HoloNet Uplink: Alternative Force Tradition – Zeison Sha

Copyright LucasFilm / Wizards of the Coast.

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.

I recently got my grubby hands on a copy of Disciples of Harmony, the new Force and Destiny sourcebook for Consulars. Oh man, it has certainly been worth the wait and my hard earned credits so far. I’m planning on putting together my glowing praise with little bit of sober judgment mixed in to give you guys another review to go by. The quickest possible review: awesome.

Until I can slap that together, I’m going to latch onto one section that is tucked away on pages 79-80 in Chapter III of Disciples of Harmony. I’m talking about the rules for Alternative Force Traditions. Check out that section for the rules explanation, but the abbreviated version is that selected a Mentor party resource specifically from one of these Force Traditions replace the normal mechanical benefit of having a Mentor. Instead of a flat XP discount across all basic powers, a different mechanical benefit is available to the party. However, this increased benefit comes at the cost of a Drawback which can be negated by spending a certain amount of XP. This indicates growing beyond that Mentor’s philosophy.

In my opinion, what is presented in this section is the start of some interesting options for FaD parties. I’m sure some would like a bit more, but this is a very efficient way to provide options for this untapped part of Star Wars lore. I would certainly like to see this material fleshed out even further, but for now I approve heartily enough to dip my toe into the waters and offer some extra Force Traditions myself. Today I present the Zeison Sha of Wizards of the Coast fame.

Zeison Sha

On the harsh Outer Rim world of Yanibar, the fiercely independent Force wielding order of the Zeison Sha use their powerful telekinetic abilities in defense of their homes and families. The telekinetic mastery of the Zeison Sha is used not only directly against their enemies, but also in wielding at range their signature discblade weapon. The original Zeison Sha fled to Yanibar seeking shelter from the wrath of the Sith. The extreme environment of Yanibar killed many of these refugees who awaited rescue by the Jedi. But tragically, that rescue would never come as all Jedi who had knowledge of the group were killed.

Overtime, the Zeison Sha adapted their techniques and philosophies towards surviving their new homeworld.  Fervently self-reliant, their mistrust of the Jedi for their perceived betrayal so long ago has only intensified over the years. Attempts by the Jedi to reconcile this divide have been rebuffed in each instance. The Zeison Sha are quick to point to the Jedi’s more questionable practices, such as the separation of children from their parents and the discouragement of love and attachment to family. However, this adamantly independent mindset alongside a smoldering grudge with the Jedi have led a number of Zeison Sha down paths of pride and hatred, in some cases ultimately to the Dark Side.

The Zeison Sha’s philosophy of radical self-sufficiency is largely held alongside a preference for isolation. Few outsiders have any interest in visiting the deadly world of Yanibar. The Empire and their Jedi Hunters did come to occupy this world, but Zeison Sha resistance was fierce. The Zeison Sha would outlive the Empire and Yanibar would remain independent and neutral during the rise of the First Order. It was exceptionally rare, but not unheard of, for individual Zeison Sha to wander the galaxy. They would, like many other Force using traditions, take pains to hide their abilities and identities.

During the Galactic Civil War, the Zeison Sha present a unique opportunity for Force emergents. An aspirant who learns of the Zeison Sha and their world of Yanibar have a definitive lead on a potential source of training. Should an aspirant wish to embark on travel deep into the Outer Rim, brave Yanibar’s natural dangers, and risk death or capture by the Empire’s hazard troopers attempting to pacify the world, then they are all but assured of meeting trained Force users. Convincing the insular Zeison Sha to take on an outside as an initiate, however, may be just as much a challenge as making it to one of their enclaves. A party who select a Zeison Sha Mentor as the party resource presents the GM with an excellent opportunity for an introductory chapter in their adventures by playing out some or all of the above.

Benefit: Reduce the cost to purchase the Bind and Move basic Force powers, as well as Control upgrades, by 5 XP to a minimum of 5 XP.

Drawback (20 XP): A character who knowingly accepts assistance from a member of a different Force Tradition (Such as the Jedi or the Sith) generates 2 conflict at the end of the encounter.

 

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Christopher Hunt

Staff Writer at d20 Radio
Christopher Hunt is a long-time gamer and has recently broke into the world of RPG freelancing. Chris’ unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games’ Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. Always the gamer, his thesis, which explores conflict short of war by uniting current threats to historical events, was inspired by a historical board game.

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