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.

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