Archiv der Kategorie: Verschiedene Ausrüstungen

Universal Power Adaptor

Universal Power Adaptor
Model: Udrane Galactic
Electronics Universal
Power Adaptor
Type: Universal power
adaptor
Cost: 100
Availability: 2
Game Notes: The term
“universal” is not 100
percent correct: the user
is required to make a
Very Easy Technical
roll to make the proper
adjustments for the
adaptor.
Source: Galladinium’s Fantastic Technology (page 33)

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Food Manager

Food Manager
Model: Synergentics Rapid Recipe Food Management
System
Type: Automated food preparation unit
Skill: Culinary arts (Knowledge skill)
Cost: 250
Availability: 2
Game Notes: A Very Easy culinary arts roll is required to
locate a specific recipe from the unit’s database. A Moderate
9or higher) roll is necessary to incorporate a new recipe
from scratch. Just add the ingredients and the system takes
care of the entire food preparation process.
Source: Galladinium’s Fantastic Technology (page 30)

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Dispersal Canister

Dispersal Canister
Model: Valkrex Machinery
Dispersal Canister
Type: Personal waste
disintegrator
Cost: 400
Availability: 2
Game Notes: Canister is
a round cylinder, 1 meter
tall by 40 centimeters in
diameter. Each canister
contains 6 removable and
rechargeable power packs,
which are charged with
the energy of disintegrated
waste.
Source: Galladinium’s Fantastic Technology (page 30)

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Repulsor Lounge Floater

Repulsor Lounge Floater
Model: Gafladen Lounger 432GLM
Type: Repulsor lounge floater
Cost: 350
Availability: 2
Game Notes: Features adjustable repulsor field from one to
30 centimeters and micro-inducers for a relaxing massage.
Source: Galladinium’s Fantastic Technology (page 31)

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Sun Room

Sun Room
Model: zZip Product Concepts Limited, Deluxe Sun Room
Type: Artificial environment booth
Cost: 22,500
Availability: 3
Game Notes: Unit is 20 square meters and 3 meters tall.
Simulates natural lighting, temperature and radiation
conditions on any number of worlds.
Source: Galladinium’s Fantastic Technology (page 32)

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Coruscant Cascader

Coruscant Cascader
Model: Farbreini MicroElectronics Limited Coruscant
Crusader BPEA-1A
Type: Electronic molecular excitation net
Cost: 5,000
Availability: 4
Game Notes: Creates a dazzling matrix of custom-designed
light shapes that highlight the wearer.
Source: Galladinium’s Fantastic Technology (page 34)

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Spheroids Globe

Spheroids Globe
Model: Sarno Technologies
Home Spheroids Simulator
Type: Holographic spheroids
simulator
Cost: 500
Availability: 2
Game Notes: Different game maneuvers are accomplished
with various thrown weapons totals. The gamemaster may
set target difficulties or have opponents make opposed rolls
to see who wins a given contest.
Source: Galladinium’s Fantastic Technology (pages 48-49)

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Declination Mental

Declination Mental
Combat Game
Model: Wethrenn Amusements, Unlimited Declination
Holographic Game
Type: Mental holographic game
Cost: 3,500
Availability: 3
Game Notes: Characters may use either starfighter piloting
and starship gunnery or Perception to play. Difficulties for
navigating the asteroid field can range from Very Easy to
Heroic (+10, +20, or more). Actual combat rolls are opposed
skill rolls, with additional modifiers based on the difficulty
of the terrain.
Source: Galladinium’s Fantastic Technology (page 49)

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Imperial Command

Imperial Command
Combat Simulator
Model: Plescinia Entertainments CS-Mark 10
Type: Computerized holographic combat simulator
Skill: Tactics
Cost: 350
Availability: 2
Game Notes: In addition to the 12 “stock” historical
simulations built into this unit, a “scenario editor” feature
allows the user to custom create additional historical
or hypothetical engagements. And Easy computer
programming/repair roll is required to install the system.
Games scenarios require various tactics rolls (difficulty
varies by scenario).
Source: Galladinium’s Fantastic Technology (page 51)

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Kasha Meditation Crystal

Kasha Meditation Crystal
Type: Meditation crystal
Cost: 2,000
Availability: 4
Game Notes: One hour of quiet, uninterrupted meditation
with a kasha meditation crystal grants a Cerean a +3D
persuade bonus for the next 24 hours. The character also
gains a +1D inherent bonus on any single skill roll, provided
the character has at least one pip allocated to that skill.
Transforming an ordinary, unattuned kasha crystal into a
meditative device requires an investment of 200 credits for
raw materials, 72 hours of work and a Heroic scholar: craft
sculpture roll.
Source: Ultimate Alien Anthology (page 31)

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Life Crystal

Life Crystal
Model: Life Crystal
Type: Alien technology
Cost: 5,000 credits per crystal (up to the Rise of the Empire);
25,000 credits (later eras, black market)
Availability: 3, R
Game Notes: After the first week of wearing a life
crystal, roll 2D to determine its effects on the wearer:
Roll Result
2-3 +1 pips to Strength
4 +1 pips to Perception
5 +1 pips to Knowledge
6-8 No Effect
9 +1 pips to Technical
10 +1 pips to Mechanical
11-12 +1 pips to Dexterity
Each successive year, the wearer rolls again and can gain
additional bonuses. The bonuses are cumulative, as are
bonuses awarded by multiple life crystals. If a life crystal is
not worn for 24 hours, the bonuses become penalties. If the
crystal is replaced within a week, the bonuses are restored.
If the crystal is not replaced, the penalties will wear off in
one year.
Source: Gamer Magazine

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Kaiburr Crystal

Kaiburr Crystal
Type: Forceenhancing
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)

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Void Stone

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)

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The Codex

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)

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The Bracers of Najus

The Bracers of Najus
Type: Dark side artifact
Scale: Character
Cost: Not available for sale
Availability: Unique
Game Notes: If worn, the Bracers of Najus double the
benefits of any attempts to call upon the Dark Side against
a target who is allied with the light side of the Force (ie,
against a Force-sensitive opponent who has no Dark Side
points). What this means is that any Force points gained
by calling on the Dark Side triple the character’s dice pools
instead of doubling them. The bracers have no effect if the
user’s opponent has at least one Dark Side point. In fact,
the Dark Side-allied opponent gains any beneficial bonuses
if an attempt is made to use the bracers against him.
Source: Gamer MagazineThe Bracers of Najus
Type: Dark side artifact
Scale: Character
Cost: Not available for sale
Availability: Unique
Game Notes: If worn, the Bracers of Najus double the
benefits of any attempts to call upon the Dark Side against
a target who is allied with the light side of the Force (ie,
against a Force-sensitive opponent who has no Dark Side
points). What this means is that any Force points gained
by calling on the Dark Side triple the character’s dice pools
instead of doubling them. The bracers have no effect if the
user’s opponent has at least one Dark Side point. In fact,
the Dark Side-allied opponent gains any beneficial bonuses
if an attempt is made to use the bracers against him.
Source: Gamer Magazine

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Sith Force Mask Talisman

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)

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Sith Concentration Talisman

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 dependant on the particular
137
taliman; weaker ones are more common, while the more
powerful ones are extremely rare.
Source: Tales of the Jedi Companion (page 80)

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Sith Shield Talisman

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), The
Dark Side Sourcebook (page 67)

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Sith Healing Talisman

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)

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Sith Ensnarement Talisman

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 dependant on the particular
taliman; 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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Sith Abattar

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’s inexplicably
heavy. Force-users who don the abattar 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 on the user and
gives a Dark Side Point.
Source: Geonosis and the Outer Rim Worlds (pages 32-33)

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Sith Sarcophagus

Sith Sarcophagus
Type: Sith sarcophagus
Cost: Not available for sale
Availability: 4
Game Notes: If the Dark Side spirit is within ten meters
of its Sarcophagus, Force-sensitive characters within ten
meters must make Moderate control or willpower rolls or
succumb to feelings of anger, fear, and aggression. If a
character who has failed this roll attempts to call on the
Force at any time within 24 hours, he will automatically
call on the Dark Side. If any character finds himself laying
inside a Sith sarcophagus for more than a single full round,
he must make a Moderate willpower roll or be possessed
by the Dark Side spirit. Transferring the essence of a living
being into a Sith sarcophagus requires that one be custom
built. The being creating the sarcophagus must have the
Alchemy Force power and another living being to sacrifice.
To complete the process, the Force user must successfully
use the Transfer Life Force power. For every 100 lives that
are willingly sacrificed, the difficulties on the use of the
Transfer Life power are reduced by 1.
Source: Gamer Magazine

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