the character. Damage: Same as the character. Special Qualities: Same as the character. In addition, the character receives the following qualities: Master: A thrall automatically considers the being that forced this template upon him his ‗master.‘ The thrall will obey any command, even suicidal ones. In addition, any mind-affecting abilities that do not originate from his master, can not affect the thrall. Defender: If actively defending his master from attack, the thrall gains a +4 attack bonus and also receives a +2 damage bonus to any attacks made. In addition, his defense gains a +2 bonus. If the thrall is within 2 meters of his master, as an immediate action, the thrall may interpose himself between his master and an attacker. The thrall is then the subject of the attack instead of his master. Note that the attacker cannot reroll the attack and must take the result based on the new target‘s defense. Limited Mindlessness: A thrall is still a sentient creature but his broken will manifests itself in certain ways. Any Iron Will or similar feat possessed by the thrall is suspended while this template exists. Saves: +2 bonus on Fortitude saves, –2 penalty on Will saves. Abilities: Same as the character. Skills: Same as the character. Feats: Same as the character. 33 / 33