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Archive for the ‘Force Tradition’ Category

Theran Listeners

Wednesday, September 30th, 2009

Designed by jadenkorr

History

In 702 BBY, a group of political prisoners from the Grissmath Dynasty were sent to the penal colony on Nam Chorios in the Meridian Sector, a bleak world of crystal deserts. Eventually, the penal colony, little more than surface-to-air guns to prevent unauthorized flights offworld, was effectively disbanded and became a settlement called Hweg Shul. The descendants of the prisoners eked out a living on the world, though it had few resources, except for the abundant “spook” crystals that created random electrical storms, and the drochs that Hutts consider a delicacy.
Theras, one of the farmers in the settlement who was known to be a crackpot, claimed he had a dream in which the crystals of Nam Chorios spoke to him, saying that to prevent the escape of the drochs, no ships could ever leave the planet. By 19 BBY, his followers, now called “Oldtimers,” had taken control of the gun emplacements to prevent anyone from leaving. Seti Ashgad was exiled to Nam Chorios, met with Beldorion, a failed Hutt Jedi, and discovered that the spook crystals unique energy distribution properties could be used to create CCIR (Centrally Controlled Independent Replicant) systems in droids.
Ashgad found that Beldorion, essentially the dictator of the planet, was being manipulated by Dzym, a mutated humanoid Droch. A deal was struck, and while the exiled hyperdrive technician would begin trading crystals to other worlds (providing the drochs with means of escape), Dzym would use the strange abilities of his kind to prolong Ashgad’s life. Little did he know that drochs create the Death-Seed Plague, a fast-acting fatal disease that had, in the past, wiped out the Meridian Sector. The only weakness of the drochs’ was their infertility when exposed to light, which the numerous spook crystals amplified enough to prevent an outbreak.
Ashgad formed the Rationalist party with the Hutt, and they opposed the Oldtimers, who would not give their true reasons for enforcing such drastic isolationist policies. Even as they seized control of the gun emplacements, Luke and Leia arrived to end the conflict. The latter engaged Beldorion in a lightsaber duel, killing him, while Luke discovered the Oldtimer Theran Listeners, who explained the true nature of the spook crystals, better known as Tsils. The Tsils were fully sentient, and they amplified any use of the Force into the electrical storms that plagued the surface of Nam Chorios.
During the fighting, Dzym finally acquired a starship to reach the stars, where, no longer weakened by the Tsils and their light amplification, he could spread the Death-Seed Plague to the whole galaxy. in response, the Tsils launched their only offense, combining their power into a massive electrical storm that destroyed Dzym and his shuttle.
In the aftermath, the Theran Listeners taught Luke what they knew, and later, they taught Jacen Solo their techniques. They now make a few exceptions to the isolationist laws, but those leaving must go through intense security measures.

Building a Theran Listener

Theran Listeners are few and far between, and they almost never leave Nam Chorios. Finding a reason for your character to have left the world is the hardest part of your concept. Did he/she choose to leave the planet to join the Jedi Order? Or was he/she sent away by the teachers, and if so, why? Another possibility is that your character, like Jacen, sought them out intentionally.
Aside from the talent tree presented below, many Listeners are skilled in healing and foresight, so they take talents like Force Perception and Visions, and Force Powers like Farseeing and Vital Transfer. Many also take Negate Energy, as they have learned to walk through the electrical storms of the Tsils unaffected.

Theran Listeners Talent Tree

As one of the Listeners, you can enhance your hearing with the Force, in addition to creating effects similar to those of the Tsil.

Farhearing

Your listening techniques extend to visions as well. Whenever you successfully use Farseeing, you may immediately make a Use the Force check to eavesdrop or listen as a reaction as though you were the target.

Prerequisite: Farseeing, Theran Force Listening

Light of the Tsils

Through the Force, you can amplify light. As a full-round action, you may make a DC 10 Use the Force check to triple the range of any light source that you are touching for a number of minutes equal to your Wisdom modifier (minimum 1). If a light has no expressed range, such as a datapad screen, it effects all adjacent squares.

Sickening Wave

You have learned to mimic the storms of the Spook Crystals. Once per encounter, as a full-round action, you may make a Use the Force check against the Fortitude Defense of all targets within 2 squares. If your Use the Force check equals or exceeds a target’s Fortitude Defense, he/she moves -1 step along the condition track and takes 2d6 ion damage.

Theran Force-Listening

You can hear through the Force rather than your ears. You may substitute a Use the Force check for a Perception check to eavesdrop or listen. Additionally, you may spend a Force Point as a free action to gain two of the following benefits for a number of minutes equal to your Wisdom modifier (minimum 1):

-Ignore the penalties for being in noisy and very loud areas.
-Ignore walls and other obstacles for purposes of making Perception checks to eavesdrop or listen.
-Understand languages that you are not proficient in.
-Gain the ability to use eavesdrop to listen in on any form of telepathy that originates within 24 squares as a reaction.
-Halve all penalties to your checks made to eavesdrop or listen that are derived from distance

Wild Storms

Just like the Tsils, you can create storms from another’s use of the Force. Whenever you are the target of a Use the Force check, you may spend a Force Point to activate Sickening Wave as a reaction, and it does not count towards the once per encounter limit.

Prerequisite: Sickening Wave

Posted in Force Tradition | No Comments »

Morgukai Warriors

Friday, July 3rd, 2009

A Morgukai Warrior

Background:

Little was known of the order, but its members (usually of the Kajain’sa’Nikto race) were renowned for their intense hatred of the Jedi and their strict code of honor. Morgukai followers used armor and staffs infused with cortosis alloy, which was resistant to the lightsabers used by their Jedi nemesis. To fight their sworn enemies, they developed mental exercises to resist the Jedi mind trick.

Their order bore some similarity to that of the Jedi. Fathers took their sons as apprentices, training them in the deadly arts. An example of this is the master-student bond between the Nikto Tsyr and Bok. Also, Morgukai initiates were required to build their own cortosis staffs as a test of their devotion to the order.

Despite their violent ways, the Morgukai had a strong sense of honor, and would even overlook right and wrong when their honor was at stake.

History:

The Morgukai were prominent during the days of the Galactic Republic.

Sometime before the Clone Wars, the Devaronian, Vilmarh Grahrk, recruited a pair of Morgukai warriors Tsyr and Bok to help him in a plot against Clan Secura. But the former was killed by Jedi Knight Quinlan Vos and the latter lost his hand to his apprentice, Aayla Secura.

During the Clone Wars, the Confederacy of Independent Systems offered to Bok the chance to resurrect his order. They cloned him, creating hundreds of new Morgukai, on Saleucami, intending to create their own clone army to use against the Republic. Their existence was discovered by Jedi Master Tholme, who informed the Republic, causing Saleucami to be blockaded. For five months, the Republic fought against the Morgukai legions. By the siege’s end, all of the clones, including their progenitor were killed.

During the rise of the Galactic Empire, the Morgukai cult went into recision and virtually disappeared with the last known (former) Morgukai, the Jedi Ma’kis’shaalas, being killed by Darth Vader in the Conclave of Kessel. ~Wookieepedia~

Membership: Only Force Sensitive Nikto are accepted into the Morgukai Religion.

Morgukai Warrior Talent Tree

Honor Bound
Once per encounter when you are fighting a member of the Jedi tradition or an opponent of a higher level than you, you may gain a number of temporary hit points equal to 5+your heroic level as a reaction. Any damage is taken is subtracted from these temporary hit points first, and if, at the end of the encounter, any remain, they are lost. You may take this talent up to three times; its effects stack.
Prerequisites: Force Sensitive

Jedi Hunter
You gain a +1 bonus to melee attack and damage rolls against characters with one or more levels in the Jedi class, Jedi Knight prestige class, or Jedi Master prestige class.
Prerequisites: Force Sensitive

Morgukai’s Mind
You gain a +3 Force bonus to Will Defense whenever a Use the Force check is compared to it.
Prerequisites: Force Sensitive, Jedi Hunter

Morgukai Staff Block
As Block talent, except you must be wielding a Morgukai Staff instead of a lightsaber.
Prerequisite: Exotic Weapon Proficiency (Morgukai Staff), Weapon Focus (Morgukai Staff)

Morgukai Staff Expertise
Once per encounter, you may make an attack with a Morgukai Staff as though it has reach of 2 spaces. If you have Weapon Specialization (Morgukai Staff), you may use this ability twice per encounter.
Prerequisites: Exotic Weapon Proficiency (Morgukai Staff), Weapon Focus (Morgukai Staff)

Equipment

Morgukai Cortosis Armor

Light Armor
The Morgukai Warriors used armor built of out of a Cortosis Alloy in combat, giving them resistance to lightsaber attacks. Morgukai Cortosis Armor has DR 10 against lightsaber attacks, but only when the armor is attacked – not the wearer. Once per encounter though, while fighting defensively, you may gain DR 10 against an attack from a lightsaber.

ARMOR COST ARMOR FORT MX DEX SPD WT AVAIL
Morgukai Cortosis Armor Not for sale (est. 20,000) +6 +2 +3 6 sq. 7 kg Rare

Morgukai Staff

Exotic Melee Weapon, large
The Morgukai Warriors used a unique weapon that was not unlike a reversed lightsaber; it had a long handle made of Cortosis Alloy, with a small blade similar to that of a lightsaber on one end. A Morgukai Staff has DR 10 against all lightsaber attacks. A Morgukai Staff is a double weapon. You can attack with both ends as a full-round action, but both attack rolls take a -10 penalty. The blade deals 1d8 energy and slashing damage, and the staff end deals 1d6 bludgeoning damage; you may choose which end to attack with, using one or both ends if you make multiple attacks.

WEAPON

COST

DMG

STUN

WT

TYPE

AVAIL

Morgukai Staff

Not for sale (est. 10,000)

1d8/1d6

-

6 kg.

Energy and Slashing or Bludgeoning

Rare

Posted in Force Tradition, Uncategorized | 11 Comments »

Gray Paladins

Sunday, June 14th, 2009

Designed by jadenkorr and Magnitude77, with much help from Shadowarrior

The Paladins were an offshoot of the Teepo Paladins that emerged after they had been censured by the High Jedi Council for the avocation of offensive weapons like blasters, in addition to the traditional lightsaber. Teepo and his followers were ostracized as potential dark siders.

Though not a formal part of the Order, some still maintained residence at the Jedi Temple. With the execution of Order 66, the Paladins scattered and were hunted down by the Sith. When Luke Skywalker rebuilt the Order, it is unknown if any lived to rejoin the Order.

The Gray Paladins held radical views. Whereas the Teepo Paladins still sought oneness with the Force, some of them going so far as to wear masks or eye-concealing headgear in battle to maximize their connection to it, a Gray Paladin’s contention was that the Jedi had come to depend on the Force too much in some ways.

They acknowledged that a Jedi could be no more independent of the Force than of nourishment or air; nevertheless, they had developed skills and techniques that did not utilize the Force’s “flashier” aspects. They didn’t eschewed the use of lightsabers completely, they simply believed that a Jedi should use which ever weapon he or she felt the most comfortable with, but many chose instead to rely on proficiency with blasters and other forms of combat, both armed, and unarmed. They became masters in various forms of martial arts like like Teras Kasi, as well as esoteric weaponry such as Sallisian throwing whorls and spinsticks, rather than rely on Force-augmented gymnastics and speed.

The Gray Paladins were not against the concept of the Force; they simply argued that skills should be developed with a minimum dependency on it. Most Jedi felt that this was heterodoxy as well as pointless. Since the Force encompassed all living things, they argued it was impossible for any scenario to exist where it would be necessary to act independently of it. The Grays were also much more militaristic than the Teepos, or even the mainstream Jedi.

Paladins in general seemed to be much more in tune with the Force around them, almost bordering on a hyper-sensitivity. As an example, the Gray Paladin Laranth Tarak sported a pair of dual blaster pistols, and had the ability to deflect and “bend” other blaster bolts with her own blaster bolts, another sign of the Paladin’s advanced attuning with the Force. Gray Paladins where also very good at blocking incoming Telekinetic attacks. Able to see the attack forming, and stopping it before it could take effect. In addition to this, they had Incredible precognition, able to see far more into the force than other force users. This developed form of precognition, allowing them to see the future, the past, and even current events over incredible distances. In battle, this ability was incredibly deadly, allowing them to see attacks before they happened, they could adjust, and perhaps counter to their advantage. Both of these abilities however, took extreme dedication to develop, and during a Paladins training, from Padawan to master, they would develop sporadically. ~Wookieepedia~

Gray Paladin Talent Tree

Paladin Initiate
Whenever you spend a Force point to add to an attack roll with a pistol, you may also add the Force point’s result to the damage roll.
Prerequisite: Force Sensitivity, Weapon Proficiency (pistols)

Ranged Deflect
[As Deflect.] You must have a pistol (that deals energy damage) drawn to use this talent, and you must be aware of the attack and not flat-footed. Furthermore, the pistol cannot be set to stun, and must do energy, not sonic (or any other “energy”-class) damage. Using this talent consumes one shot from your pistol’s power pack. (If wielding two, choose one.)
Prerequisites: Paladin Initiate, Weapon Proficiency (pistols), Weapon Focus (pistols), Weapon Specialization (pistols), Point Blank Shot

Blind Fight
You may spend a Force point as a free action to ignore all cover and concealment benefits your target may be granted for the duration of your turn.
Prerequisites: Force Sensitivity, Point Blank Shot, Precise Shot

Paladin’s Precision
You may use Ranged Deflect to negate damage from grenades, Move Object, Ballistakinesis, and the move light object application of the Use the Force skill. This talent only works against Move Object if the object is medium or smaller, and is not a living being. You cannot use this talent to negate a use of Move Object in which you are the “object” targeted.
Prerequisites: Paladin Initiate, Ranged Deflect

Paladin’s Insight
Whenever you activate Prescience, your target provokes an attack of opportunity from you if he/she withdraws or uses any ability to move within your threatened area without provoking an attack of opportunity.
Additionally, if your target moves more than his/her base speed on a turn without having cover against your ranged attacks, you may make an immediate attack against that target with a ranged weapon as a reaction.
Prerequisites: Force Training, Prescience Force Power, Base Attack Bonus +5

Posted in Force, Force Tradition | 4 Comments »

Felucian Shamans*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 92).

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Agents of Ossus*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 91).

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Order of Shasa Talent Tree*

Sunday, September 21st, 2008


See Knights of the Old Republic Campaign Guide (pg 61).

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Luka Sene Talent Tree*

Sunday, September 21st, 2008


See Knights of the Old Republic Campaign Guide (pg 60).

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The Krath Talent Tree*

Sunday, September 21st, 2008


See Knights of the Old Republic Campaign Guide (pg 59).

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