Mystical Items

Mystical Items

Kaiburr Crystal
Type: Force Enhancing Artifact
Cost: Not available for sale
Availability: 4
Game Notes:
Kaiburr crystal stores Force points, which can be used by a Force-user that takes possession of it. Each crystal stores five Force points, and these Force points can only be used to increase rolls made to employ Force powers. As long as the crystal is in close proximity to the Temple of Pomojema on Mimban, it regains 1 Force point every minute. If removed from Mimban, a crystal does not regain spent Force points, but can be used as a lightsaber crystal. Kaiburr crystals used in this way grant a +2 pip bonus to the lightsaber’s damage, as well as a +2 pip bonus to all lightsaber skill rolls.
Source: Rebellion Era Sourcebook (page 84)

Void Stone
Type: Force-dampening artifact
Cost: Not available for sale
Availability: 4
Game Notes:
All Force-users within 100 meters of the Void Stone suffer a –2D penalty to all Force skills. In addition, the use of Force points within the area of the Void Stone is reduced by half (ie, instead of doubling all dice pools, a Force point used near the Void Stone only grants a bonus of x1.5).
Source: Rebellion Era Sourcebook (page 85)

The Codex
Type: DarkStryder artifact
Scale: Character
Game Notes:
The Codex is a small metallic pyramid that provides +2D to all Force skills that the user possesses. In addition, the Codes allows a Force-sensitive to automatically locate “galactic” scale disturbances in the Force (i.e. the destruction of a planet or other such cataclysm). Characters who attempt to use the device more than three round a day are subject to some penalties: any Dark Side points the character receives while using the Codex are doubled, and other Force-sensitives can locate the device fairly easily, often over distances of more than 100 light years. The Codex has a body strength of 1D to resist damage. If the device is roughly handled or otherwise damaged, it will break and cannot be repaired.
Source: The DarkStryder Campaign – The Kathol Rift (page 62)

Sith Translation Talisman
Type: Sith talisman
Cost: Not available for sale
Availability: 4
Game Notes:
This talisman allows the wielder to read the Sith’s ancient language as if it were his own native tongue.
Source: Tales of the Jedi Companion (page 82)

Sith Force Mask Talisman
Type: Sith talisman
Cost: Not available for sale
Availability: 4
Game Notes:
Force-wielding characters using the sense skill to detect disturbances in the Force cannot perceive any Force use by the holder of a Force mask.
Source: Tales of the Jedi Companion (page 81)

Sith Concentration Talisman
Type: Sith talisman
Skill: Control, sense or alter
Cost: Not available for sale
Availability: 4
Game Notes:
Force-user must touch the talisman throughout the Force power’s initiation. It grants a 1D, 2D, or 3D bonus to any one Force skill. Affected skill may be changed between uses of Force powers, but not during the initiation of one power that requires more than one Force skill. The amount of bonus is dependent on the particular talisman; weaker ones are more common, while the more powerful ones are extremely rare.
Source: Tales of the Jedi Companion (page 80)

Sith Shield Talisman
Type: Sith talisman
Cost: Not available for sale
Availability: 4
Game Notes:
The shield talisman confers a bonus of up to 3D (there are 1D, 2D, and 3D versions of the device) against energy and Force attacks directed at the wielder. The number of absorbed dice directly correlates to the rarity of the item.
Source: Tales of the Jedi Companion (pages 81-82)

Sith Healing Talisman
Type: Sith talisman
Skill: Control, sense or alter
Cost: Not available for sale
Availability: 4
Game Notes:
A Force-user may heal one being by one wound level for each die of Force skill (control, sense or alter) he wishes to give up for the following ten hours.
Source: Tales of the Jedi Companion (page 81)

Sith Ensnarement Talisman
Type: Sith talisman
Skill: Control, sense or alter
Cost: Not available for sale
Availability: 4
Game Notes:
Force-user must touch the talisman throughout the Force power’s initiation. It grants a 1D, 2D, or 3D bonus to any one Force skill. Affected skill may be changed between uses of Force powers, but not during the initiation of one power that requires more than one Force skill. The amount of bonus is dependent on the particular talisman; weaker ones are more common, while the more powerful ones are extremely rare. Each time a light sider uses the device he must make a willpower or control roll against an ever-increasing difficulty. The first use requires a Very Easy roll, the second an Easy roll, the third a Moderate roll, and so forth. Failing the roll means that the user automatically turns to the dark side.
Source: Tales of the Jedi Companion (page 81)

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