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TheShard

Non-epic force artifacts/relics

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If you're not Legends-averse, you could go with stuff from the non-Jedi Force orders, such as the Jal Shey or the Zeison Sha (meditation gloves, belts, armor, basic holo instructions...), or perhaps with a Baran Do/Frangawl artifact found on Dorin/Bardotta, like an icon, a meditation guide or something like that.

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Random ideas for items:

Force Sensitive Cube:  This cube is of a size that can easily fit into most species' hands (or equivalent).  The material it is made of, makes it especially sensitive to fluctuations in the Force related to Move.  It was frequently used in some of the ancient temples as a training tool for younglings, to hone their ability.   They would frequently utilize it in the form of a game, two younglings on either side of a space.  They would try and Move the object to a specified location, while preventing their opponent to from moving it to an equivalent location.  This tug-of-war game was quite popular, and varations of it would sometimes continue into the older Padawan's training routines.   Older trainees, would adopt a form of dodgeball with the device, incorporating their use of Sense to the game.  This tradition became the closest to a form of Jedi sports that there was.

Dancing Singer:  This trinket comes in various shapes, but the common theme, is that it is a series of spinning segments (think something similar to a gyroscope, but more elaborate and Star Warsy), with tiny holes and fissures in the material.  As the device spins up and down in velocity, musical notes are made.  The devices vary from planet to planet, as species related musical traditions can influence the design.   The purpose of the device, is to help train a Padawan's fine control of Move, by independently manipulating the different segments of the device.  Rotating them in different directions, and at varying speeds, allows a skilled practitioner to perform beautiful wind instrument style musical scores.  Some of the ancient Masters of the Order, were known to have held entire symphonic orchestras by themselves, suspending multiple instruments in the air by themselves.

I could probably think of some others with more time, but those are what I've got right now while at work.

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1 hour ago, TheShard said:

I'm looking for ideas or examples of non-ground breaking artifacts, relics and mystical nick-knacks... 

Ancient mandalorian armor? Think some kind of epic, Grendel-slaying mythology built up around this.

How about a chariot that the ancients believed was used to pull the galaxy along as it turned?

The big toe of The Great Prophet Wrrlevgebev, the wookiee spiritual leader from the early days of civilization?

Even better - how about a death shroud for the Great Prophet Wrrlevgebev? Still bears some of his sacred hairs imbedded in the fabric!

(Even better better - either of those artifacts in the clutches of the Trandoshans, who take every chance they can to lord that fact over the Wookiees)

Oh, and if you want a REALLY big find, how about this write up for the wreck of the Republic?

Edited by Desslok

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How about some with minor powers?

I've already proposed a Delderaan wool cloak that gives an auto success on a discipline check vs the darkside!

Also what minor benefit would a very angry mummified minor sith lord eye have?

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2 hours ago, TheShard said:

How about some with minor powers?

I've already proposed a Delderaan wool cloak that gives an auto success on a discipline check vs the darkside!

Also what minor benefit would a very angry mummified minor sith lord eye have?

One fairly minor mechanic that I like and have never seen implemented in the game is the ability to turn an advantage result into a success (or vice versa) after dice are rolled.

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7 hours ago, DaverWattra said:

One fairly minor mechanic that I like and have never seen implemented in the game is the ability to turn an advantage result into a success (or vice versa) after dice are rolled.

Eye for Detail, allows conversion of a success per rank into advantage on Mechanics rolls.

Edited by Darzil

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All of the non-Jedi/Sith groups aren’t really big enough to make their artifacts very valuable. As already mentioned by EpicTed, I would suggest:

  • Jal Shey
  • Zeison Sha
  • Baran Do
  • Frangawl

As well as:

  • Aing-Tii
  • Prophets of the Dark Side
  • Dathomirian Nightsisters
  • Dathomirian Witches
  • Jensaarai
  • Matukai
  • Dagoyans
  • Fallanassi

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Have you seen the relics in Nexus of Power? Some of them are mighty, and some are not. The Eyes of Laqasa (spelling approximate) are scanner goggles that remove all setback dice for darkness, mist, and so forth - and that's it. One of the adventures has an amulet that can add a light side Force pip to a Force power check once per session. 

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I'm just gonna rap off some effects. The look of the artifact itself would be up to the GM.

 

1 additional force point (light or dark depending on the origin of the artifact) when making Force Power checks

 

Gain 1 effect to a Force Power whether you have it or not without spending a Force Point on it once per session

 

Recover 1-2 additional strain after an encounter

 

Recover 1 wound after an encounter

 

Gain a unique upgrade to a Force Power while in possession of said artifact (the specifics of which can be detailed by the GM)

 

Gain a boost die or remove a setback die when using a specific Force Power

 

A weapon could give you a bonus advantage or success after successfully hitting

 

A piece of armor could give you some sort of unnatural protection against an effect (boots that resist knockdown by making it cost another advantage, full-body armor that lowers the Burn quality by 1, etc)

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30 minutes ago, capnhayes said:

Does Burn Quality ignore Soak? 

No it doesn't, sadly.  And while I'm not sure if the extra damage retains the soak-ignoring effects of the base weapon (Pierce/Breach), I'm inclined to say it doesn't do that, either.

But on topic!  If the upcoming and desperately anticipated Unlimited Power has the expected Alchemy rules, I have a feeling you'll have plenty of options for creating your own custom minor Force-imbued objects :) .

Now it just need to get here...faster >_< !!!

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I've created some diet holocrons.  They teach only a narrow field, for example they might teach one force power, or provide instruction on a lightsaber form (which doesn't necessarily have a benefit but justifies the character being able to purchase a lightsaber tree.)

 

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Interesting artifacts to hunt? The lightsaber of some legendary Jedi who never lost a duel and died of old age (turns out, the lightsaber is nothing special). The lost ruins of an ancient temple (on a planet like Mimban, with literally thousands of temples dotting its surface, for funsies!) Ancient texts (that turn out to mostly just be journals or record-keeping, and provide little real worth-while insight on how to use the Force). I dunno, I love the idea of coming up with something that sounds tantalizing in theory, but by the time the players get to the mcguffin, it turns out to be rather mundane and lackluster. "The real treasure was the adventure you had along the way" kind of mentality, I guess. Also tends to always keep the players hungry for more. Throw in the occasional Indiana Jones-esque major, legendarily powerful artifact, but then by the time the players finally get their hands on it, they realize they can't keep it for whatever reason ('the only power it has is the power to melt off everyone's faces nearby, including yours' or 'the moment this item leaves this temple, it reverts to being inert stone' or something along those lines). 

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Another idea I had was artifacts that have both a positive and negative effect, hence why they are minor artifacts. So taking my previous list for example:

 

1 additional force point (light or dark depending on the origin of the artifact) when making Force Power checks but you suffer double strain or double conflict when doing so.

 

Gain 1 effect to a Force Power whether you have it or not without spending a Force Point on it once per session but doing so costs 2 strain.

 

Recover 1-2 additional strain after an encounter but you only recover half-strain with a day of rest.

 

Recover 1 wound after an encounter but recover 1 less strain.

 

Gain a unique upgrade to a Force Power while in possession of said artifact (the specifics of which can be detailed by the GM) but the unique power requires a certain force point type or a certain amount of Force points beyond 1.

 

Gain a boost die or remove a setback die when using a specific Force Power but add a setback or remove a boost from another type of Force Power.

 

A weapon could give you a bonus advantage or success after successfully hitting but you take a point of conflict because it was created with the Dark Side or you take strain because it was created with the Light Side.

 

A piece of armor could give you some sort of unnatural protection against an effect (boots that resist knockdown by making it cost another advantage, full-body armor that lowers the Burn quality by 1, etc) but it is weak to another effect, maybe a weapon's Pierce quality is 1 higher against that armor type or poisons are absorbed through the armor and infect the user.

Edited by GroggyGolem

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