Have you made any holocrons for your game or used any from a published book? What is it called, what does it do?
Tell me about Holocrons in your game!
Just standard holocrons from the published F&D books, so far. Nothing special.
The upcoming arc of my campaign is going to involve a bunch of them, mostly as plot-GPS: they'll get one that tells them about a lost Jedi ship, where they'll find another that tells them how to find Illum (to get lightsaber crystals), and then they'll get a third as a reward for finishing The Dead Road from Lords of Nal Hutta, but it requires the Jewel of Yavin (secretly a kyber crystal) to function, and that will tell them where to find that Jedi training ship that was shot down in that one The Clone Wars episode
Just standard holocrons from the published F&D books, so far. Nothing special.
And what are those? I looked up Holocrons in the FnD CRB and it basically said Holocrons could be whatever..
And what are those? I looked up Holocrons in the FnD CRB and it basically said Holocrons could be whatever..
Look in the published adventures.
Look in the back of the F&D CRB, the Beginner’s Boxed set, the F&D GM Kit, the freely available PDFs on the FFG website that are follow-on stories to the beginner boxed set or the GM kit, etc….
In my universe "light" holocrons are cubes, Sith ones are pyramids, there may be ONE dodecahedronal Great Holocron. All require the Force to activate, but anyone can then view the information...
The Jedi-wannabe in my game was given a holocron by the Jedi Master that he had to track down. The Master was killed, sacrificed himself so the PC could escape. So the holocron essentially functions as a "Master" per F&D CRB. Also holds various knowledge, such as the location of another Jedi Master!
Haven't made any yet, running Edge of the Empire. Encouraged my players to wait on buying Force Sensitive Exile until they've built up some experience rather than spending the experience on it in character creation.
Plan to write several plots that will result in certain players unlocking their Force Potential (once they've accumulated enough experience for it and if they want to take that Spec).
Likely that my Holocrons will be sources of information to the players and each one will be unique.
I GM a group of EotE characters and one FaD character. They chose a starship as their starting asset, and the player of the force sensitive character said he felt he didn't have a narrative way of learning new force and lightsabre techniques, so in my story I dropped in another force sensitive NPC who have the PC a holocron. The holocron is only has very basic information in it, but it gives the PC a reasonable premise to develop their force powers.
One of my players in my EotE campaign is Force-Sensitive, but the character is unaware that he is using the force. He has found a box that contains a holocron, but has no way of opening it yet. It's a sort of a puzzle-box that requires a degree of skill in telekinesis (move-power) to open.
The holocron is one made by a Jedi master a few hundred years ago and was intended for temporary use by Padawans that lost their master to continue their training with a master of sorts (the gatekeeper of the holocron) until they would be assigned to a new master. It will enable the character to understand the basic lore surrounding the Jedi, how to stay away from the dark side etc, and make it easier for him to learn new powers. The gatekeeper will, however, be pretty strict with the information he will give the character once he understands the character is not a Padawan, and completely out of date with anything to do with the Jedi order.
So you can make a Holocron that gives the wielder/carrier/owner som free skill ranks and a basic Force Power for example? And it has "ghost figure" attached to it, the Gatekeeper of the Holocron?
There are no hard rules of what the Holocron can give the one holding it? Or is it? Does he or she(or it) have to be Force Sensitive? Is the Gatekeeper in charge of what he or she(or it again) want to give or share?
So you can make a Holocron that gives the wielder/carrier/owner som free skill ranks and a basic Force Power for example? And it has "ghost figure" attached to it, the Gatekeeper of the Holocron?
There are no hard rules of what the Holocron can give the one holding it? Or is it? Does he or she(or it) have to be Force Sensitive? Is the Gatekeeper in charge of what he or she(or it again) want to give or share?
There are rules in the F&D core for the use of Holocrons. However, as a GM I never really feel too beholden to the RAW, story/narrative/needs come first.
For example:
Master Ren Do holocron
The holocron given to Iaco was created by Master Ren Do and his presence is the gatekeeper to the holocron . The holocron has the following information.
Iaco will need to make a Hard dd d Knowledge (L ore ) check when he first tries to activate the holocron . If he spends time quieting his mind and meditating he can gain bb on the check.
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The holocron counts as a Mentor (reduced cost for Force powers) for purposes of training for the following Force powers:
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Influence
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Sense
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Foresee
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Enhance
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Move
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Additional lightsaber training and construction
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Additional Force training
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History of the Jedi order from Master Do’s perspective
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Message from Obi Wan warning the Jedi of the dark times <see youtube clip>
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Location of Jedi Master Varen on Melazis who can continue his training
Master Ren Do holocron
The holocron given to Iaco was created by Master Ren Do and his presence is the gatekeeper to the holocron . The holocron has the following information.
Iaco will need to make a Hard dd d Knowledge (L ore ) check when he first tries to activate the holocron . If he spends time quieting his mind and meditating he can gain bb on the check.
As an aside, you can easily add certain symbols by holding down left-alt and typing in certain numbers with the keypad (colors can be adjusted from the font bar)
left-alt 4 = ♦
left-alt 254 = ■
left-alt 9 = ○ (I use for Light Force Point in my notes)
left-alt 10 = ◙ (I use for Dark Force Point in my notes)
left-alt 0164 = ¤ (I use for successes in my notes)
search alt key codes if you want to find more possibilites
Edited by ckobbeThinking more on this I believe not only will Holocrons be sources of information in my adventures, I can see them being quest points. Either they give information leading to quests or quests are made to find the Holocrons themselves.
So you can make a Holocron that gives the wielder/carrier/owner som free skill ranks and a basic Force Power for example? And it has "ghost figure" attached to it, the Gatekeeper of the Holocron?
There are no hard rules of what the Holocron can give the one holding it? Or is it? Does he or she(or it) have to be Force Sensitive? Is the Gatekeeper in charge of what he or she(or it again) want to give or share?
You can have them do pretty much what you like. Some will give a lot more benefit than others. The FaD rulebook suggests that the ones that give additional powers and talents be very, very rare.
So you can make a Holocron that gives the wielder/carrier/owner som free skill ranks and a basic Force Power for example? And it has "ghost figure" attached to it, the Gatekeeper of the Holocron?
There are no hard rules of what the Holocron can give the one holding it? Or is it? Does he or she(or it) have to be Force Sensitive? Is the Gatekeeper in charge of what he or she(or it again) want to give or share?
You can have them do pretty much what you like. Some will give a lot more benefit than others. The FaD rulebook suggests that the ones that give additional powers and talents be very, very rare.
If you can get hold of a copies of The Jedi Path & Book of The Sith.. loads of stuff in there for inspiration -especially the... er...cut off points for saber combat - Hold the lightsaber properly or you'll take your hand off
To really freak the players out have a cube one look like this:
So you can make a Holocron that gives the wielder/carrier/owner som free skill ranks and a basic Force Power for example? And it has "ghost figure" attached to it, the Gatekeeper of the Holocron?
There are no hard rules of what the Holocron can give the one holding it? Or is it? Does he or she(or it) have to be Force Sensitive? Is the Gatekeeper in charge of what he or she(or it again) want to give or share?
There are rules in the F&D core for the use of Holocrons. However, as a GM I never really feel too beholden to the RAW, story/narrative/needs come first.
Where are those rules exactly? I looked up Holocrons in the book and I only found guidelines and vague descriptions and open suggestions of what they could be. Which I like and gives me lots of elbow room for creativity, but if there are other rules on constucting one, I`d like to know about them.
So you can make a Holocron that gives the wielder/carrier/owner som free skill ranks and a basic Force Power for example? And it has "ghost figure" attached to it, the Gatekeeper of the Holocron?
There are no hard rules of what the Holocron can give the one holding it? Or is it? Does he or she(or it) have to be Force Sensitive? Is the Gatekeeper in charge of what he or she(or it again) want to give or share?
You can have them do pretty much what you like. Some will give a lot more benefit than others. The FaD rulebook suggests that the ones that give additional powers and talents be very, very rare.
I see, thanks. I got that impression too, and saw them as suggestions on what could be done with them, but you had to make it all up yourself, unless I missed something.
To really freak the players out have a cube one look like this:
"What is your pleasure, sir?"
In one of my games starting in a couple of weeks, I have an NPC that the players will be trying to track down, a "Jedi Master" that speaks to them through an older astromech as a middle man (Think Artoo acting as a conduit for a holo-call). He will offer to teach them all he knows and hope that they will be able to help him in turn. As they are playing mostly knowledge hungry force sensitives, I expect they wont have a problem with this.
The truth of the matter is that the "Jedi Master" is a Gate Keeper within a holocron that is connected inside the astromech. the Gate keeper has tons of knowledge and is more than willing to assist the characters as he gets them to open an ancient tomb of a long dead Sith Lord. Releasing the Sith Spirit and adding a new nemesis to the mix.
None of this will be the primary missions for the team, just background, so I am hoping they don't look too closely at what they are doing until it is too late.
The only other Holocron I have used in the past was a maguffin that had 'math' that the republic did that told how to anticipate where and when force sensitive children would be born.
The players crashed a frigate into a moon to destroy it and prevent the empire from getting the information
Edited by trialaccess
I had an idea a long time ago for a holocron. Okay, bear with me:
After Order 66, Jedi Master MacGuffin went into hiding. He knew he could only hide for so long before being found by imperial agents, so he used his time and knowledge to create a type of holocron nearly lost to history. While all holocrons are imbued with an echo of their creator, MacGuffin poured nearly all of himself into this creation. It was almost as though he split his essence into two. The holocron contained all of his memories, and could learn and adapt far more readily to knew information. His body, however, was a shell of the man he once was. Weak, exhausted, and broken of mind, he was soon found by Imperial agents.
The PCs, of course, would begin with the holocron as a mentor. Master MacGuffin knows his own history leading up to the Holocron's creation, and assumes his other self was killed. As you've probably guessed, of course, MacGuffin's other self was captured by the inquisitors, and in his shattered state, was easily turned to the Dark Side. Naturally, he's the Sith Lord that serves as the Big Bad Evil Guy. The trick is hiding much of this from the players, but you're welcome to that idea if you like it. I never got to try it.
I had an idea a long time ago for a holocron. Okay, bear with me:
After Order 66, Jedi Master MacGuffin went into hiding. He knew he could only hide for so long before being found by imperial agents, so he used his time and knowledge to create a type of holocron nearly lost to history. While all holocrons are imbued with an echo of their creator, MacGuffin poured nearly all of himself into this creation. It was almost as though he split his essence into two. The holocron contained all of his memories, and could learn and adapt far more readily to knew information. His body, however, was a shell of the man he once was. Weak, exhausted, and broken of mind, he was soon found by Imperial agents.
The PCs, of course, would begin with the holocron as a mentor. Master MacGuffin knows his own history leading up to the Holocron's creation, and assumes his other self was killed. As you've probably guessed, of course, MacGuffin's other self was captured by the inquisitors, and in his shattered state, was easily turned to the Dark Side. Naturally, he's the Sith Lord that serves as the Big Bad Evil Guy. The trick is hiding much of this from the players, but you're welcome to that idea if you like it. I never got to try it.
I love this idea. And the BBEG wants the holocron to absorb his "better half" and increase his power.
I love this idea. And the BBEG wants the holocron to absorb his "better half" and increase his power.
Nah. He’s either gone psychotic and doesn’t remember his own previous history, and so he would destroy the holocron if he found out about it.
Or, he does remember his previous history, and would destroy the holocron to prevent anyone from finding it and using it.
Or maybe he’d use it as a trap to bring in other potential Jedi/Jedi-wannabees.
But I don’t think the Dark Siders ever want to absorb Light Siders in order to increase their power. Turn them, maybe, but I don’t think a holocron could be turned.
… Or maybe it could. Hmm. …
My group has encountered exactly one holocron over the last two years. They were hired to steal it from an archeological dig on Korriban and deliver it to the Rebellion. They never even tried to look at what was in it.
The only holocron my Force Exile has found, so far, is a lightsabre fencing manual and containing blueprints. He's been looking for a crystal since then.