Force Artifacts

* **Game Notes:** The Codex is a small metallic pyramid that provides +2D to all Force skills that the user possesses. In addition, the Codex 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 rounds 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 (pg. 62)

### Firespray Module

* **Type:** Darkstryder artifact
* **Model:** Firespray Module
* **Scale:** Character
* **Skill:** Willpower
* **Cost:** Not available for sale
* **Availability:** 4
* **Range:** 3-4/8/12
* **Damage:** 3D each round until extinguished
* **Game Notes:** This module launches a fan of green flame at a single target.
* **Source:** The DarkStryder Campaign - Endgame (pg. 29)

### Kaiburr Crystal

* **Type:** Force-enhancing artifact
* **Cost:** Not available for sale
* **Availability:** 4
* **Game Notes:** Kaiburr crystals store 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 (pg. 84)

### Lightning Module

* **Type:** Darkstryder artifact
* **Model:** Lightning Module
* **Scale:** Character
* **Skill:** Willpower
* **Cost:** Not available for sale
* **Availability:** 4
* **Range:** 3-7/25/50
* **Damage:** 7D
* **Game Notes:** This module fires a lightning bolt at a single target. The lightning modules uses the *willpower* skill to determine hits.
* **Source:** The DarkStryder Campaign - Endgame (pg. 28-29)

### Mindwarper Module

* **Type:** Darkstryder artifact
* **Model:** Mindwarper Module
* **Scale:** Character
* **Skill:** Willpower
* **Cost:** Not available for sale
* **Availability:** 4
* **Range:** 20m
* **Difficulty:** Moderate
* **Game Notes:** This device takes one round to activate. All characters within 20m must make a Very Difficult *willpower* check or fall immediately unconscious for one hour; can only be awakened by vigorous shaking requiring a Moderate *Strength* roll.
* **Source:** The DarkStryder Campaign - Endgame (pg. 28)

### Sith Abattar

* **Type:** Sith talisman
* **Skill:** Alter
* **Cost:** Not available for sale
* **Availability:** 4
* **Game Notes:** This amulet consists of a thin silver chain adorned with six dagger-shaped wedges that is inexplicably heavy. Force-users who don the abattoir find themselves able to speak and understand any language, though the strain of the experience deals 2D damage per minute. Force-users with the Alter Force skill can focus the amulet’s energy into a destructive blast. Blast attack is rolled with the Alter skill, has a range of 2-5/10/20, and deals Alter+2D damage. Firing the blast deals a wound to the user and gives a Dark Side Point
* **Source:** Geonosis and the Outer Rim Worlds (pg. 32-33)

### Sith Amulet

* **Type:** Ancient Sith relic
* **Model:** Sith Amulet
* **Scale:** Character
* **Skill:** Alter
* **Cost:** Not available for sale
* **Availability:** 4, X
* **Range:** 1-5/10/20
* **Damage:** 6D
* **Game Notes:** Sith amulets are typically built in the form of crystal-studded gauntlets. When used by a character who has the Alter Force skill, the amulets project focused blasts of Dark Side energy similar to those created by the “Bolt of Hatred” Sith power (Tales of the Jedi Companion, pg. 87). The user’s skill roll equals their Alter skill code, and the attack can be dodged like any other ranged attack. Each time a Sith amulet is used, the user gains a Dark Side Point.
* **Source:** The Dark Side Sourcebook (pg. 66-67)

### 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 quite rare.
* **Source:** Tales of the Jedi Companion (pg. 80)

### Sith Ensnarement Talisman

* **Type:** Sith talisman
* **Skill:** Control, sense, or alter
* **Cost:** Not available for sale
* **Availability:** 4
* **Game Notes:** A 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 they 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 (pg. 81)

### Sith Force Mask Talisman

* **Type:** Sith talisman
* **Cost:** Not available for sale
* **Availability:** 4
* **Game Notes:** Force-weilding 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 (pg. 81)

### 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*) they wish to give up for the following ten hours.
* **Source:** Tales of the Jedi Companion (pg. 81)

### 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 correlates to the rarity of the item.
* **Source:** Tales of the Jedi Companion (pg. 81-82), The Dark Side Sourcebook (pg. 67)

### Sith Translation Talisman

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

### Void Stone

* **Type:** Force-dampening artifact
* **Cost:** Not available for sale
* **Availability:** 4
* **Game Notes:** All Force-users within 100m 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 (pg. 85)