Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.
The classic Jedi Knight games, starring stormtrooper turned mercenary turned Jedi Kyle Katarn, are among my all time favorite Legends titles. The first of the Jedi Knight titles had a unique, almost samurai movie feel, with the only saber to saber fights being against the Seven Dark Jedi. When you crossed lightsabers with an opponent in that game it was something special. While the original is likely the better storytelling vehicle, Jedi Knight: Jedi Outcast and its overgrown expansion pack sequel Jedi Academy brought us a guilty pleasure in multiple saber fights per level. As required by the conservation of ninjutsu, more Dark Jedi in a level meant each was less powerful.
In homage to all the saber fighting action started by Jedi Outcast, today I offer the Reborn Warrior as a saber wielding minion level threat for use in your games. Based off the basic level Reborn from Jedi Outcast, this NPC is meant to provide a very specific level of threat – not too easy, not too hard. Let’s see if I’ve found that balance.
Reborn Warrior [Minion]
Artificially infusing the Force into beings has long since been considered nothing more than the fevered dreams of fools and madmen, until now. The result of Imperial remnant experiments into Artusian crystals and exposure to the powerful Force vergence remaining within the Valley of the Jedi on Ruusan, these warriors have been “reborn” into Force sensitivity. It can be debated whether or not this arcane process has granted Force sensitivity to the Reborn, or merely enhanced a weak but existing gift, but all among the new Jedi Order agree this army of lightsaber wielding Imperials poses a grave threat to the galaxy. The average Reborn warrior is no match for the average Padawan, but this is made up for in mass numbers. Within the hundreds, if not thousands, of reborn warriors there have even been those granted power rivaling that of experienced Jedi Knights.
Br 3, Ag 2, Int 2, Cun 2, WP 2, Pres 2
Soak 3, W. Threshold 6, Def M/R 2/2
Skills (group only): Athletics, Coercion, Discipline, Lightsaber
Talents: Force Rating 1.
Abilities: Dark Side Force User (uses Dark Side results instead of Light Side results), Warped Power (decrease the difficulty of any check using the Force to detect Reborn once), Force Power: Enhance (may roll an Enhance power check as part of an Athletics check, spend Force points to gain success or advantage on the check).
Equipment: Red lightsaber (Lightsaber; Damage 6; Critical 2; Engaged; Breach 1, Sunder), concealing robes.
Artusian Crystal Talisman
A small gemstone cut from a green, crystalline substance found primarily on Artus Prime, these talismans are capable of storing and releasing Force energy. Originally used by the fallen Jedi Desann to infuse an army of Lord Hethrir’s followers with the Force and to power Shadowtrooper armor, most of these crystals have been secured by the new Jedi Order. Those that remain unsecured are in the hands of the remaining Reborn, have found their way into the underworld, or are stored in yet undiscovered Imperial Remnant labs.
As a maneuver, a Force user may tap into a charged Artusian crystal to add one Light or Dark Force die result to their next Force power check within the round. This discharges the crystal, requiring either a once per session Daunting (4 Purple) Discipline Check or sufficiently lengthy exposure to a Vergence (Nexus of Power pg. 69 to recharge.
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