"Magic Items"

To what extent have any of you used "magic items", perhaps those similar to D&D rpg's?  Or, items that give a character access to (or bonus to) a skill, feat, or talent that they otherwise would not have? 


One of my Jedi Knight PC's is carrying a lightsaber from a dark lord that they had slain. Unknown to him, the lightsaber has a dark-side presence, meaning that it will whisper dark temptations to my jedi PC and try to corrupt him.

In my next campaign, my jedi will find a holocron, which will allow them to retrain Force talents and Force powers, as described in Jedi Academy Training Manual.


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To what extent have any of you used "magic items", perhaps those similar to D&D rpg's?  Or, items that give a character access to (or bonus to) a skill, feat, or talent that they otherwise would not have? 


I don't.  From time to time they may find some piece of superior tech that I hold in very limited availability but they certainly do NOT get "magic items" in the same sense the DnD operates.  My PCs will NEVER find a "+5 blaster pistol" but I may occasionally give them a blaster pistol modified by Superior Tech for added damage.

There are items that are basically required to use certain skills.  Sometime that equipment provides bonuses like a helpful computer will contribute it's INT modifier to your skill.  You can also find some equipment that will let you roll a skill despite not having training in it; an example here (from the SotG) is that an astrogation computer will allow a character untrained in Use Computer to plot a hyperspace course.  I usually don't support things that effectively give player feat/talent abilities unless they are much worse then what could be done if the character actually had that ability.

A big thing about "magic items in StarWars" is that you should NOT have that kind of mindset.  In SWSE it is about your character and much less about the character's equipment.  People have often asked if SWSE has a "wealth by level" table similiar to what DnD has and the answer it NO; this is because a very high level character should be perfectly playable using the same equipment he has had since he was low levelled.  Now I'll admit a high level character may have better access to certain "big ticket" items such as starships and resource but generally the stuff they carry will be the same stuff they have always carried instead of constantly needing to "upgrade" it like a DnD character needs to do.
 
The whole purpose of droids is to give people access to skills/feats/talents that they don't otherwise have.
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That's absurd. Just absurd. The Saga books are full of items that give skill bonuses, feat, and talent-like access. Especially lightsaber crystals that allow rerolls of damage, skill bonuses, to-hit bonuses, damage bonuses, add die of damage, deal fire damage, deal ion damage, etc...
And the Tech Specialist is basically a wizard creating magic items for players....+1 this, +2 that, etc...  Tech Specialist = Create Wondrous Items.  All of these just duplicate what you could get with a feat or talent. Holocrons could also be capable of doing such things.

 Great post richterbelmont10!!!  Those are awesome ideas! 
The Heirloom items in the Legacy Era Campaign guide are pretty nice too.  For example, Palpatine's Lightsabre can add like half of your Dark Side Score to damage or something.  Once per encounter I do believe.
192523575 wrote:
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@ DurosSpacer:  I make liberal use of heirlooms, templates, upgrades, and modifications in my campaigns.  They make nice rewards for the players.  I do agree with StevenO that Saga is mainly focused on the character, but I think he means that Saga characters shouldn't have each body slot occupied by items the way D&D or Pathfinder characters are.  My players might each have one or two interesting/unqiue items, but I generally don't go further than that.   But if you really like unique items and want your players to have them, go for it and have fun with it.  Don't let our thoughts or preferences change what you think will be fun.
 
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SS may have me read correctly.  It's one thing if the characters eventually get slightly better weapons, armor, and maybe even vehicles but I really do NOT want to see StarWars characters who have two magic rings, a set of magic bracers, magic boots, magic amulets, magic face masks/glasses, magic wands/staffs/scrolls/potions, and other things like that.  To look at DnD magic items is StarWars I'd be most comfortable with the basic weapon and armor and perhaps some miscellaneous items but if you start looking at all the item categories I find the idea sickening.

My discomfort with "magic items" also stems from people asking "how do I improve my character" and then they show a character loaded with every kind of tricked out piece of equipment they can think of.  Oh, and while they may be asking about a 20th-level build they expect they'll have that equipment for a long time.  It is so much easier to build a "character" without worrying about equipment then it is to account for all the crazy things some people will come up with.
 

I have gone overboard with magic items a time or two



   An old Dathomir witch once wrote on the players with a white chalky sap that added +1 use of a known Force Power per encounter. It lasted a couple sessions, until the writing came off; which paved the way to …


   Glyph Warding. By Spending a Farsee (fore power) and a Force Point, our Fargul could imbue a random property into a special gem. I had a randomizer that was something like …
1= 1per day gain the effect of multitarget power.
2= 1per-encounter make a UTF and heal that many HP
And it was a lot of fun. But that paved the way to…


Cerean meditation Stones, that the Party could meditate upon (or train/sparwith depending on the target feature), transferring a one-time-use access to a talent they possessed into the crystal, and were allowed to swap them with one of the other three Force Users in the party. In this manor, mentors would occasionally give them such articles that were beneficial for puzzles or obstacles later in the session. That was a nice way to plan for an upcoming encounter during down time (a fun set of conversations to listen in on during for chow breaks). Which paved to something that I never actually employed, due to our little group disbanding…


Cursed lightsabers, and Intelligent weapons. Scared yet? Well if you ever played AD&D, you should be, these things were like having another party member. Bending a whole bunch or rules, here it is in a nutshell. Transferred Essence into a Crystal, or a sentient T’sill crystal used in a lightsaber- on its way to becoming a Jedi or an Iron Knight padawan (the sentient crystals sat around real well, and the saber employ was a way to get them out and in the galazy as an observer and student before a body/chasis was issued (at least in our game).
    There are a bunch of ways to do this, but it really shouldn’t be used unless someone out there is playing a solo campaign, or the weapon is obviously not anyones property, and treated as a timeless mentor.


Body/Lightsaber construction
Built into a long handled lightsaber or saber pike, a living crystal is seamlessly bonded to the weapon. Some sabers have photo receptors that allow the crystal to perceive the outside world, others may have repulsor systems that allow it some independence or even a simple appendage to interact with controls or scomp ports; others still, the old and wises of T’sil content to weather the ages in deep contemplation may only become active/present when the blade is on.


Basic intelligent weapon.Jedi 3
1-Skilled Advisor + Force Training (F Slam, Negate Energy, Rebuke x2)
2- Force Boon
3-Telepathic Link + Force training x2(enlightenx2, Plant Surge, Force Light
no physical stats, does not consider self to be weapon,


Improved Intelligent Weapon [grey or dark] Scoundrel3/Noble 3/Scout1/crimwe Lord 3
Scound-1- Stymie + Force sensitivity
2-
3-Telepathic Link + FTx1(
Noble-4-Born Leader
5-
6-Tactical Savvy
scout -7-
Crimelord-8- Impel Ally I
9-Impel Ally II
10-Master’s Orders


As you can see, its gets pretty intense making characters that spend their whole turn giving out bonuses, attacks, force powers, force points (master Advisor) and so on… enjoy



Good stuff, jormundre!  Lots of room for plotlines and storylines using those items.  Used in moderation, they can be a lot of fun.

My custom campaign guide ("Star Wars: Big Damn Heroes," for a campaign that's been running since 2002) now has a chapter for customized equipment.


Two of my four PCs are Jedi and a third often fights in melee, so I used to make liberal use of melee templates to spice up their opponents. Since I feel it's fair to give my PCs the same options as my NPCs, I put together a chapter codifying and explaining 1) templates, 2) tech spec modifications, and 3) accessories.


At the extreme, this produces some pretty crazy stuff. I also allow characters to build in a feat (instead of a tech spec modification) or talents (as templates).

The balance in my game, though, is that the weapons become incredibly (indeed, prohibitively) expensive when you throw a bunch of stuff on them. I also control WHERE these items can come from. For example, right now, the PCs have access to a weaponsmithing droid... but the droid can only make one item at a time (and it takes weeks or months to make one).

Right now, my gunslinger PCs has a pair of awesome pistols, and the guerilla/commando-type PC is in the process of having one of his melee weapons really tricked out(the latter is something of an equipment junkie, so his choice are, to some extent, inspired by what will look cool rather than extreme efficiency).


Sure, this makes these guys more effective in combat, but it also helps  them feel like they're on par with the Jedi, who are packing a ton of tricks via Force powers and are incredibly effective with their lightsabers.  
@GWEK is there a link to see your custom campaign guide?

Jormundre, that is some excellent thinking with Transfer Essence into an item to create "living weapons"...Just out of pure academic curiousity, what would a "20th level living lightsaber" look like that was designed to be used by another Sith Lord?
192523575 wrote:
-In loving memory of all the Squirrel Jedi hunted down during the Dark Times.
"any eye for an eye leaves the world blind" "No it doesn't, there'd be one guy left with one eye" my custom miniatures http://community.wizards.com/go/thread/view/75862/29829771/ChainmailJedis_customs

Hmm... that sounds like fun

20th level living lightsaber for a sith Lord

Noble (  
1- Inspire Haste + Force sensitive
2-
3-Born Leader
4-
5-Tactical Savvy
Jedi    
6-Councilors Vitality + Adaptable Talent [Skilled Advisor]
Scoundrel
7-Stymie
Crime Lord
8- Impel Ally I
9- Impel Ally II
10-Impel Ally III
11- Master’s Orders


    For a Sith Lord, you would want to cram bonuses in like…
in the Rebellion (I think) Era Sourcebook, there are some cool noble or scout talents that let you move an ally as a reaction. Anticipate Movement? Add in talents like Tactical Savvy to grant huge bonuses on die rolls for Force Points and you have a good start.
    The stymie + Crime Lord talents are the bread and butter for this concept, because it takes everything except reactions out of consideration for the GM. If these are all you focused on, that would be enough. Stymie and Impel Ally II alone would let a GM just assume the Sith Lord with the sword would have two standard actions (one on another initiative count, unless you invested in scout to time it differently), and at the same time be able to impose a -5 (stymie) on an opponent’s skill of choice…or using noble’s ‘Inspire Confidence’ promote a quick perception check or whatever (as a move action).
     By itself, that’s the sword you’d want. A Dancing sword of Unnerving Quickness


     But since you mentioned level 20…add in the idea that it should not be a sith Lord or really even a sith Apprentice.


Continuing in Crime Lord
12- Telepathic Link
13-Illusions
14-Illusion Bond
Force Adept
15- Force Treatment
16- Improved Rebuke
17-Instrument of the Force (to make force points)
Force Disciple
18- Profit] Influence Savant  
19-Linked Power]
20-Distant Power] Force Suppression (?Suppress Force JATM)


Illusion & Illusion Bond let the intelligent weapon ‘see’ the world more clearly and even drape its personal touch on the world around the wielder, opening the door for some rather supernatural and horror themed stuff.
Telepathic link is almost required to keep the sword and its wielder in tune, plus being able to donate a Force Power once in a while is really nice.


Influence savant and Force Suppression (?) make it extraordinarily useful for reactions, to either rebuke powers or nullify use the the force checks.



 



A light side version could be quite similar


Noble
1-Born Leader + Force Sensitivity
2-
3-Taacticval Savvy
Jedi
4- Skilled Advisor
5-
6-Concilor’s Vitality
7-
8-Telepathic Link
Jedi Knight
9-Master Advisor
10-Fp Recovery
11- Djem So
12- Imp Rebuke
13-Share Talent [Djem So}
14-Imp Move Light Object
15- Share Force Power
Crime Lord
16-Impel Ally I
17-Impel Ally II
18- Master’s Orders
19-Illusion
20-Illusion Bond


The main difference here is that when the weapon is not granting extra moves, it could be using Master Advisor to instill a +5 and a Force Point, every turn.
Being able to share Djem So and Djem So Force Powers could also make for an interesting ‘Sword of Legendary Battle Prowess’


Again with the illusion and Illusion Bond= a dynamic environment is always fun (even if it is only an illusion or hologram)




SS may have me read correctly.  It's one thing if the characters eventually get slightly better weapons, armor, and maybe even vehicles but I really do NOT want to see StarWars characters who have two magic rings, a set of magic bracers, magic boots, magic amulets, magic face masks/glasses, magic wands/staffs/scrolls/potions, and other things like that.  To look at DnD magic items is StarWars I'd be most comfortable with the basic weapon and armor and perhaps some miscellaneous items but if you start looking at all the item categories I find the idea sickening. 


This is a good point and a good warning to keep in mind.



 

JOIN US AT THE NEW STAR WARS SAGA EDITION COMMUNITY: THE SAGA CONTINUES!

 

Compiled files of all Star Wars Saga Edition resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements

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