The Star Wars Saga Edition RPG Databank

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Archive for the ‘Gear’ Category

Coagulin & Cordrazine

Saturday, December 24th, 2011

Designed by FandomComics

Coagulin
This is a drug developed shortly before the Clone Wars that was widely used as a universal blood coagulant by many emergency doctors and surgeons. With a Treat Injury check (DC 5), the drug allows an unconscious character to make an immediate Constitution check to regain consciousness and grants a +5 bonus to that Constitution check.

Cordrazine
Cordrazine is a common drug found in emergency rooms and triage units. This drug creates an immediate chemical defibrillation used to jump-start a patient’s vital signs if they begin to slip into death. With a Treat Injury check (DC 5), this drug can be administered to a patient who has just failed a Constitution check to regain consciousness by 5 or more, or rolled a natural 1 on their Constitution check. The Cordrazine prevents the character from dying, but cannot be used more than a number of times equal to the patient’s Constitution modifier in a 24-hour period, or the patient dies instantly (see Falling Unconscious, SE 147).

Posted in Equipment, Gear, Medical Equipment | No Comments »

Incendiary Grenade

Monday, March 21st, 2011

Designed by Shadowrunner.

Tiny, Simple Weapon

The incendiary grenade spreads flammable chemicals over a two square burst radius, burning anyone within.  It is designed to detonate on contact after it is thrown, dealing damage in the same round as it was hurled.  The chemicals will keep burning until to start of the attacker’s next round and anyone within or moves into the radius suffers a D20+5 attack against their Fortitude defense, taking  1D6 fire damage.  When you make an area attack with an incendiary grenade, you make a single attack roll and compare it to the Reflex defense of every target in the blast area.  Creatures you hit take full damage and take only half damage on a miss.  Creatures with Evasion take half damage on a successful attack and no damage on a miss.

WEAPON COST DMG STUN ROF WT TYPE AVAIL
Incendiary Grenade 400 4D6 N NA .75 kg Fire Military

Posted in Explosives, Weapons, Ranged | No Comments »

The Muur Talisman

Friday, June 26th, 2009

Designed by jadenkorr

A Mandalorian holding the Muur Talisman

The Muur Talisman was a unique Sith Talisman created by the Sith Lord Karness Muur at a time near that of the Hundred-Year Darkness of 7,003 BBY. It had the unique ability to infect humanoids in the area into Rakghouls, and is believed to be the source of the entire Rakghoul Plague. Many non-human species, such as Snivvians, were immune to its power, as were Force-Sensitives. It also gave the wearer the ability to control Rakghouls, using the skills of the beast’s original form, and prevented the bearer from aging. It had the appearance of a golden scorpion, and could move of its own accord, to find a suitable target to latch onto.

Eventually, the Talisman was discovered in 3,965 BBY by a Mandalorian by the name of Pulsipher, who discovered some of its abilities before it abandoned him and Rakghouls devoured him when he arrived on Jebble. The Talisman wrapped itself to the throat of Celeste Morne, who discovered that the Talisman’s bearer was haunted by the Dark Side Spirit of Karness Muur himself. Intending to bring Jedi help to remove the Talisman, Zayne Carrick placed Morne in Dreypa’s Oubliette, a stasis chest that smothered the Muur Talisman’s power. Before Zyne could bring help, Jebble received a nuclear attack from Cassus Fett, burying the Oubliette, Morne, and the Talisman below a kilometer of ice.

The Oubliette was rediscovered by a mining expedition, and changed hands many times, the mystery of the sealed box that could not be opened driving the price high, until the Dark Times. After a war was fought over it, the crew of the Uhumele found it, but while trying to sell it, were betrayed and it fell into Vader’s hands on an unknown moon. Vader was able to open it, and when Morne, still alive, discovered the Sith Lord’s nature, dueled with him. When she was beaten, she chose to keep the Talisman’s power from Vader, and transformed his Stormtroopers into Rakghouls, who then chased the Sith Lord away.

Twenty years later, Vader knew Morne was still stranded, and tried to deal the Rebel Alliance a blow by baiting them to the moon where they would be killed or transformed into Rakghouls. Luke Skywalker and Leia Organa led the expedition, and after a battle with the former, Morne took a B-wing and left the moon.

One-hundred and forty years later, Morne, still as young as ever due to the Talisman’s power, joined Cade Skywalker, who eventually destroyed the Talisman using the Force ability known as Shatterpoint.

The Muur Talisman

The Muur Talisman enables Force-Sensitive bearers to infect all creatures within 6 spaces with the Rakghoul Plague (KotOR CG, page 223) as a full-round action. Make a Use the Force check, and substitute it for the normal +8 modifier of the disease as though all creatures within 6 spaces were bitten. Characters who are not humanoid or have the Force Sensitivity feat are immune. If successful, the creature is infected and the attack recurs every 5 rounds rather than every 5 minutes. Using the Talisman in this way increases the bearer’s Dark Side Score by 1. All Rakghouls are always Helpful towards the bearer, and can be directed by him/her, even to do things not in their nature (like wield blasters and protect others who aren’t infected) without a check of any type.

Additionally, the bearer does not age, and is capable of communicating with the Dark Side Spirit of Karness Muur.

If the Talisman is attached to a non-Force-Sensitive bearer, it can release him/her and search for another bearer to latch onto (treat as a Grapple attack). For game purposes, the Talisman is considered to have speed of 4 squares and a Grapple modifier of +10.

Posted in Force Artifacts, Gear, Uncategorized | 3 Comments »

Spacer’s Chest*

Monday, November 24th, 2008


See Scum and Villainy (pg 52).

Posted in Gear, General Gear | No Comments »

Man Trap*

Monday, November 24th, 2008


See Scum and Villainy (pg 52).

Posted in Gear, General Gear | No Comments »

Lock Breaking Kit*

Monday, November 24th, 2008


See Scum and Villainy (pg 52).

Posted in Gear, General Gear, Tools | No Comments »

Force Cage*

Monday, November 24th, 2008


See Scum and Villainy (pg 52).

Posted in Gear, General Gear | No Comments »

ABC Scrambler*

Monday, November 24th, 2008


See Scum and Villainy (pg 52).

Posted in General Gear | No Comments »