About Artifacts, Creatures, Implants, and Personal
Shadows
Shadows cannot be bought in this game. Shadows are
important places for information, battles, and diplomacy, but none are capable
of being "owned" in this game.
Individual characters should never invest more than 30 total points
in their personal Artifact(s). The use of currency (Republic Credits,
or other forms depending) is prevalent. However, points or a combination
of Credits and points may be used instead. Of course spending points
makes an Artifact more permament and reliable than an Artifact
purchased with Credits. What is suggested is that characters, or
rather Players, share the cost (both Credits and Points) of certain
group Artifacts, such as shadowships. This can be especially helpful
if the group often works together and grows tired of spending Credits
on transports that are usually bound to a specific schedule and
are often delayed by pirates, mechanical failures, and other things
along the way through Shadow.
A character's Social Skill will determine their Social
Status income level per session (about a month of play).
Daily average costs of living expenses should be ignored unless
a situation calls for your PC to spend Credits, such as when
buying most Artifacts in the Republic, or very expensive mundane
items: a hotel suite near Castle Amber for example, when your
character is not an Amber Royal family member, or when picking
up a spare blaster, or hitching a ride on a transport from Avernus
to Amber for that Republic birthday party. Your character's Social
Skill will determine what spending level a character has access
to at start of play, as well as how their income may change if
a character's Social Rank improves. This is a guideline more
than a hard rule. For those with Pattern who can acquire more
or less anything they like in Shadow for "free," most mundane
items are not a concern, provided they have the time and energy
to go hunting through Shadow instead of stopping by the local
Guild or Trade Federation store on the way. However, Artifacts
in the Republic will have to be "purchased" by the character's
initial spending level, or with points, especially Artifacts
from Tir-na Nog'th such as droids, shadowships, speeders, or
blasters.
Note: Many things may be lost or destroyed in battles... such
is the way of the game, potentially. Expect to lose a few things
along the way in search of adventure.
Creatures of Power may be found or purchased, most likely beyond
Republic Shadowspace, or using Pattern Imprint or Conjuration.
Implants are handled as per the normal rules.
ARMOR
Any protective materials worn to reduce the amount of damage received
during Combat. The table below lists the more common types of armor
available. Prices vary for Standard Armor, which is not illegal
to possess and use in the Republic.
Bounty Hunter Armor is rare and illegal in the Republic, since the practice
of bounty hunting is considered a criminal act in itself. Bulky
Republic-Issue Armor is licensed by the Republic primarily for
military and police forces and unauthorized use is prohibited.
Of course those with Magic could try to create their own versions,
or those with Pattern could find something suitable outside the
Republic and pull Royal Rank on any Republic officers who get nosey.
| Armor Table |
| Type |
Effectiveness |
| Standard 1,250 Credits (or 1pt) |
Versus Weapons |
| Bounty Hunter 2,500 Credits (or 2pts); Illegal for
non-Bounty Hunters to possess |
Versus Guns |
| Battle Issue 5,000 Credits (or 4pts); must be licensed
to own and use through a recognized military service |
Invulnerable |
BLASTERS
Various models of blasters exist, all under the mindful eye of the Republic,
of course. These strange guns and rifles discharge damaging energy
to a target from various distances. There are light and heavy pistols,
as well as hi-powered rifles available to those with licenses in
the Republic. Senators usually are trained to use and carry a light
pistol. Smugglers and security forces often employ heavy pistols.
Only high-powered organizations, such as the Republic, can afford
to maintain a large holding of blaster rifles. All Republic citizens
must apply annually for a blaster license in order to legally carry
and use a blaster. All blasters in use must also be registered
with the Republic. Concealing weapons of any sort , licensed or
not, is a criminal offense under Republic law.
| Blaster Table |
| Type and Weapon Damage |
| Light Pistol 500 Credits (or 1pt) |
 |
| Extra Hard Damage |
| Heavy Pistol 750 Credits (or 2pts) |
 |
| Doubling Damage |
| Rifle 1,000 Credits (or 4pts) |
 |
| Deadly Damage |
Note: Blaster Recharge Time
How long a blaster lasts before needing to be recharged will depend
on the scene and also on how much Good Stuff a character has. Generally
a blaster will self-recharge at a rate of one shot per round when
unused. Excessive use will drain the power-cell completely and
it is possible to overheat a blaster accidentally or intentionally.
In either case, the overheated blaster may either simply stop working
or explode.
Also, most blasters usually have a stun setting that temporarily
disrupts an opponents nervous system.
DROIDS
These artificially created beings were designed by technicians in Mt.
Kolvir. Droids serve many functions within the Republic as manual
labor, specialized servants, and even warriors. Below are a few
examples of both common and rare droids within the Republic.
| Droid Table |
Assassin Droid
Cost: 100,000 Credits (or 4pts). |
 |
| Officially, the assassin models are banned from
the Republic. It is believed that many assassin droids are employed
by crime lords on the fringe of Republic Shadowspace. |
Battle Droid
Cost: 3,000 Credits (or 1pt). |
 |
| The typical warrior or soldier droid serves on
many hostile Shadow regions, or as a private reserve for some nobles
in the Republic. Battle droid effectiveness depends on many special
variables such as the Control Ship and the skill of the Controllers
overseeing the troops in the field. |
Destroyer Droid
Cost 10,000 Credits (or 4pts). |
 |
| This model of droid is built for sheer offensive
use in a military force. Destroyer droids are complicated to control,
but potentially quite effective in combat against superior forces. |
Probe Droid
Cost: 1,000 Credits (or 2pts for 12 probe droids). |
 |
| These flying droids seek out targets based on programmed
information and are usually used in bulk with expectations for losses
due to environmental conditions, or discovery by hostile targets. |
Protocol Droid
Cost: 5,000 Credits (or 4pts). |
 |
| This droid serves as a middleperson during negotiations,
or simply to act as a translator and walking etiquette library. All
of the royal houses in the Republic have at least one Protocol Droid
on staff, especially during state visits and trade negotiations. |
Shadowmech Droid
Cost: 4,000 Credits (or 2pts). |
 |
| This droid is programmed with detailed maps and
arcane instructions for navigation through space, Shadow, and Hypershadowspace,
and necessary for shadowships lacking a Pattern User to guide a craft
safely through reality. Shadowmechs often serve as advanced onboard
navigational computers. |
HYPERDRIVE ENGINES
Few understand how a
hyperdrive engine functions. It is more than advanced mechanics
and Spark. It has to do with the mathematical theories of Order.
Some believe that hyperdrive engines are magical, but they are
closer to what one might call a Pattern Engine that functions
off of a metaphysical drive in the universe. What is known is
that hyperdrive engines move objects faster through Shadowspace
by entering a parallel existence to real Shadowspace called Hypershadowspace
(HSS). These engines do not act to move objects in a linear progression
that is measurable. Instead they move objects between reality,
from point A to point B. Using a hyperdrive engine without an
Advanced Pattern User or a well-programmed Shadowmech is dangerous,
as the engine could phase you into a preexisting object at point
B if a navigator is not careful. Cost: 25,000 Credits (or 4pts).
LIGHTSABERS
One should note that less lethal versions of the Patternsaber, called
a Lightsaber, are available to Jedi not able or trained in the
use of Pattern. The use of the Force is necessary to wield the
weapon safely in combat situations. Cost: Initially, a Jedi is
given a Lightsaber by a Master. However, Force Users are expected
to construct their own Lightsabers over a period of time as part
of their apprentice training (4pts). Damage from a Lightsaber
increases as a character gains greater mastery over the Force.
(See Patternsaber for more general information on these "Jedi" weapons.)
| Lightsaber Damage Table |
| Force Mastery Level |
Weapon Damage |
| Sensitivity |
Extra Damage |
| Basic |
Doubling Damage |
| Advanced |
Deadly Damage |
| Exalted |
Destructive Damage |
PATTERNSABERS
This weapon was designed for use by Pattern Users also skilled in
the Force. The damage seems to increase as its wielder becomes
stronger in the use of the Pattern. However, a Patternsaber is
difficult to use in combat and even skilled warriors have problems
unless they can use the Force to guide the weapon from beginning
to end safely.

A Patternsaber is a weapon typically reserved for Jedi use within the Republic,
although many non-Jedi Royal family members train and use Patternsabers
for their personal protection. Cost: As per Force Users, Pattern/Force Users
are given a Patternsaber by a master and are expected to construct their
own Patternsaber over a period of time (8pts) as an apprentice.
On Performing 'Saber Tricks
Such
as deflecting blaster bolts, can only be repeatedly performed safely
by a Force User. Most 'saber combat involves a great deal of concentration
on the Force as well as years of self-discipline and training.
Most Jedi who enter battle are seasoned warriors (Rank 4 or higher
Combat Skill). Lesser skilled 'saberists are generally encouraged
to either train more or taught to develop other skills rather than
foolishly die in an unmatched battle.
| Patternsaber Damage Table |
| Pattern Mastery Level |
Weapon Damage |
| Sensitivity |
Doubling Damage |
| Basic |
Deadly Damage |
| Advanced |
Destructive Damage |
| Exalted |
Primal Damage |
Jedi 'Saber Use
For
true Jedi who follow the Code and the rules of the Jedi Council,
one does not use a 'saber unless absolutely necessary. A 'saber
is meant to resolve an unavoidable conflict quickly and decisively,
when an opponent makes it perfectly clear that they will harm another
no matter what is said or done by a Jedi. A 'saber should never
be a symbol of fear or pain, though many Dark Jedi use their 'sabers
in this manner to intimidate or to hurt others.
SHADOWSHIPS
These vehicles can move through Shadow using components from Tir-na
Nog'th and Spark. Most are completely sealed and armored against
hostile environments. Some are quite fast and are used as fighters
when engaging hostile fleets in Shadowspace. A Shadowship is
most effective if it has a Shadowmech or a Pattern User on board
to guide it through Shadowspace and Hypershadowspace. Things
like armor, weapons, and extra cargo space are called, "frills."
| Capitol Class Ship |

Cost: 1,000,000 Credits for a new Capital Class ship (a large ship,
like that of the Trade Federation Battleships or a Star Destroyer),
no frills, without a hyperdrive engine (4pts). |
| Transport Class Ship |

Cost: 250,000 Credits for a new Transport Class ship (size similar to
say a Republic transport or the Millenium Falcon or so), no frills,
without a hyperdrive engine (2pts). |
| Fighter Class Ship |

Cost: 50,000 Credits for a new fightercraft (2-person maximum, not counting
a Shadowmech that could fit in the back of many fightercraft), no frills,
without a hyperdrive engine (1pt). |
Frills are added when additional Credits and/or
Points are used.
Armor absorbs damage from enemy blaster
fire, debree in Shadow, asteroids, etc. if Shields are not available.
Sensors are sets of dedicated electronics
packs built for communication and detection purposes. In general
having more sensors increases one's chance of successfully detecting
and communicating with others, which is based off of an operator's
Technical Skill.
Shields actually absorb damage first
and operate by Spark. The benefit of Shields is that damage absorbed
by Shields does not affect a Shadowship's hull, unless an overload
occurs. When an overload occurs usually the Shields will shut
down.
Speed is basically how fast, and to
some degree, how manueverable a Shadowship can be. Successful
piloting is primarily dependant upon a character's Vehicle Skill.
Ships without any points invested in Speed can still move at
various velocities, but they will be snails in comparison to
a ship that has even a one in Speed.
Weapons determine how much damage is
applied to a target. Hitting a target is dependant on a character's
Vehicle and/or Combat Skill depending on the instruments involved.
Cargo Space refers to available area for storing
things, such as troops, vehicles, raw materials, illegal goods,
etc. Each increase is more exponentially based for space purposes,
i.e. a "2" is more spacious than two "1's" put together. The numbers
given do not represent a specific volume, but are a guideline for
the GM and Players.
Purchasing Frills
Actual Credit costs vary for Ship Frills depending
on the location, the quality of the work, and time/part constraints.
The approximate conversion ratio of Frill costs is 5,000 credits
per one experience point.
| Shadow Ship Frills Cost Table |
| Type |
Fightercraft |
Transport |
Capital |
| Armor |
1-2pts |
1-4pts |
1-8pts |
| Sensors |
1-2pts |
1-4pts |
1-8pts |
| Shields |
1-2pts |
1-4pts |
1-8pts |
| Speed |
1-16pts |
1-16pts |
1-8pts |
| Weapons |
1-4pts |
1-8pts |
1-16pts |
| Cargo Space |
1 |
2-8 |
4-32 |
Use of ADRP Artifact Costs
as "1, 2, 4, 8, 16" as ranks for Frills.
Sorry folks, no odd numbers are allowed.
Purchasing
Players
may spend both credits and points on their character's ships.
Making Improvements
Rank
5 Technical enables characters to repair their shadowships themselves.
A Rank 6 Technical or higher would allow for completely new designs.
Characters with a minimum Rank 5 Technical Skill and a minimum
Rank 3 Vehicle Skill are eligible to make improvements that surpass
the standard Frills limits provided above.
SPEEDERS
Speeders are a common type of ground vehicle used for transport on most
Republic worlds. They use repulsorlift technology (through Spark)
to move about the surface terrain.
Each
speeder is generally designed for its environment and will require
extensive alterations before it can be considered operational elsewhere.
Cost: 1,000 Credits for a base model (or 1pt). Air Speeders, which
have a capability for higher altitudes, are generally more expensive
and vary greatly as well. Cost: 5,000 Credits for a base model
(or 2pts). Pod racers spend a great deal of time working to enhance
their speeders with personal refinements.