Hey all
So I've always thought the mystical stuff like sith artifacts was very cool, and I figured I'd try and sort some stats for them and could use some feedback. I'm also very interested to see anything anyone else has worked on.
So this is for Exar Kun's amulet. I should start by saying this thing is exceedingly powerful so would at best be a one of a kind at best and should only turn up after a pretty major quest to find it. What I've come up with for this is based on the comic book stuff.
This would effectively be a beam weapon of pure dark side energy. It would have a medium range, critical rating of 3, have burn 2 as a special rule and have an encumbrance of one. It will also use ranged (light) for its skill check.
The real reason that anyone would want this artifact though is the damage. We see Exar Kun blast a hole through one of the more horrific dark side creations, so it's safe to assume that this amulet is pretty deadly. For this reason I'm thinking about setting the damage somewhere in the range of 30. Now that may seem pretty overpowered, but there are some pretty serious downsides to this weapon that I think balance it.
So the first disadvantage is the conflict for using the artifact. Simply wearing it adds 1 conflict to the user per session, and activating its attack adds an additional 4. This is based off the Bardottan Sphere adding 5 for use, and I figured obliterating someone with pure dark side energy is a little bit less sinister than literally stealing the soul out of a person.
The second setback is controlling the amulet. In the comic Exar Kun nearly lose control over the amulet on Yavin 4. So it's safe to say that considering he was arguably one of the most powerful Sith going that a player trying to use this would struggle as well. Activating it is easy enough, but every time an attack is made a formidable discipline check would have to be made. That may seem a bit high, but if this amulet has the equivalent firepower of a vehicle mounted weapon it makes sense it would be hard to control with one hand. Success means you roll ranged (light) as usual. Failure means that the player has lost control of the amulet and a force dice has to be rolled. White pip means that the player is able to direct the beam harmlessly or at least so it doesn't have a negative effect on their goals. Black pip is more down to the Gm's preference, it could hit a team mate, or have another negative effect on the situation.
There is also the issue of the injuries that the amulet causes. Exar Kun notices that the amulet burns his skin when he uses it, as quite a lot of sith artifacts seem to. Because of this, each time the amulet is fired would inflict one wound on the user. They would not feel pain, but the injury would still occur. The burns themselves would be permanent as well. The wounds can be removed as usual, but as they're inflicted by the dark side scars like that don't go away easily. Perhaps if a player gets mastery in heal or finds a second artifact, then they can be healed, but using the amulet puts them right back there.
I'd also say a character should also have a force rating of three to use it. Using the amulet is also meant to multiply a characters anger a bunch of times, but that's more of a cosmetic effect.
So yeah, looking for feedback or just general comments on the idea for this. Thanks in advance!