A while back, when doing a black market purchase for unnusual items, one of my players got several successes, a Triumph and 4/5 Threats when buying an ancient sword from a trader (he didn't want to use the sword, he was trying to disguise as a customer to get information, but since his character is an explored who travels the galaxy looking for artifacts he kept it). The players decided that the sword had some unknown curse of my own design, and of course their characters didn't know anything about it.
Later on, the Force-sensitives in the group started to hear something calling them at night from that character's room, and after some investigatio they realised the sword is somehow linked to an old deserted planed called Korriban.
Basically, I've decided to turn the weapon into a Sith Sword linked to some dead Sith sorcerer (I haven't decided the particulars yet, the group is bussy at the moment with a mission). What abilities do you think are appropiate for a Sith sword?
My plan is that the Sword is linked to its former master somehow, and it'll try to tempt and corrupt the Force users into using it, so it has to have some nice perks attached to tempt them (it's sort of the One Ring of Sith swords).